Difference between revisions of "Anorithil"

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(Starting Talent Categories: Renamed Sun tree to Sunlight)
(Strategy)
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==Strategy==
 
==Strategy==
:''Last updated for beta 32. Use at your own risk.''
 
  
[[Human]] and [[elf|elven]] Anorithil start in the town of [[Gates of Morning]], and their first zone is the [[Slazish Fens]], accessible from inside the town.
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See [[Guides#Celestial|Celestial Strategy Guides]].
  
Despite being in the same group as the [[Sun Paladin]], this class plays much more like an [[Archmage]] than anything else, with ranged Dark/Light/Fire spells being the main source of damage. Unlike the Archmage, however, the Anorithil has access to some potent defensive hymns and chants, as well as one of the best selections of healing spells of any class. These give you quite a bit more sturdiness, so if necessary, you can take a bit of punishment before having to teleport out.
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You can also see the Anorithil [[Anorithil/notes|general notes]], but they may be out of date.
  
... Which is good, because you don't have any utility spells -- in particular, you have no monster detection. You're going to run into some monsters you'd prefer not to be too close to, and there's nothing to be done about it, so keep your defenses up.
 
 
Your talents are fueled by [[Positive]] and [[Negative]] energy -- especially Negative energy. Negative energy is used for most of your attack spells. You replenish it by using [[Twilight (category)|Twilight]] (converts Positive into Negative energy) or [[Star fury (category)|Twilight Surge]] (restores some of each, and does damage to all nearby tiles). You will want to keep your Negative energy pool as full as you can. This means occasionally casting Twilight or Twilight Surge while walking around (be careful not to hurt friendly monsters).
 
 
At first, don't worry about running out of Positive energy; all of your early Light talents actually ''produce'' Positive energy, rather than consuming it. (The only early talent that consumes it is Twilight.) So, even if Twilight would exhaust your Positive energy pool, don't worry! Use it aggressively. You can always throw a Searing Light or a Bathe in Light or something immediately afterward. (This changes a bit if you pick up the [[Circles (category)|Circles]] tree.)
 
 
Your primary attack spell is [[Star fury (category)|Moonlight Ray]]. Dump some class talent points here first, because it's your workhorse. Use [[Sun (category)|Searing Light]] as a backup and to generate Positive energy, and then Twilight to convert the Positive energy to Negative energy.
 
 
[[Star fury (category)|Starfall]]'s radius increases at higher levels; it's your only stun. [[Sun (category)|Sun Flare]] can blind enemies, and [[Twilight (category)|Mind Blast]] can confuse.
 
 
You don't have a Phase Door spell, but you have a medium-range [[Twilight (category)|Jumpgate]] spell that will return you to wherever you set up your escape portal, if it's within range. The range is annoyingly low, to the point of uselessness until you dump many points into it. You'd do better to rely on teleport runes, teleport wands, etc. instead.
 
 
[[Chants (category)|Chant of Resistance]] gives elemental resistance, and [[Hymns (category)|Hymn of Perseverance]] gives stun, blindness and confusion resistance. You may swap hymns/chants in certain situations later on, but these should be your defaults. (Some builds focus on damage output, using [[Hymns (category)|Hymn of Moonlight]] and [[Eclipse (category)|Corona]], but foregoing confusion resistance is risky.)
 
 
With [[Light (category)|Healing Light]] and [[Light (category)|Bathe in Light]], you can probably get away with having just one [[Inscriptions|Regeneration Infusion]]. Before you get those talents, though, you'll probably want a second one (or a Shielding rune), unless you're a [[Higher]].
 
 
The class lists [[Cunning]] as its secondary stat. This is because Corona fires additional damage at enemies for every spell critical. With a build focusing on spell criticals, it's possible to spew quite a torrent of these.
 
  
 
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Revision as of 10:04, 20 March 2016

Sun Anorithil

File:Sun anorithil 128 bg.png

Metaclass Celestial
Locked Yes
Starting Life 90
Life Rating +0
Stat Modifiers
Strength 0
Dexterity 0
Constitution 0
Magic +6
Willpower 0
Cunning +3

Locked Description

The balance of the heavens' powers is a daunting task.

Mighty are those that stand in the twilight places, wielding both light and darkness in their mind.

Description

Anorithils hail from the Gates of Morning, the last bastion of the free people in the Far East. Their way of life is well represented by their motto 'We stand betwixt the Sun and Moon, where light and darkness meet. In the grey twilight we seek our destiny.'

They can channel the power of the Sun and the Moons to burn and tear apart all who seek to destroy the Sunwall. Masters of Sun and Moon magic, they usually burn their foes with Sun rays before calling the fury of the stars. Their most important stats are: Magic and Cunning

Starting Equipment

  • Elm Staff
  • Linen Robe

Starting Talents

Starting Talent Categories

Class
Type Name Mastery Locked Talents
Celestial Eclipse 1.3 No Blood Red Moon Totality Corona Darkest Light
Celestial Star Fury 1.3 No Moonlight Ray Shadow Blast Twilight Surge Starfall
Celestial Sunlight 1.3 No Searing Light Sun Flare Firebeam Sunburst
Celestial Twilight 1.3 No Twilight Jumpgate Mind Blast Shadow Simulacrum
Celestial Circles 1.3 Yes Circle of Shifting Shadows Circle of Blazing Light Circle of Sanctity Circle of Warding
Celestial Glyphs 1.3 Yes Glyph of Paralysis Glyph of Repulsion Glyph of Explosion Glyph of Fatigue
Generic
Type Name Mastery Locked Talents
Celestial Chants 1.3 No Chant of Fortitude Chant of Fortress Chant of Resistance Chant of Light
Celestial Hymns 1.3 No Hymn of Shadows Hymn of Detection Hymn of Perseverance Hymn of Moonlight
Celestial Light 1.3 No Healing Light Bathe in Light Barrier Providence
Cunning Survival 1.1 Yes Heightened Senses Charm Mastery Piercing Sight Evasion

Strategy

See Celestial Strategy Guides.

You can also see the Anorithil general notes, but they may be out of date.


Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler