Dark Age of Camelot Wiki
Advertisement
Animist
Animist class icon
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
Sylvan 70 + 45 60 + 23 55 + 15 70456060603% Crush2% Thrust5% Matter5% Energy

Abilities & Specialization

Armor

Weapon

Master Levels

Sub Classes
0s Forester
0s Guardian
0s Magician
0s Naturalist
0s Stalker

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

Armor: Cloth
Weaponry: Staves
Miscellaneous: Sprint, Quickcast

Auto Train

Specialization

Arboreal Path

Arboreal Mastery

Creeping Path

Creeping Mastery

Verdant Path

Verdant Mastery

Tactics

PVE

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

Realm Abilities

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Acuity
Ras Augmented Constitution
Ras Augmented Dexterity
Ras Augmented Quickness
Ras Augmented Strength
Ras Long Wind
Ras Mastery of Focus
Ras Mastery of Magery
Ras Mastery of Pain
Ras Physical Defense
Ras Toughness
Ras Wild Power

Ras Ethereal Bond
Ras Lifter
Ras Serenity
Ras Veil Recovery

3010s Purge

3005s Concentration
3000s First Aid
3006s Mastery of Concentration
3026s Negative Maelstrom
3007s The Empty Mind

3001s Adrenaline Rush
3008s Mystic Crystal Lore
3009s Raging Power
3002s Second Wind

This is greatly influenced by the style of play and especially if you are playing mostly for PvE or RvR: some of the below abilities are very usefull in RvR situation but of seldom use for PvE.

Symbol vote yes2 Very Common Realm Abilities

  • Augmented Acuity
  • Augmented Dexterity
  • Mastery of Concentration (RvR Friendly)
  • Mastery of Magery
  • Purge (RvR Friendly)
  • Wild Power

Neutral Common Realm Abilities

  • Augmented Constitution
  • Ethereal Bond
  • First Aid
  • Long Wind (RvR Friendly)
  • Mystic Crystal Lore
  • Negative Maelstrom
  • Physical Defense
  • Raging Power
  • Serenity
  • The Empty Mind

Symbol vote no2 Very Uncommon Realm Abilities

  • Adrenalin Rush
  • Augmented Quickness
  • Augmented Strength
  • Lifter
  • Mastery of Pain
  • Veil Recovery
  • 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.

Master Level Paths

Convoker Stormlord

Useful Artifacts

Weapon

  • Traldor's Oracle
  • Tartaros' Gift


Armor

  • Guard of Valor


Jewelry

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

Other Useful Items

Weapons

  • Draiocht Animist Staff

Armor

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


Jewelry

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


Mythirian

  • Greater Mythirian of Power

Advertisement