The Indorani of Aetolia

The Indorani are Aetolia’s dark sorcerers, a Shadow-tethered class associated with Bloodloch that wields Necromancy (life-essence magic), Tarot (the Major Arcana), and Domination (pacts with the Chaos Lords of Corrupt Chaos).
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Bloodloch (no city guild) |
| Guild | None. Learn from Empress Xa’azamit in the Chaos Plane (40 credits) |
| Skill sets | Necromancy, Tarot, Domination |
| Mirror class | Oneiromancer (Spirit) |
| Sister class in guild | None (class has no guild) |
| Signature mechanic | Chaos entities summoned via pacts with Chaos Lords |
| Best for | Players who want broad spellcraft, occult lore, and the freedom of a guildless class |
The Indorani’s original guild fell in 476 MA, cursed by Severn the Manipulator for betraying Sapience and the Prime. The remnants scattered. Today, anyone who wants the class apprentices to Empress Xa’azamit on the Chaos Plane and learns directly from her.
This is one of Aetolia’s most magic-heavy classes and one of the few that does not require guild membership. If you want broad, versatile spellcraft with deep occult lore and no guild politics attached, the Indorani is one of the strongest picks on the Shadow side of the game.
Origin and lore
The historical Indorani were a great group of occultists whose traditions stretched back across the epochs. They sought to bring about an end to all things save a sheer and utter dominion: a revival of the old Dark Empire. The modern Indorani guild formed when members of the Occultists’ guild of Ashtan embraced their historical roots and journeyed to Bloodloch no later than the year 116 MA to reconstruct the old traditions.
After centuries of service to the cause of Shadow, the Indorani guild succeeded in bringing about its own ruin. Pride had taken hold. They betrayed Sapience and the will of Severn, the Manipulator. In the year 476 MA, the guild was cursed and dissolved.
Though the guild is gone, the power of the Indorani lives on. The remnants spread across the continent, lacking a central authority, serving many different causes of Shadow. Today, anyone who wants to walk the path of the Indorani must seek out Empress Xa’azamit on the Chaos Plane. She accepts apprentices for 40 credits. The lore passes from her to the student directly, outside the city-guild structure that holds most other classes in place.
The class is still associated with Bloodloch, and most modern Indorani align with the city. But the formal guild is gone, and that absence shapes the roleplay.
Skill sets
The Indorani skill sets are Necromancy, Tarot, and Domination.
Necromancy lets the Indorani manipulate life essence to despoil and ravage enemies. Life essence is drawn from the Inner Spark of the dead, a wellspring of spirit and fire that the Indorani either absorbs passively or harvests from their victims. The class also structures ambient shadow into spellwork through this discipline.
Tarot is the second pillar. The Indorani infuses ambient shadow into the Major Arcana, producing a diverse range of magical effects. Some cards heal allies. Others harm enemies. The deck functions as both spell library and ritual device, and the card draws shape how a fight plays out.
Domination is the most distinctive of the three. The Indorani bargains with the Chaos Lords, demonic denizens of Corrupt Chaos, in exchange for the power to command an army of horrific chaos entities. These entities are not summoned creatures in the conventional sense. They are many chaotic individuals united into a single whole, possessed of animal sentience, incapable of cohesive form without their summoner. They often ambush their marks from the shadows.
Skill abilities
Necromancy
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Essence
DescriptionSyntax: ESSENCE
Life essence fuels many of your abilities within Necromancy, and this will allow you at a glance to see how much you have remaining. Those that embrace undeath will find that they will consume less essence than those of the living.
You can also CONFIG this to show in your prompt.
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Deathsight
DescriptionSyntax: DEATHSIGHT [OFF]
Using this ability, you will be linked with the Underhalls, allowing you to sense those who perish and pass through it.
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Decay
DescriptionSyntax: DECAY <target>
You have gained the magical touch of a necromancer, allowing you to wither the flesh of a chosen victim with a brush of the finger, causing magic damage. The amount of damage dealt will become more powerful should they be suffering from a leeched aura.
