Difference between revisions of "Ascendril (class)"
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{{ | |||
| class_name = Ascendril | | class_name = Ascendril | ||
| alignment = [[Spirit]] | | alignment = [[Spirit]] | ||
| city = [[Enorian]] | |||
| guild = Ascendril | |||
| mirror = Bloodborn | |||
| attacks = magic - eq - int | |||
| armor = none | |||
| weapons = staff or spell focus | |||
| skillset_1 = Elemancy | | skillset_1 = Elemancy | ||
| skillset_2 = | | skillset_2 = Arcanism | ||
| skillset_3 = | | skillset_3 = Thaumaturgy | ||
}} | }} | ||
__TOC__ | |||
{{ClassPageTemplate | |||
| class = Ascendril | |||
| overview = '''Ascendril''' are learned mages who wield mastery over the elements of Fire, Water, Air, and above all, Spirit. They wear no physical armor, and are free to wield any spellcasting focus or shield they like. Ascendril are uniquely equipped to fortify locations in ways no one else can, making them an invaluable asset on any field of battle, and they can bend their elemental mastery to contribute to any offensive style with relative ease. Perhaps unsurprisingly, given their awesome destructive might, Ascendril are particularly vulnerable to incoming attacks, and must be either skittish or well-guarded to survive an engagement. | |||
| statpack = typical | |||
{{ | | skill1 = Elemancy | ||
| skill1_desc = | |||
| skill2 = Arcanism | |||
| skill2_desc = | |||
| skill3 = Thaumaturgy | |||
| skill3_desc = | |||
| def1 = Skill Ability | |||
| def1_desc = | |||
| weapon_info = usually a staff, but any spell focus will do, and a shield for protection | |||
| armor_info = none, Ascendril rely on their magics to protect them | |||
| tattoo1 = Boar | |||
| tattoo2 = Moss | |||
| tattoo3 = Moon | |||
| tattoo4 = Shield | |||
| tattoo5 = Tree | |||
| tattoo6 = Cloak | |||
| tattoos_hunt = Consider a starburst, mountain, or book tattoo while hunting. | |||
| tattoos_combat = Consider a starburst, crystal, or flame tattoo to help in combat against others. | |||
| hunt_info = Someone should fill this out. | |||
| offense_info = Someone should fill this out. | |||
| group_info = Someone should fill this out. | |||
}} | |||
{{ClassNavBar}} | |||
[[Category:Classes]] | [[Category:Classes]] |
Latest revision as of 02:18, 22 September 2024
Classification | |
---|---|
Alignment | Spirit |
Starting City | Enorian |
Guild | Ascendril |
Mirror | [Bloodborn] |
Basics | |
Attacks | magic - eq - int |
Armor | none |
Weapons | staff or spell focus |
Skillsets | |
Elemancy | |
Arcanism | |
Thaumaturgy | |
This is a page about the mechanics of Ascendril. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Ascendril (lore)].
Overview
Ascendril are learned mages who wield mastery over the elements of Fire, Water, Air, and above all, Spirit. They wear no physical armor, and are free to wield any spellcasting focus or shield they like. Ascendril are uniquely equipped to fortify locations in ways no one else can, making them an invaluable asset on any field of battle, and they can bend their elemental mastery to contribute to any offensive style with relative ease. Perhaps unsurprisingly, given their awesome destructive might, Ascendril are particularly vulnerable to incoming attacks, and must be either skittish or well-guarded to survive an engagement.
A new Ascendril is advised to use the typical 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
Defences
- Skill Ability:
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: usually a staff, but any spell focus will do, and a shield for protection
Armor: none, Ascendril rely on their magics to protect them
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:
- Boar
- Moss
- Moon
- Shield
- Tree
- Cloak
Additional Tattoos for Hunting: Consider a starburst, mountain, or book tattoo while hunting.
Additional Tattoos for Combat: Consider a starburst, crystal, or flame tattoo to help in combat against others.
Hunting
Someone should fill this out.
Core Offense
Someone should fill this out.
Group Combat
Someone should fill this out.
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* is tether-neutral |