Shapeshifter (class)
Classification | |
---|---|
Alignment | Neutral |
Starting City | (none) |
Tutor | varies v53710 |
Basics | |
Attacks | phys - bal - str |
Armor | none |
Weapons | unarmed |
Skillsets | |
Ferality | |
Shapeshifting | |
Vocalizing | |
This is a page about the mechanics of Shapeshifter. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Shapeshifter (lore)].
Overview
Shapeshifters are savage, bestial creatures of fang and claw (or beak!). They wear no armor and wield no weapons aside from the wicked tools of destruction nature has generously gifted them. Possessed of a primal willingness to rend flesh and shatter bone, shapeshifters specialize exclusively in limb based offenses, but execute these with the awesome efficiency of an apex predator. Two or more shapeshifters can tear hapless victims to shreds in record time. Shifters are capable hunters, a little on the vulnerable side but with above average, if not stellar, damage output.
A new Shapeshifter 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
Ferality is the meat and potatoes of a Shapeshifter's arsenal, featuring almost exclusively attacks, including the signature rips and the awesome might of devour and quarter.
Shapeshifting consists primarily of defences granted by the beastial form the Shapeshifter has taken on, in addition to a scattering of utility abilities.
Vocalizing offers an array of aura-style abilities that, once 'put up', passively 'tick' for a variety of effects. Shapeshifters can eventually use up to three howls at a time.
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: none, Shapeshifters use nothing but their fangs and claws (or beaks!)
Armor: none, again - thick pelts, hardened scales, and bladed feathers offer protection enough
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
- Tree
- Shield
- Cloak
Hunting
Core Offense
Group Combat
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* is tether-neutral |