Decay does not scale as much with the target's max health, but has a high base damage, making it more effective against low max health then other skills. Additionally, the equilibrium time is reduced if the target's constitution is lower then their statpack default.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Base Damage 600 + 5%
Base Damage (Denizen) 1044
Added Bonus Damage (Leeched aura) x5%
Equilibrium Recovery 4.00 seconds
Equilibrium Recovery (Leeched aura) 3.00 seconds
Equilibrium Recovery (Denizen) 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 80 mana to use.
Costs 25 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Dissect
DescriptionSyntax: DISSECT <organ> FROM <creature>
DISSECT <organ> INTO SLICES
AUTOPSY <creature>With a scalpel in hand, you can use this skill to extract organs from a fresh, undefiled denizen corpse. The organs can then be cut into smaller slices at your delight.
Performing an autopsy upon the corpse will let you know what kind of organs you can extract, although you will occasionally find a tumor instead of a organ.
The higher your skill in Necromancy, the more slices you can obtain when cutting up an organ.
The organs and slices have no mechanical benefit, and are mostly for your pleasure to do with as you please.
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Chill
DescriptionSyntax: CHILL <target>
For firewalls:
CHILL <direction>
CHILL FIREWALL [direction]Summon a deep chill from the beyond and instill it into your target. This will slowly cause them to freeze over time, blooming three times before dissipating completely. You may also use this ability to put out firewalls.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Nightsight will allow you to see normally while under the cover of darkness.
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Sense
DescriptionSyntax: SENSE <player>
Seek out the very life essence of a player, gaining you the knowledge of his or her location. You can sense another from nearly anywhere in the realm.
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Night
DescriptionSyntax: NIGHT
Draw forth the cover of darkness and swamp your location in magical shadows.
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Shroud
DescriptionSyntax: SHROUD
Cover yourself in a shroud of concealment, preventing nearby eyes from discerning your actions. You will be able to leave and enter a location without notice, plus a few other common actions will be hidden.
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Screech
DescriptionSyntax: SCREECH
Let loose a powerful screech with the might of the banshee. The sound will shatter the courage of those who possess it, and those who do not will be driven out from the location.
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Belch
DescriptionSyntax: BELCH and INHALE CLOUD
Belch forth a cloud of noxious gas that will poison and asphyxiate everyone that breathes it in, including yourself. If you so wish, you may INHALE the cloud in order to remove it.
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Taint
DescriptionSyntax: TAINT <target>
Essence cost: 250This ability will strike your enemy with shadows, dealing more damage the closer to midnight it is. It is worth noting that taint can be used through most forms of magical barriers.
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Leech
DescriptionSyntax: LEECH <target> and LEECH RELEASE
Essence cost: 100Leech away the life aura of another, making them further vulnerable to your dark powers. You may only leech away one aura at a time.
Once leeched, it will take 5 seconds for the aura to fully dissipate into your grasp. At this point, their max health and mana will be reduced by 10%, and you'll be able to harm them with the full power of your sorcery.
If your aura has been leeched, you can MEDITATE to restore it or have the necromancer release it.
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Bonedagger
DescriptionUsage: DRAW BONEDAGGER FROM <corpse>
FLICK BONEDAGGER AT <adventurer> [<venom>]
FLICK BONEDAGGER AT <denizen> [<direction>]Your eldritch talents permit you to draw forth a bone dagger that may be envenomed to afflict your target with venoms, either in the same room or in an adjacent location. The dagger must be wielded and bear your mark to be effective.
Against denizens, venoms will not yield any results. To attack denizens in an adjacent location, you must specify the direction.
This skill cannot be dodged, nor is it affected by the aura of rebounding.
