Occultists

by Hathrael

The Occultists are one of the most painfull classes to fight, which I noticed when I was doing research for this post. But I found out the effect of about any of their skills, knowing thy enemy is almost as important knowing thyself, so here's what I've found out about them:

Like you all know, they have three skillsets, domination, the summoning chaos lords...occultism, their main skill, which is an extremely advanced version of the old necromancy,and tarot, which they learned from the jesters. Each of these skills aren't deadly on their own, but combined they're very lethal.

Occultism
==Tarot ==
 * with quicken, they drain your nourishment, making you pass out from starvation, not used in the arena, but a lot outside.
 * heartstone and simulacrum will lessen the damage taken and the mana used.
 * with timewarp they destroy random magi vibrations, without giving a message of which vibration is destroyed.
 * distortaura will cause your combos to lash back at you, causing quite some damage, so everytime you strike, you hit both your target and yourself, very painfull.
 * pinchaura lets them strip -specific- defenses, not random, and not all of them, but they include kola.
 * unnamable vision/unnamable speech, gives a random mental affliction, without giving a message which one, but you won't hear if you're deaf, and you won't see if your blind, if you see them snapping their fingers in front of you, causing a green glow, both deafness and blindness will be stripped. I strongly advise focusing everytime they use this.
 * devolusion afflicts with disloyalty, not really effective against us though, since we have no entities.
 * cleansaura works like our mind scythe.
 * tentacles will cause anyone they enemied to get pinned in their location, prevents from jumpkicking, only way out is tumbling generally.
 * chaosrays is one of their more lethal skills...it launches 3 random rays at you, out of 7 different kinds with all a different effect: indigo is aeon, violet is stupidity, orange is paralysis, green heals, the rest do varying damage.
 * whisperingmadness is an affliction cured by elm, which they need to enlighten you.
 * devilmark will enable them to throw two tarot cards at once, allbeit the second one is random.
 * truename, when they "truename" a player corpse, it will be added to their truename list, if they utter that truename in the same room as the target, both his health and mana will be devastated.
 * astralform is like phase or blackwind, except they can't choke or swim in it.
 * enlightening is one of their most dangerous skills, once you've been enlightened, you cannot cure your afflictions anymore, there's no cure against this...but they do have to get 3 mental afflictions and whisperingmadness on you, they'll use moon tarot, unnamable and the bubonis entity for this. Most of the time, they'll use this routine: devilmark, aeon, aeon, moon, devilmark, aeon, aeon, moon, unnamable, unnamable, whisperingmadness, lovers tarto, enlighten...if this succeeds, you're screwed.
 * transmogrify is an upgraded necromancy soulcage, if they die, they lose all their defenses, and morph into a chaoslord, there's no exp loss. The morph will have both positive and negative effects on their stats and values.

Using tarot requires them to inscribe in advance, charge and fling acard to cause its effect. I'll skip the non-combat related cards again now.
 * magician and priestess tarots cure a very large amount of health and mana.
 * fool cures 3 random afflictions at once, but has a balance of about 5-10 minutes.
 * hermit is like a raido rune, transports them back to where the hermit is activated.
 * empress teleports your allies to you, only local area, except if they've been lusted using the lust tarot.
 * hierophant will let them order one command to their target, deafness stops it.
 * lovers will prevent you from comitting any offensive actions against them.
 * hangedman is like web, but faster balance regain.
 * creator flung into a bordering room, creates a 6-line illusion for everyone to see.
 * justice will let the full force of your attack bounce back on you, -never- attack while afflicted with justice.
 * star works the same as a meteor arrow, fire damage or shattering shields.
 * aeon, you all know aeon.
 * lust makes empress more effective.
 * universe transports them to a specific room, not affected by a monolith.
 * devil, will summon a devil which will, combined with devilmark in occultism, fling a random tarot everytime its master flings one.
 * moon afflicts you with a random mental illness, they use this for enlightenement, focus everytime you get hit by a moon.
 * death, they have to rub the death card 7 times on you, then they have to call death upon you, takes about 7 seconds, TUMBLE!

Domination
This skillset takes no effort to use at all, it's just a huge amount of mean entities that will attack any of the occultist's enemies. Every entitiy has one, or a load of effects.
 * the dervish blows people from the skies and trees.
 * the sycophant drains large amounts of mana and willpower.
 * the gremlin throws you off blance and trips you.
 * the orb will enable them to parry an additional limb.
 * the bloodleech will rise the amount of your bleeding.
 * the firelord does a fair amount of firedamage additional to setting you alight.
 * daameron protects the other entities from getting banished.
 * the slime drains your nourishment.
 * the pathfinder teleports them back to the room where they summoned him.
 * the soulmaster enables them to order you to an action regularly, deafness doesn't stop it.
 * the hound does physical damage.
 * the doppleganger is a copy of the occultist summoning it, and is used to channel their occultic skills with the same power as they would cast it themselve, and even to fling tarot cards handed to him.
 * the crown will wither your limbs one by one.
 * the tick will reduce the amount you sip health and mana for A LOT!
 * golgotha will create a local pit which draws everyone enemied into the demon pit. If you're tough enough, you can just use it as a bashing ground.