
General Class Description
Animists are a Hibernian primary spellcasting class that has an affinity with plants. They are able to animate plant life and other natural phenomena (phosphorescence, etc.) and use it to craft spells that damage their opponents.
Animists are a pure spellcasting pet class that has pets that perform specific tasks in different ways. For example, they have "bomber" pets that are generated, float quickly to their target, and then explode. They also have "turrets", which are stationary pets that cast different damaging spells on any enemy that comes into range. Animists can have several turrets simultaneously, depending on their level.
To become an Animist, characters must choose the Way of the Grove - and become a Forester. Then, Foresters join the Path of Affinity. Affinity classes strive to become one with nature. This differs from other Hibernian nature classes (Bard, Warden, Druid), in that those classes feel they need to protect nature, while those on the Path of Affinity try to BECOME nature.

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Available
Races |
Starting Race Attributes - (What are attributes?)
(Rising Attributes are in blue.) |
|
|
Intelligence Primary |
Constitution Secondary |
Dexterity
Tertiary |
Str |
Qui |
Cha |
Pie |
Emp |
|
Celt |
60 |
60 |
60 |
60 |
60 |
60 |
60 |
60 |
|
Firbolg |
60 |
60 |
40 |
90 |
40 |
60 |
60 |
70 |
|
Sylvan |
70 |
60 |
55 |
70 |
45 |
60 |
60 |
60 |
Specializations
Points per Level: - (What are these?) 1.0
Class Spells: - (What are spells?)
Arboreal Path
Arboreal Mastery
Creeping Path
Creeping Mastery
Verdant Path
Verdant Mastery
Class Abilities: - (What are these?)
Armor: Cloth
Weaponry: Staves
Miscellaneous: Given based on Character Level
Sprint, Quickcast
Realm Abilities: - (What are these?)
Animist
Tradeskills: - (What are these?)
All
Master Level Paths: - (What are these?)
Convoker
Stormlord
Class Trainers and Locations
Fuinshata in Tir na Nog
Faolan in Grove of Domnann
Teobrynna in Shar Labyrinth