DetailsTarget Location Same location or adjacent
Damage Type Magic
Damage Source Agile
Damage 300 + 12%
Damage (Denizen) 1075
Bleeding 30
Balance Recovery 4.00 seconds
Balance Recovery (Denizen) 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Lifevision
DescriptionSyntax: LIFEVISION
Your attunement with life essence allows you to see all living things within your sight, regardless if they are hidden or not. It will additionally provide some measure of protection against illusions, allowing you to occasionally tell if they are fake.
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Shrivel
DescriptionSyntax: SHRIVEL <target> <ARMS or LEGS>
SHRIVEL <target> <LEFT|RIGHT> <ARM|LEG>
SHRIVEL <target> THROATUse necromantic energies to draw vital strength from the very muscles of your foe, your enervating might either causing their limbs to become crippled or their very voice to be muted by a crippled throat.
If you choose the more ambiguous target of arms or legs, the side of their body it will cripple will be random, but so too will it be hidden from your opponent. Be warned that this comes with a slight increase to your equilibrium recovery.
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Soulmask
DescriptionSyntax: SOULMASK
With this ability, you may mask your aura from those who would read it. It also provides some measure of protection against angels who might seek you out.
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Cannibalism
DescriptionSyntax: DRAW HEART
CONSUME HEARTLife essence does not always come freely. If there is a corpse on the ground that has not been defiled, you may draw the heart from it and hold it in hand. Then, in an orgy of gastronomic pleasure, you may consume it to refill your life essence. The more experienced the adventurer you pull the heart from, the greater your gain in life essence will be. You can do this from any player corpse, it does not need to be one you personally slew.
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Medium
DescriptionSyntax: GRAVETELL <person> <message>
REPLY <message>While you stand within a graveyard, you can use your closeness to death to communicate with recently-departed souls that yet linger within the Underhalls. They will not be able to communicate with you unless you initiate communication with them first. In order for one of the dead to speak back with you, they must make use of REPLY.
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Ectoplasm
DescriptionSyntax: ECTOPLASM <item>
SENSE OBJECTEssence cost: 100
By coating an item you possess with your ectoplasm, you can sense the location it is within from anywhere across the realm. You can only coat one object at a time.
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Putrefaction
DescriptionUsage: PUTREFACTION
SOLIDIFYEssence cost: 100
By turning your flesh into semi-liquid, rotting state, you can gain some measure of immunity against cutting-based attacks. You will be able to resist up to eight attacks, and each attack will reduce the amount of protection your flesh will afford you.
Periodically, your flesh will liquidate with fresh rot, restoring your ability to resist cutting damage back to its original state, but it will drain your health depending on how much it was lost in order to do so.
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Darkhand
DescriptionSyntax: DARKHAND <necromancer>
With this ability you can transfer life essence from yourself to another necromancer. Unfortunately, it is not a perfect transfer and some life essence will be lost in the process.
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Deathaura
DescriptionSyntax: DEATHAURA [OFF]
Essence cost: 100This ability will create an aura of death and evil that will harm your enemies around you. The damage caused by this skill won't awaken sleeping opponents. This will drain your mental reserves for as long as it is active.
Additionally, it will give your enemies one of the following afflictions:
Vomiting, dizziness, or dementia. -
Bonehelm
DescriptionSyntax: DRAW HELM FROM <corpse>
A powerfully enchanted helm of charred bone pulled from the corpse of something dead, this may be worn to bolster your resistance slightly against all forms of damage.
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Deform
DescriptionSyntax: DEFORM <target>
Essence cost: 300For each affliction upon your target, you will further deform their body and sap their constitution, leaving them enfeebled under shadow's grasp. This drain cannot remove more than 12 points of constitution, and will also give the withering affliction, providing at least one point of constitution is drained.
Your target must be suffering from a leeched aura before you can use this ability.
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Gravehands
DescriptionSyntax: SUMMON HANDS OF THE GRAVE
Essence cost: 100The ability will cause rotting hands to rise up from the ground to grab at the ankles of any enemy who tries to escape for a limited time. The hands of the dead will persist even if you perish.
