Classification | |
---|---|
Alignment | Spirit |
Starting City | Enorian |
Guild | Templars |
Mirror | [Praenomen] |
Basics | |
Attacks | phys - bal/eq - str |
Armor | scalemail |
Weapons | two-handed blade |
Skillsets | |
Ascendance | |
Dictum | |
Discipline | |
This is a page about the mechanics of Akkari. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Akkari (lore)].
Overview
Akkari are holy warriors with strong ties to the plane of elemental Spirit through their symbiotic relationship with a living duamvi. They wield a sacred manta and wear scalemail armor, and can execute overwhelming offenses around afflictions and raw damage. Akkari are especially versatile due to the specialization of their various Hosts, allowing them to focus their training on the needs of the moment. This can make them effective at hunting denizens or at combating other adventurers, just, not at the same time.
A new Akkari 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: a twin-bladed manta with enough speed that censure and dichotomy line up
Armor: scalemail with 30/30 protection rating, or so
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
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Core Offense
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Group Combat
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* is tether-neutral |