Dark Age of Camelot Wiki
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[]

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[]

409s.png Sprint
400s.png Quick Cast

Arboreal Path
Creeping Path
Verdant Path

104s.png Cloth

209s.png Staves

Master Levels
2635s.png Convoker
2608s.png Stormlord

Sub Classes
0s.png Guardian
0s.png Magician
0s.png Naturalist
0s.png Stalker

496s.png Alchemy
498s.png Armorcraft
485s.png Basic Crafting
489s.png Fletching
488s.png Spellcrafting
492s.png Tailoring
499s.png Weaponcraft
497s.png Siegecraft



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.


Realm Abilities[]

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

Ras.png Augmented Acuity
Ras.png Augmented Dexterity
Ras.png Mastery of Magery
Ras.png Wild Power

Ras.png Augmented Constitution
Ras.png Long Wind
Ras.png Mastery of Focus
Ras.png Physical Defense
Ras.png Serenity
Ras.png Toughness

Ras.png Augmented Quickness
Ras.png Augmented Strength
Ras.png Ethereal Bond
Ras.png Lifter
Ras.png Mastery of Pain
Ras.png Veil Recovery

3006s.png Mastery of Concentration
3010s.png Purge

3005s.png Concentration
3008s.png Mystic Crystal Lore
3026s.png Negative Maelstrom
3009s.png Raging Power
3007s.png The Empty Mind

3001s.png Adrenaline Rush
3000s.png First Aid
3002s.png Second Wind

Realm Rank 5 Ability:[]

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[]


  • Traldor's Oracle
  • Tartaros' Gift


  • Guard of Valor


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

Other Useful Items[]


  • 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