Anorithil

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Anorithil

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

Anorithil is a class introduced in the base game. It must be unlocked by killing Krogar and saving Fillarel in the Unremarkable Cave in the Far East.

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

New Class Unlocked Description

In the uttermost east, on the continent known only as the Far East, dwell the last remnants of Elves and Humans, fighting the Orc Pride and the many perils of the Far East.

Anorithil are mages who are trained in special magic to focus the powers of the Sun and Moons.

They have learned to harness the energy of both shadows and light in their battle against the Pride.

Their motto is: "We stand betwixt the Sun and Moons, where light and darkness meet. In the grey twilight we seek our destiny."

You have helped one of them and can now create new characters with the Anorithil class.

Anorithil are pure spellcasters that rely on positive and negative energies. Class features:

  • Burn your foes from afar with the light and fire of the Sun
  • Head into battle enhanced by your powerful Sun Chants and Moon Hymns
  • Engulf your foes in the shadows
  • Set glyphs of power to confuse and control your foes

Anorithil use "positive and negative energy" to use their special abilities. These are filled by some of their spells and depleted by others, making them alternate their talents.

Starting Equipment

  • Elm Staff
  • Linen Robe

Starting Talents

Starting Talent Categories

Class
Type Name Mastery Locked Talents
Celestial Sunlight 1.3 No Searing Light Sun Flare Firebeam Sunburst
Celestial Twilight 1.3 No Twilight Jumpgate Mind Blast Shadow Simulacrum
Celestial Star Fury 1.3 No Moonlight Ray Shadow Blast Twilight Surge Starfall
Celestial Eclipse 1.3 No Blood Red Moon Totality Corona Darkest Light
Celestial Circles 1.3 Yes Circle of Shifting Shadows Circle of Sanctity Circle of Warding Celestial Surge
Celestial Glyphs 1.3 Yes Glyphs Glyphs of Fury Empowered Glyphs Destabilize Glyphs
Generic
Type Name Mastery Locked Talents
Celestial Chants 1.3 No Chant Acolyte Chant Illuminate Chant Adept Chant Radiant
Celestial Chants 1.3 No Chant of Fortitude Chant of Fortress Chant of Resistance
Celestial Light 1.3 No Healing Light Bathe in Light Barrier Providence
Celestial Hymns 1.3 No Hymn Acolyte Hymn Incantor Hymn Adept Hymn Nocturnalist
Celestial Hymns 1.3 No Hymn of Shadows Hymn of Detection Hymn of Perseverance
Cunning Survival 1.0 Yes Heightened Senses Device Mastery Track Danger Sense

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