Classification | |
---|---|
Alignment | Spirit |
Starting City | Enorian |
Guild | Illuminai |
Mirror | [Earthcaller] |
Basics | |
Attacks | either - bal/eq - str/int |
Armor | splintmail |
Weapons | mace/shield |
Skillsets | |
Spirituality | |
Devotion | |
Illumination | |
This is a page about the mechanics of Luminary. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Luminary (lore)].
Overview
Luminaries are holy warriors of Light and Fire, as capable of healing and succor as they are of striking down the enemies of their cause. They are equipped with a mace, shield, and guardian angel and can execute damage, affliction, and limb-based offenses. Luminaries are especially effective at hunting particularly dangerous denizens, at all levels, offering top notch survivability but only mediocre damage done.
A new Luminary 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 mace and a shield (possibly a buckler and a tower shield, for different situations)
Armor: a suit of splintmail with 50/50 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.
Other Equipment: While not exactly equipment, Luminaries must keep track of their angel power, Spark, and devotion levels.
Hunting
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Core Offense
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Group Combat
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* is tether-neutral |