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<p>The '''Arcanist''' class has area clearing capabilities through the use of its orb and sceptre, and its jewels focus on single target damage.</p>
<p>The '''Arcanist''' class has area clearing capabilities through the use of its orb and sceptre, and its jewels focus on single target damage.</p>
<p>'''Arcanist's''' item progression provides the class with high DPS throughout the entirety of it's playthrough at the cost of suvivability. This class has a high skill floor to get into, but is extremely rewarding for skilled players.</p>
<p>'''Arcanist's''' item progression provides the class with high DPS throughout the entirety of it's playthrough at the cost of suvivability. This class has a high skill floor to get into, but is extremely rewarding for skilled players.</p>
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{{Arcanist/Skill_Tree}}
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Revision as of 16:51, 30 December 2025

Arcanist
General Info
The Arcanist wields a sceptre and wears magical armour. She manipulates jewels that orbit around her and project themselves at enemies. She also wields an orb that deals high AoE damage. The Arcanist is a powerful and versatile magic class, capable of causing devastating damage.
Class Restrictions
Weapon
Armour
Abilities

Class General Data

The Arcanist class is one of six classes in Telos Realms.

Class Stats
Stats Starter Base Stats Max Base Stats
Health 7.5 11
Attack 12.5 15
Defence 10 15
Speed 10 15
Evasion 7.5 10
Vitality 10 15
Critical Chance 12.5 12.5
Critical Damage 65% 65%


The Arcanist class has area clearing capabilities through the use of its orb and sceptre, and its jewels focus on single target damage.

Arcanist's item progression provides the class with high DPS throughout the entirety of it's playthrough at the cost of suvivability. This class has a high skill floor to get into, but is extremely rewarding for skilled players.

Arcanist Skill Trees


One and True

Using a jewel will now only spawn 1 jewel over your head that does damage multiplied by the amount of shots the original jewel had with an additional 1.5x multiplier

Solar Eclipse

Replace your passive orbital with a blackhole that gives jewel projectiles going through it both damage attributes from the Solar and Lunar orbital, but both effects now deal 10% less damage

Size and Scale

Passive orbitals are now 75% bigger and rotate slower

Echolocate

Your jewels now do 60% of their base damage but they now pierce and boomerang back to you after reaching their max range

Arin's Greed

You now have double the amount of jewels per use but they all do 60% of their base damage

Refraction

Hitting the sun with a piercing sceptre will make it shoot out 5 solar flares to the nearest enemy in a 12 block radius, each shot dealing 0.25x of the damage of the sceptre you are holding

Potentiation

Passing Jewels through a sun or moon now deals an additional 50% damage to their respective effects

Stargazer

Gazing at the moon for 0.5 consecutive seconds will summon a star around you. You can have up to 3 stars orbiting you and they do damage based on ability tier point
0–8TP: 1.75 Damage
9TP: 2.25 Damage
10TP: 2.75 Damage
11TP: 3.25 Damage
12TP+: 3.75 Damage

Cold Blooded

When a jewel that goes through your sun orbital hits an enemy, gain +10 attack for 10s

Nocturnal

When a jewel that goes through your moon orbital hits an enemy, gain +20 speed for 10s

Solar Gambit

You now have 2 orbiting suns around you which buffs your jewel projectile if it goes through it, causing a DoT effect to the enemy that deals 40% of the jewel's base damage over 5s

Selenic Gift

You now have 2 orbiting moons around you which buffs your jewel if a projectile goes through it, causing the enemy to explode, dealing an additional 30% of the jewel's base damage in a 4 block radius

Tactical Strike

Jewels can now be force-casted by right clicking after activating the ability. This will force the jewels to aim in front of you and have an additional +2 range


Endless Horizons

Increase the multiplier of Dislocate from 0.25 to 0.5

Darkest Hour

At 30% HP, consume attack & critical chance for 10s, convert attack into defense and critical chance into vitality at 30% rate. You can't attack with sceptre but a tendril spawns at you & monoliths. Attacking will cause the tendril to damage based on ability tier point & slow enemies for 1s (40s CD) 0-8TP: 17,9TP: 20,10TP: 23,11TP: 26,12TP+: 30

Mutual Annihilation

If the monolith has more than 20s remaining, it will deal 1.5x the damage when consuming its duration

Dislocate

Using your orb will teleport you to your monolith, dealing damage relative to (lifetime*distance*0.25) in the radius of the monolith. (Max 20 blocks increase)

Rewind

Shift-right clicking your orb will set the monolith's duration down to its base duration. For every 5s consumed, it will unleash a pulse that deals damage based on ability tier point
0-8TP: 15 Damage 9TP: 20 Damage 10TP: 25 Damage
11TP: 30 Damage 12TP+: 35 Damage

Eye of the Storm

While in the monolith's radius, it will constantly emit a 6 block aura that deals 10 damage per 0.5s

Omniscient Marble

Instead of pulling the monolith towards an enemy when crouching, you will now force it to teleport to the target and cancel the gravity of the monolith

Dual Pillars

You can now have up to 2 monoliths active at once but stats are gained at 75% effectiveness and their movement speed is slower

Devastate

Hitting distorted enemies with a sceptre will release 3 projectiles that target a random enemy in an 8 block radius, dealing damage based on weapon tier point
0-8TP: 3 Damage
9TP: 4 Damage
10TP: 5 Damage
11TP: 6 Damage
12TP+: 8 Damage

Pandemonium

Monoliths recast 20% of the total damage of your orb in a 5 block radius on orb use

Warp Force

Enemies within the range of your monolith become distorted. Distorted mobs take 10% more damage from your sceptre

Tempered Power

Using your orb when an enemy is within the range of a monolith will convert all attack gained from the monolith into vitality at 50% effectiveness. Can switch this back to attack by reusing the orb when an enemy is within the radius

Monolith of Arin

Orb use summons a monolith for 10s (4s CD). Hitting a mob with a sceptre within 6 blocks of it will increase its life by 3s (30s max, 1s CD). Gain +1 attack for every 1.5s it's alive (max 20 attack). You can move it closer to an enemy by crouch+attacking with sceptre