Difference between revisions of "Technomancer(class evolution) (talent)"
From Tales of Maj'Eyal
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|game_version=1.7.6 | |game_version=1.7.6 | ||
|image=technomancer.png | |image=technomancer.png | ||
| − | |name=Technomancer | + | |name=Technomancer(Class Evolution) |
|category_type=[[Prodigies]] | |category_type=[[Prodigies]] | ||
|category=[[Prodigies#Magic|Magic]] | |category=[[Prodigies#Magic|Magic]] | ||
Revision as of 01:22, 18 September 2026
| Technomancer(Class Evolution) | ||
| ||
| Game Version | 1.7.6 | |
|---|---|---|
| Category Type | Prodigies | |
| Category | Magic | |
| Requirements | Magic 50 Cunning 25 Be an Archmage Unlocked the Technomancer evolution | |
| Use Mode | Passive | |
| Cost | - | |
| Range | - | |
| Cooldown | - | |
| Travel Speed | - | |
| Use Speed | - | |
| Description | Technomancers are Archmages that dabble in steam technology to enhance their already formidable arsenal of spells.
Once this class evolution is taken, you gain the following:
Once put in a robe, the Arcane Dynamo will regenerate Steam each time mana is spent and increase Spellpower based on current steam level. As soon as this evolution is used you will need to craft the Arcane Dynamo to place in a robe to benefit from all the powers of the Technomancer. | |
| Availability | - | |
Introduced by (and requires) Embers of Rage.
Notes
- The three Technomancy categories are learned at 1.3 mastery.
- You gain 100 steam when you learn it.
- After taking it, tinker items can start dropping in your game.