The chance it will hold them still is dependant on the following:
Chance Requirement
========================================
0% - Summoner is not present
50% - Summoner is present and corporealIf this ability is used in a graveyard environment, then the hands of the dead will remain under your command for considerably longer.
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Gravechill
DescriptionSyntax: GRAVECHILL [OFF]
Empower your necromantic arts with the chilling power of the grave. When you use the Decay ability on another, it will be transformed into cold damage and have a chance to freeze your opponent.
While you have this defence active, you will also receive bonus resistance against fire damage.
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Rot
DescriptionSyntax: ROT <target>
Essence cost: 500Expel a vicious cloud that will bestow perhaps what is one of the most terrible of curses: Farag's Rot. This curse will cause the flesh to decompose under a powerful toxin that will circulate the blood stream, dealing poison damage periodically.
Should an adventurer perish while under its effects, then they will be unable to save themselves with abilities that protect one from death and leave behind a defiled body. Once dead, the curse will then spread to an ally of the deceased in the location, cutting the duration in half.
If the duration is lower then five seconds, then it won't spread.
DetailsTarget Location Same location
Essence Cost 500
Damage Type Poison
Damage Source None
Base Damage 100 + 3%
Armour Modifier 10%
Rot Duration 60 seconds
Rot Timer Every 10 seconds
Base Damage (Denizen) 200
Rot Duration (Denizen) 36 seconds
Rot Timer (Denizen) Every 6 seconds
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 1000 mana to use.
Costs 500 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Desecration
DescriptionUsage: DESECRATE THE DEAD
SENSE GRAVEYARDAt specific graveyards, you may desecrate the dead and steal the dormant life essence within their decaying bodies in order to empower your own. This will slowly regenerate your life essence until it is full.
In order to find a graveyard suitable to this purpose, you can SENSE GRAVEYARD to find the closest one in your area, assuming one exists.
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Vengeance
DescriptionSyntax: VENGEANCE
Essence cost: 400Upon your full death, if you have activated this ability, you will exact revenge on all enemies in the room, impaling them with spears of bone. It will always strike the person who slew you, regardless of declaring them an enemy.
This ability will also trigger when you are saved from death by the Soulcage skill. Please see AB NECROMANCY SOULCAGE for more information on this ability.
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Regeneration
DescriptionSyntax: REGENERATE <player>
Essence cost: 500Using the inherent power of the necromancer, you may instill life essence into the corpse of a fallen combatant to raise them from the dead.
If they choose to not accept the resurrection in a timely manner, then the body will crumble away.
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Blackwind
DescriptionSyntax: BLACKWIND and HUMAN
CHOKE <target>Essence cost: 500
This allows you to shed your corporeal body and take the form of the deadly blackwind. Although you find your freedom is severly limited, there is very little that interact with you in a harmful way. You can also choke another if you so choose by slipping into their lungs and depriving them of their breath.
This ability is incredibly taxing upon your willpower and it will quickly drain. Should you run out of willpower, then you will lose the ability to return to your body and become scattered upon the wind. You may return to normal by using HUMAN at any time.
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Vivisect
DescriptionSyntax: VIVISECT <target>
If your enemy suffers from a leeched aura by your hand, and all four of their limbs have been crippled, you may release them from this life by splitting your victim from chin to belly and pinning them to the ground with their own sternum.
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Soulcage
DescriptionSyntax: SOULCAGE
Essence cost: 3000This is perhaps the greatest of the necromantic abilities, and carries with it the greatest life essence cost. It allows you to forge a cage of life essence around your very soul, protecting it in the off chance that you suffer death. You will be restored back to full health and mana, and any afflictions upon you will be cured, effectively granting you a second chance at life.
You will not be able to use this skill if you are protected from death already, or are in cooldown from use of the starburst tattoo.
Cooldown Soulcage (when triggered): 15 minutes
Tarot
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Inscribing
DescriptionSyntax: INSCRIBE <amount> <card type>
With this ability, you may inscribe blank tarot cards with the various images of the Major Arcana.
