Magic
Hydromancy
The water element: how strong your water moves are, which you can use, and how much energy you hold.
- Group
- Magic
- Title it gives
- Tidecaller
- Grows your stats
- Intelligence (80%), Dexterity (20%)
- Head start
- No people starts with it
How it grows
Like every skill it runs from 0 to 100 and rises a tenth of a point at a time as you use it: quickly while it is low, hardly at all on work far beneath you. Using it trains it. Element skills rise with every move you cast.
All your skills together hold 700 points. Set Hydromancy to rise, fall or hold in the Skills window (K). A people that is good at it starts 10 points higher, 15 on its own path, and raises it a fifth more often for life.
Using it can also raise your stats a point at a time, leaning towards: Intelligence (80%), Dexterity (20%).
Titles
When Hydromancy is your best skill, it names you:
- 30 Neophyte Tidecaller
- 40 Novice Tidecaller
- 50 Apprentice Tidecaller
- 60 Journeyman Tidecaller
- 70 Expert Tidecaller
- 80 Adept Tidecaller
- 90 Master Tidecaller
- 100 Grandmaster Tidecaller
Water: the moves
The patient element: water that flows round a foe, turns to ice, or closes a wound. The only element that heals.
| Move | Words | Needs | Energy | Cooldown | Range | What it does |
|---|---|---|---|---|---|---|
| Water Whip | Uisce Lasc | 0 | 6 | 1 s | 5 tiles | A lash of water that snaps a foe back. |
| Ice Spikes | Oighear | 15 | 14 | 5 s | A row of ice spears bursts up in front of you and chills all it hits. | |
| Mending Water | Leigheas | 0 | 12 | 6 s | Glowing water wrapped round your wounds closes them. | |
| Tide Surge | Tonn | 35 | 18 | 7 s | 5 tiles | A wall of water rushes out and sweeps foes away. |
| Healing TideTree | Taoide Leighis | 45 | 24 | 12 s | Heals you and your pets and companions near you. | |
| Deep FreezeTree | Sioc | 50 | 24 | 10 s | 8 tiles | Encases a foe in ice, unable to move or strike. |
| Root SnareTree | Freamh | 45 | 20 | 9 s | Draws the water in the ground up as vines that grip everyone near you. |
Moves marked Tree also need their place taken in the Hydromancy tree below. A tile is 1.4 metres.
The Hydromancy tree
Every 10 points of Hydromancy gives a point to spend here. Some places need another first; some ask you to choose one or the other. Unlearn the whole tree for gold with F4.
Healing
Water that mends you and yours.
Gentle Hands3 ranks
+10% healing per rank.
Healing Tide1 rank
Opens Healing Tide.
Needs Gentle Hands
Still Waters2 ranks
Water moves cost 6% less energy per rank.
Ice
Water hardened to hold and to cut.
Bitter Cold3 ranks
+6% water damage per rank.
Deep Freeze1 rank
Opens Deep Freeze.
Needs Bitter Cold
Glacier1 rank
Deep Freeze holds 2 seconds longer.
Needs Deep Freeze
Growth
The water in living things.
Root Snare1 rank
Opens Root Snare.
More in the guide: Elements · All skills