Animist class icon.png
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.

Attributes & Races[edit | edit source]

Celt 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Firbolg 60 + 45 60 + 23 40 + 15 90407060603% Crush2% Slash5% Heat
Elf 70 + 45 40 + 23 75 + 15 40756060602% Slash3% Thrust5% Spirit
Sylvan 70 + 45 60 + 23 55 + 15 70456060603% Crush2% Thrust5% Matter5% Energy

Abilities & Specialization[edit | edit source] Sprint Quick Cast

Arboreal Path
Creeping Path
Verdant Path

Armor Cloth

Weapon Staves

Master Levels Convoker Stormlord

Sub Classes Guardian Magician Naturalist Stalker Alchemy Armorcraft Basic Crafting Fletching Spellcrafting Tailoring Weaponcraft Siegecraft

Tactics[edit | edit source]

PVE[edit | edit source]

For either PVE or RVR it helps to be able to set ground targets for your turrets quickly. An easy way is to make macros and use qbind to assign the macros to specific keys not being used for anything else. The macro ---/macro 500 /groundset 500 sets the ground target 500 units from you. I find it's handy to have a macro set for 0, 300, 600, and 950. This covers most all situations and lets you drop turrets quickly. I put the macros on the second face of Qbar 1 and use qbind to assign them to keys. /qbind 2 1 1 will assign slot one, Qbar one, face two to whichever key you choose. For the second slot just change the center number as /qbind 2 2 1, /qbind 2 3 1 etc.

RVR[edit | edit source]

Realm Abilities[edit | edit source]

Symbol vote yes2.png Primary Realm Abilities Symbol vote yes2.png Neutral.png Secondary Realm Abilities Neutral.png Symbol vote no2.png Useless Realm Abilities Symbol vote no2.png Augmented Acuity Augmented Dexterity Mastery of Magery Wild Power Augmented Constitution Long Wind Mastery of Focus Physical Defense Serenity Toughness Augmented Quickness Augmented Strength Ethereal Bond Lifter Mastery of Pain Veil Recovery Mastery of Concentration Purge Concentration Mystic Crystal Lore Negative Maelstrom Raging Power The Empty Mind Adrenaline Rush First Aid Second Wind

Realm Rank 5 Ability:[edit | edit source]

Name Fungal Union
Reuse 5 minutes
Effect Turns the Animist into a mushroom for 60 seconds. While in mushroom form, the Animist is granted a 50% chance of not spending power for each spell that is cast for the duration of the ability.

Useful Artifacts[edit | edit source]


  • Traldor's Oracle
  • Tartaros' Gift


  • Guard of Valor


  • Erinys Charm
  • Jacina's Sash
  • Bracelet of Zo'arkat

Other Useful Items[edit | edit source]


  • Draiocht Animist Staff


  • Writhing Blackthorn Robe
  • Cloth Cap
  • Ivy Entwined Sleeves
  • Sun Scorched Cap
  • Ivy Entwined Pants
  • Ivy Entwined Gloves
  • Lightning Embossed Cloth Sandals


  • Choker of the Zephyr
  • Cloak of Heavenly Bodies
  • Ring of Calm
  • Mordom's Mind


  • Greater Mythirian of Power

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