DEV CHRONICLE: THE TECHNOMANCER OF TELOSSA 

Get your lightning rods ready, there’s thunder in the air! While the first Spellcasters naturally draw their power from the Source, a group of ordinary mortals has decided to change the course of History by using their knowledge to enter the arena. Meet the Technomancer of Telossa, a man who has come to defy the laws of physics and the established order! 

The design of the Technomancer is based on Technomancy, the seventh and most recent school of the Source to emerge in Ashkenon, of which he is the representative,” explains Gregorie Diaconu, Game Director of Spellcasters Chronicles. “This idea of modern magic inspired us to imagine a caste of Sorcerers who lack the Gift possessed by other Spellcasters, but who have forged their own magic through science. And to achieve this goal, the Technomancer had to rid himself of what made him human: his emotions, his memories, his feelings.” 

Like the Stone Shaman shaped by the Mountains of Kamazad, the Technomancer has seen both his appearance and abilities molded by his environment. “The idea of a fully mechanically enhanced being who, ironically, considers himself more human than the other Spellcasters who possess a supernatural Gift, felt particularly fascinating to us,” adds Gregorie, who wanted to make this character truly unique, both in appearance and in abilities. 

From a gameplay perspective, the Technomancer is a techno-thunder specialist capable of both dealing damage and restoring health at will. In combat, he becomes the ideal partner for supporting teammates while remaining spectacular when facing enemies. As Senior Game Designer on Spellcasters Chronicles, Fabien “Khao” Arnaudo wanted the Technomancer to bring something new to the roster. “We usually start from what made the most sense in terms of gameplay, then we work with writers and artists to define visual directions and atmospheres. For the Technomancer, the techno-magical identity emerged from that collaboration. It’s a truly new approach in Spellcasters Chronicles: less about reaction, more about anticipation. Players who take the time to set up their tools, read the battlefield, and plan ahead will discover a deeply rewarding character to master.” 

A new paradigm built around a core idea: keeping your team alive while making your allies stronger. “His signature attack, the Polarity Capsule, launches electrically charged capsules that damage enemies and heal allies upon detonation. And if you keep sending them onto your own Buildings, they eventually become enchanted and gain a health boost. Needless to say, when used well, these capsules can completely turn the tide!” 

Offense, support, defense, the Technomancer excels on all fronts and ticks many boxes for strategy enthusiasts. “He can also summon the Healing Pole, which is highly strategic,” explains Fabien. “You launch a capsule that deploys a healing pylon where it lands, and that pylon sends out electrical pulses that heal injured allies within range, prioritizing Spellcasters. It’s all about placing it in the right spot at the right time!” 

The Technomancer also has three passive abilities: Resonance Field, which generates a healing aura around the character for technomantic creatures, buildings, and the healing staff; Final Discharge, which calls down a lightning strike on the location of your thunder-infused allied buildings when they are destroyed; and Superconductor, which accelerates the cooldown of all your thunder and technomancy abilities. 

These devastating capabilities compliment his ultimate ability: the Telossa Matrix. “It’s a floating sphere that generates a buff field, granting every ally within range a massive boost to attack and movement speed,” Fabien explains. “In short, the Technomancer rewards players who think ahead, place their tools wisely, and know exactly when to unleash everything to turn a fight around. We can’t wait to see what the community does with him!” 

From a technical standpoint, the Technomancer represented a major challenge, brilliantly tackled by the team at Quantic Dream. Mickaël Pénichon, Associate Lead Animator, our character animation specialist, sums up the extensive work done on the Technomancer’s unusual movements: “We had to find the right harmony in the motion of the orbs orbiting him, so they feel like part of him rather than independent elements. There’s also the mechanical aspect of the character’s own movements, his very specific posture… We explored a lot of steampunk influences to achieve that sense of an optimized machine that acts effortlessly. We had to build a system in advance, in collaboration with animation, VFX, and art teams, to reach that result.” Mickaël concludes: “I hope the Technomancer will earn a special place in the community, he has an original design and a playstyle that we hope can truly leave a lasting impression!” 

All that’s left is for you to make the Technomancer the proud spokesperson of Ashkenon’s humans. In any case, he doesn’t come emty-handed, and he’s clearly ready to let the thunder speak!