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Thunder Mage

Passives

Controlled Discharge

  • Unlock : Level 1

Because of the way thunder magic damage creatures, with good enough understanding of a creature’s inner workings, you can easily cast your spells in a way meant as to not kill them outright, meaning that you can decide to cast any lightning spells in a way to make them reduce your target’s health to 1 instead of flat out killing them.

Biobattery

  • Unlock : Level 25

Your use of thunder magic has given you a better understanding of concepts relating to energy storage and release, allowing you to make more efficient use of mana, and increasing the mana you gain per level by 201.

Actives

Bolt Fist

  • Tier 1 lightning magic

Infuse one of your fists with lightning magic right as you are about to hit a target, accelerating it and causing it to deal 1D4/2 * (AGI * 3 + LVL * 20) thunder elemental damage. The shock from this attack will also lead your target’s focus being broken if your MAG/2 is higher than their STR.

Spark

  • Tier 1 lightning magic

Shoot out a small and inaccurate spark of electricity that deals 1D4/2 * (MAG * 3 + LVL * 20) thunder elemental damage at a target. This skill only has 50% accuracy unless the target is wearing conductive armor, in which case, it becomes perfectly accurate and goes through dodge chance.

Lightning Stike

  • Tier 2 lightning magic
  • Mana cost: 500 mana

Produce a lightning bolt at a target location, dealing 1D4/2 * (MAG * 4 + LVL * 20) thunder elemental damage to a single target. This skill is impossible to dodge as it will always hit where you want it to instantly, however, it is still possible for it to miss its target.

Rushdown

  • Tier 2 lightning magic
  • Mana cost: 500 mana

Enhance your legs and feet, giving yourself a short-lived speed boots as you start to rush towards a target to kick them. This skill allows you to instantly get within melee range of a target while also dealing 1D4/2 * (AGI * 4 + LVL * 20) thunder elemental damage. This skill cannot be used while already within melee range of your target.

Kinetic Charge

  • Tier 3 lightning magic
  • Channel time: 1 turn
  • Mana cost: 500 mana on cast + 1000 mana per use turn

After focusing for one turn on where and how much to shock yourself, precisely shock the muscles in your legs to produce the most efficient run imaginable, making you move at a rate of 3 tiles per turn. Because of the speeds this ability allows you to reach, if an encounter is meant to begin, as long as this skill is active, you can ignore it by simply running past whatever was spawned, and, if you decide to start a combat encounter, you will be able to start the fight by drop kicking a target, instantly pushing them outside of your melee range, and dealing 1D4/2 * (6 * AGI + LVL * 20) thunder elemental damage to them, while also giving you the element of surprise on your enemies, making you get the first turn. You will deal damage to a target and get the first turn. This skill can also be used to run away from most combat encounters. This skill’s channel time (as well as the initial mana cost) can be ignored, however, doing so will mean you won’t have had the time to calibrate the location and strength of the shocks you are sending through your muscles, causing you to take 1000 damage every turn and to have to throw 1D4 every turn, which will make you fall on your face on the spot and have your legs be paralyzed for the next turn if the result is a 1 or 2.

Overclock

  • Tier 3 lightning magic
  • Mana cost : 250 mana per turn + 750 per stat use

Passively make thunder magic flow through your entire body, quickening your reflexes and increasing your potential magic output. Using this skill increases your AGI and MAG by 25%, however it does so at the cost of 250 mana per turn, plus 750 mana for every time you use either stats (or 1500 mana if using both). Enabling or disabling this skill doesn’t count as your action for the turn, however, it can only be done during your turn.

Tempest

  • Tier 4 lightning magic
  • Mana cost: 4000 mana
  • Cast time : 1 turns
  • Duration : 5 turns

Freely spread a thunder mana in your surroundings, creating thin storm clouds all around yourself. Any creature around you2 will have to throw 1D8 (or 1D4 if they are wearing conductive armor) at the start of each of your turns, if they land on 1, they will be struck by lightning that is impossible to dodge, be stunned for 1 turn and receive 1D4/2 * (MAG * 6 + LVL * 20)3 thunder elemental damage.

Lightning Burst

  • Tier 4 lightning magic
  • Mana cost: 3000 mana

Infuse your arms and hands with lightning magic, allowing yourself to rapidly chain together Bolt Fists, dealing 2 instances of 1D4/2 * (AGI * 3 + LVL * 20) thunder elemental damage to a target and breaking their focus as long as your MAG is higher than their STR. This skill’s mana cost can also be doubled to deal a third instance of damage or quadrupled to deal 4 instances of damage.

Dreadstorm

  • Tier 5 lightning magic
  • Mana cost: 8000 mana

Charge the air around yourself in a controlled way using thunder mana, producing a large cloud above you that will send a lightning bolt dealing 1D4/2 * (MAG * 6 + LVL * 20) thunder elemental damage to anyone within melee range of yourself, or wearing conductive armor.

Taser Tag

  • Tier 5 lightning magic
  • Mana cost: 5000

Create and cast on yourself a curse made from thunder magic that can be passed to someone else if its current holder deals melee damage to someone4. The curse slowly grows by eating away at its current holder’s life force, reducing their STR, AGI, and MAG by 25%. After having been active for 4 turns, the curse will release all the mana and life force it stole as thunder magic, causing its current holder to receive 1D4/2 * (MAG * 8 + LVL * 20) thunder elemental damage.

Thundergod’s wrath

  • Tier 6 lightning magic
  • Cooldown : 40 turns
  • Mana cost : 12’000

Release inhuman amounts of pure thunder mana all around yourself, electrifying everything around yourself, even the air, causing every creature in your surroundings to receive a powerful shock and to receive 1D4/2 * (MAG * 10 + LVL * 20) thunder elemental damage and a stun that lasts 1 turns.


  1. This change is also applied retroactively.

  2. This includes creatures outside of melee range, allies and even yourself.

  3. The damage dealt is calculated when the spell is originally cast, rather than when a target is struck.

  4. The curse can change owner an infinite amount of time.