Sentinel (class)

Sentinel
Classification
AlignmentSpirit
Starting CityDuiran
GuildSentinels
MirrorExecutorIcon.png[Executor]
Basics
Attacksphys - bal - str
Armorchainmail
Weaponsdhurive
Skillsets
Dhuriv
Woodlore
Tracking

This is a page about the mechanics of Sentinel. If you are looking for origin, history, roleplay, or any other lore-related topic, see: SentinelIcon.png[Sentinel (lore)].

Overview



A new Sentinel 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

Dhuriv consists of the skills necessary to carve a dhurive, a staff with blades on either end, as a weapon - and to use it to great effect. Combining an elegant series of acrobatic techniques with the powerful strikes and flourishes made possible with the dhurive, the Sentinel warrior is capable of numerous wondrous feats.
Woodlore is a skill focused on both the summoning of animal companions, as well as providing a number of useful defensive skills to the Sentinel. Those transcendent in this ability are able to call up to four animal companions to assist them in fighting versus their enemies.
Tracking is a mostly-ranged utility skillset, allowing Sentinels to lay a number of different traps to gain control of the area around them, as well as providing them with the ability to shoot different kinds of arrows from their crossbows.

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: chainmail
Enchantments:

  1. a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
  2. a jewelry item with an allsight enchantment (replaces mindseye tattoo)
  3. a jewelry item with a purity enchantment
  4. a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
  5. a fist sigil attached to each wielded item
  6. a handful of eye sigils and a weaponbelt, for combat against others

Recommended Tattoos:

  1. Boar
  2. Moss
  3. Moon
  4. Shield
  5. Tree
  6. 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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Enorian Duiran Bloodloch Spinesreach Neutral*
 [Akkari]  [Templar]  [Monk]*  [Shaman]  [Bloodborn]  [Praenomen]  [Alchemist]  [Infiltrator]*  [Bard]
 [Ascendril]  [Tidesage]  [Oneiromancer]  [Voidseer]  [Carnifex]  [Ravager]  [Archivist]  [Revenant]  [Predator]
 [Luminary]  [Zealot]  [Runecarver]  [Warden]  [Earthcaller]  [Teradrim]  [Executor]  [Sciomancer]  [Shapeshifter]
 [Sentinel]  [Indorani]  [Wayfarer]
* is tether-neutral