Tidesage (class)
Classification | |
---|---|
Alignment | Spirit |
Starting City | Enorian |
Guild | Ascendril |
Mirror | [Teradrim] |
Basics | |
Attacks | phys - bal - str (int with gold lesser daub |
Armor | splintmail |
Weapons | club or selkachoar |
Skillsets | |
Wavebreaking | |
Synthesis | |
Inundation | |
This is a page about the mechanics of Tidesage. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Tidesage (lore)].
Overview
Tidesages are waterlogged denizens of the deep and dark, their will as inexorable as the tides they draw upon with their command over frost and fog. They wear heavy splintmail armor and wield a club or selkachoar to rend and bludgeon their foes to death. Ensconced in billowing fog, they work in tandem with their shadowy apparitions in pursuit of a limb based offense, ultimately dragging their hapless victims down into the fathomless depths. Tidesages are reasonably competent hunters, capable of both mitigating and dealing damage well enough to compete without truly shining in this area.
A new Tidesage 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 |