Archivist (class)
Classification | |
---|---|
Alignment | Shadow |
Starting City | Spinesreach |
Guild | Archivists |
Mirror | [Voidseer] |
Basics | |
Attacks | magic - eq - int |
Armor | chainmail |
Weapons | codex and token |
Skillsets | |
Geometrics | |
Numerology | |
Bioessence | |
This is a page about the mechanics of Archivist. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Archivist (lore)].
Overview
Archivists are studious initiates of the esoteric science of Numerology. They study the mathematical fabric of existence itself, drawing on the fundamental forces of the cosmos and the underlying truths of the nature of all things. This empowers them to actuate change in the physical realm, altering reality as they see fit and twisting the minds and bodies of friend and foe alike in pursuit of an affliction based offense. Archivists are merely competent hunters, their ability to link their health and mana making them especially resilient. This makes up for somewhat lackluster damage output.
A new Archivist 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
- 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.
| |||||||||||||||||||||||||||||||||||||||||||||||||
* is tether-neutral |