Difference between revisions of "Alchemist (class)"
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[[Category:Classes]] | [[Category:Classes]] |
Revision as of 02:27, 21 September 2024
Classification | |
---|---|
Alignment | Shadow |
Starting City | Spinesreach |
Guild | Archivists |
Mirror | [Shaman] |
Basics | |
Attacks | magic - eq - int |
Armor | ringmail |
Weapons | conduit |
Skillsets | |
Alchemy | |
Experimentation | |
Botany | |
This is a page about the mechanics of Alchemist. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Alchemist (lore)].
Overview
Alchemist is not filled out yet, someone please edit this text.
A new Alchemist is advised to use the Need 'statpack' variable statpack, though they may change to something else later. Everyone receives one free reincarnation upon leaving novicehood (level 31), and if that is used up, another one upon reaching Tekal (level 99). It is common for people to keep an early statpack until reaching level 100.
Skills
[[_(skill)|]]
[[_(skill)|]]
[[_(skill)|]]
Defences
- Skill Ability: Please fill this out. You can add more, def2, def3, etc, up to 15
Maintaining your defenses is an important part of staying alive in Aetolia! You should be using these in conjunction with your generic, non-class-specific, defences.
Firstaid Defences: blindness, deafness, fangbarrier, insomnia, levitation, waterbreathing (as needed), instawake, arcane, speed, vigor (while hunting)
- Firstaid can also maintain a handful of combat-only defenses: density, rebounding, harmony
Other Defences: tattoos, allsight and waterwalking enchantments, nightsight, deathsight, thirdeye, clarity, and dodge or divert, as well as any ylem mist orbs
Equipment
Weaponry: Need 'weapon_info' variable
Armor: Need 'armor_info' variable
Enchantments:
- a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
- a jewelry item with an allsight enchantment (replaces mindseye tattoo)
- a jewelry item with a purity enchantment
- a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
- a fist sigil attached to each wielded item
- a handful of eye sigils and a weaponbelt, for combat against others
Recommended Tattoos:
- Need 'tattoo1' variable
- Need 'tattoo2' variable
- Need 'tattoo3' variable
- Need 'tattoo4' variable
- Need 'tattoo5' variable
- Need 'tattoo6' variable
Hunting
Need 'hunt_info'
Core Offense
Need 'offense_info'
Group Combat
Need 'group_info'
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* is tether-neutral |