Classification | |
---|---|
Alignment | Shadow |
Starting City | Spinesreach |
Guild | Sciomancers |
Mirror | [Runecarver] |
Basics | |
Attacks | magic - eq - int |
Armor | none |
Weapons | staff or spell focus |
Skillsets | |
Sciomancy | |
Sorcery | |
Gravitation | |
This is a page about the mechanics of Sciomancer. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Sciomancer (lore)].
Overview
The Sciomancers are a special class of mage whose bond to Czjetija, the Shadow realm, has granted them the ability to harness its destructive powers. They are able to wield shadow through their skill in Sciomancy, with potential for a multitude of afflictions. A trained mage can also stabilize and manipulate singularities with their skills in Gravitation, allowing for a different affliction based offense. While enacting acts of Sorcery, they create illusions and become capable of tracing powerful glyphs. These also help in group control and provide basic defence. Overall, Sciomancers are combat focused and supportive, with an emphasis on giving afflictions. They can still serve for hunting and scholarly purposes.
A new Sciomancer 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:
Armor:
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 (to cover regeneration)
- 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
Core Offense
Group Combat
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* is tether-neutral |