Acolyte (Anarchist Mod)
The Acolyte is a new class added by the Anarchist Mod. The acolyte class utilizes arcturum to utilize various types of occult weapons. The acolyte class focuses less on defense from armor, and more on increasing survivability through providing many options for life steal and overall increasing the player's maximum life. There are also options to help benefit allies through the use of certain items.
The acolyte class is currently under development, as with the rest of the mod. In the current state it includes 66 weapons, 19 runes, 22 accessories, 7 new full armor sets, 2 armor helmets, 1 modified vanilla armor set, and new modifiers.
Mechanics
Occult Damage
Most projectiles from occult weapons and accessories hit with a damage class called occult damage. Weapons with occult damage contain a unique set of modifiers. Acolyte accessories and armor can be used to augment occult stats. Acolyte stats can be inherited the generic damage class.
Arcturum
Arcturum is an acolyte-exclusive stat that the player gains access to while an occult weapon is in their inventory. Of the weapons that use it, they each have a specific arcturum cost that depletes the player's arcturum upon use. When a player's arcturum is depleted completely, tomes and knives cannot be used again until that weapon's arcturum cost has regenerated. While in active spectre mode, a scepter can still be used, depleting the user's arcturum below 0 to a minimum of -50 by default. Through the use of armor, accessories, and other means, this negative arcturum cap can be increased. While arcturum is negative, the player will be inflicted with the Soul Reaping debuff, which causes the afflicted player to lose health over time.
Similar to player Health and Mana, the player's current arcturum supply and capacity are represented by a meter: a bar with a white fill displayed near the top-right of the screen (by default). The bar's length does not change and a completely full bar always represents your maximum arcturum. The bar color will change to red when it is representing negative arcturum. Arcturum regenerates automatically as long as the player is not using an item. It fills more quickly if the player stands still. The arcturum bar will also turn green for 1 second immediately after taking damage and have an increased rate of regeneration during this period.
For more information on arcturum, visit arcturum's dedicated page.
Accessories
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Armor
Vanilla
The Anarchist Mod modifies one vanilla armor set to benefit the acolyte class.
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Anarchist
Pre-Hardmode
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Potions
Weapons
Scepters
Scepters are one of the three primary weapon types for the acolyte to utilize. Scepters have two main functions, they can fire bolts of various types and behaviors. Using ⚷ Open / Activate while holding a scepter will switch it between Standard and Spectre firing modes. In standard firing mode, scepters will not consume arcturum. In spectre firing mode, the scepter will conjure an occult spectre. Occult spectres are usually malicious spirits that you force into submission using the magic of the scepter. As such, spectres are usually not your friend. Each spectre has an attitude that effects how it behaves. These can give positive, negative or neutral effects to the caster, but most attitudes are negative.
While a spectre is being conjured, the scepter will drain your arcturum. Scepters interact with arcturum in a unique way, being that they can reduce your arcturum below 0. Arcturum serves as a magical barrier that prevents the spectre from directly harming you. While your arcturum is negative, you will gain the Soul Reaping debuff and begin losing life. With a few rare exceptions, having a spectre active will double the damage that the bolts of the scepter deal as well as creating an aura of damaging energy. Any enemies in this radius will periodically take damage. Most scepters will have a positive effect that can be given to allies that are also inside this radius.
The spectre will free itself from you if your arcturum goes below -50 and all the above effects of having a spectre active will be cancelled.
Ritual Blades
Ritual Blades are one of the three primary weapon types for the acolyte to utilize. The blades category of weapons is split into two subcategories. Ritual Blades and Scythes. Ritual blades summon a physical blade when holding down the ⚒ Use / Attack button which can be moved through use of the mouse. Ritual blades can only deal damage while they are moving. A still ritual blade does not have the ability to damage enemies.
All occult blades have a lunge and some regenerative factor. When striking enemies, a ritual blade will restore life to the wielder. Additionally, by pressing the ⚷ Open / Activate button you can activate a short dash in the direction of the mouse. During this dash, you gain a brief period of immunity to damage, increased damage, increased life heal, and the blade will ignore some enemy immunity frames. Each dash has a short cooldown before it can be used again.
Scythes
Scythes are one of the three primary weapon types for the acolyte to utilize. The blades category of weapons is split into two subcategories. Ritual Blades and Scythes. Scythes summon a physical scythe blade when pressing the ⚒ Use / Attack button. After a short delay, the blade will arc downward by ninety degrees, damaging enemies it comes in contact with. Scythes can only deal damage while they are arcing downward. While in the delay, a scythe does not have the ability to damage enemies.
All occult blades have a lunge and some regenerative factor. When striking enemies, a scythe will restore arcturum to the wielder. Additionally, by pressing the ⚷ Open / Activate button you can activate a short dash in the direction of the mouse. During this dash, you gain a brief period of immunity to damage, increased damage, increased arcturum heal, and the scythe will ignore some enemy immunity frames. Each dash has a short cooldown before it can be used again.
Tomes and Runes
Tomes and Runes are one of the three primary weapon types for the acolyte to utilize. On a basic level, tomes behave similar to most ranged weapons, in that that they require runes before they can be used. Each player has rune slots tied to their character. These will be displayed above your head when you are holding a tome or a rune. By default, each player has one rune slot, but this can be increased through the use of armor and accessories. While holding a rune, pressing ⚒ Use / Attack will charge the rune to one of your rune slots. If you have at least one charged rune, you can use tomes. For each cast of a tome, it will consume the arcturum tied to the tome. Tomes cannot be used when you do not have the arcturum cost.
Runes will augment the spell that the tomes conjure. Some runes will change the behavior of the spell, while others can inflict debuffs. There is a large variety of runes to choose from. If you have more than one rune slot, runes can be stacked and switched out with each other to create a large number of combinations. Different runes will interact with each other in unique ways, sometimes just doing both of the runes effects, other times creating entirely new effects. Runes also have an imbuement damage tied to them. When charging a rune, the imbuement damage will be added to the base damage of the tome. You also gain a slight amount of bonus damage for not using runes of the same type. However, if one does use runes of the same type, usually their effect will compound and become stronger.
Some tomes will come with a rune built into them. This rune will only display when holding that tome and will be instead displayed below the player. Built in runes do not allow you to use the tome by itself. All tomes will require one manually charged rune in order for use.
Knives
Knives are not a primary weapon type. They serve more as tools to use occasionally. Using ⚷ Open / Activate charges another knife to the weapon use. Each knife has a maximum number of knives it can charge. Charging knives consumes arcturum and cannot be done if you do not meet the arcturum requirements of the weapon. The number of knives currently charged will be displayed in front of your player and show their spread.
Using ⚒ Use / Attack will throw the knives in the spread displayed. This action will consume arcturum as well and cannot be done if you do not meet the arcturum cost. Each usage of the knives has a cooldown of several seconds. If all of the knives thrown do not hit an enemy, this cooldown will be cancelled but the arcturum will still be consumed. When a knife strikes an enemy, it will stick to them, dealing damage over time and charging itself full of life energy from the enemy. After reaching a maximum, the knives will fly off and return to the player that threw them. Upon reaching them, the player will be healed the total health that the knives stole. Switching to another item at any time while the knives are stuck into an enemy, will automatically recall them to the user. This makes knives a tool you only want to use when you can focus on dodging in exchange for a large amount of health to be restored.