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Charging
DescriptionSyntax: CHARGE <tarot card>
Charge a tarot card with the energy required to bring its magical
potential into reality. -
Cardpacks
DescriptionSyntax: IND[ECK] [#] <card>
OUTD[ECK] [#] <card>
IND[ECK] CARDS
DECKLISTCardpacks are an alternative way to storing tarot cards if you choose not to use your cache. You must first obtain a deck before you can make use of these commands.
Be warned that your cards within the deck will disappear when the deck itself decays or is destroyed.
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Emperor
DescriptionSyntax: FLING EMPEROR AT <target>
The Emperor is a symbol of leadership and power. With this card, you will force other players to recognize your leadership and follow you.
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Magician
DescriptionSyntax: FLING MAGICIAN AT <ME|player>
The Magician represents the power of magic and the power of the mind. This card will replenish the mana of the target it is thrown at.
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Priestess
DescriptionSyntax: FLING PRIESTESS AT <ME|target>
The Priestess represents benevolent healing. Flinging this card will restore some health to the intended target.
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Fool
DescriptionSyntax: FLING FOOL AT <ME|player>
The Fool is pictured rife with youthful confidence and an indefatigable stride. With this tarot you may throw off two afflictions by denying their existence. If you or another has either paresis or paralysis, then it will cure only that affliction first.
When used on yourself, there is a short period before the Fool may be used once more.
Cooldown (self only): 20 seconds
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Chariot
DescriptionSyntax: FLING CHARIOT AT GROUND
The Chariot will increase your celerity, allowing you to move quicker room-to-room.
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Hermit
DescriptionSyntax: ACTIVATE HERMIT
FLING HERMIT AT GROUNDThe Hermit is a solitary person. When you activate the Hermit card, it will bind your current location to your soul. Then, when you fling the Hermit, you will be transported to that location, provided there are no players at your destination. The effect will be then lost until activation once more.
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Empress
DescriptionSyntax: FLING EMPRESS AT <player>
With this ability, you may summon an ally from anywhere within the local area. It will also work if you have given them the infatuation affliction.
If you have flung the Lust tarot at your intended target, then you can summon that person from anywhere on the continent regardless of any conditions.
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Sun
DescriptionSyntax: FLING SUN [affliction] AT <player>
The Sun tarot will give your enemy one affliction associated with the body. You may choose the affliction it gives, if you so wish, otherwise a random affliction will be selected.
You can deliver one of the following afflictions with the Sun:
Perplexity, clumsiness, asthma, vomiting, lethargy, ringing ears, superstition, and migraine.The Sun tarot can be dodged by those who are focused on melee attacks.
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Lovers
DescriptionSyntax: FLING LOVERS AT <player>
The Lovers tarot will inspire your target to fall deeply in love with you. While they suffer from this forced infatuation, he or she will attempt to seek you out should you be apart.
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Hierophant
DescriptionSyntax: FLING HIEROPHANT AT <ME|player>
The trusty Hierophant will protect your target one time against the disfigurement affliction, resisting its effects.
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Hangedman
DescriptionSyntax: FLING HANGEDMAN AT <target>
The Hangedman will burst into a mass of ropes, attempting to trip your opponent if they are standing. If they are vulnerable and unable to defend themselves, then the ropes will entangle them instead.
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Warrior
DescriptionSyntax: FLING WARRIOR [limb] AT <player>
The Warrior is well known for his strength on the battle field. By flinging this tarot at your opponents limbs, you can cause them to eventually break from the trauma.
If you do not specify a limb, a random one will be selected for you.
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Tower
DescriptionSyntax: FLING TOWER AT GROUND
The Tower card will cause a crumbling tower to appear in your location, which will then collapse, leaving rubble strewn across the location, delaying anyone wishing to leave.
Movement that requires you to dash in some manner will no longer be possible in or out of the room.
You only may have conjured one set of rubble at a time, and must wait until it crumbles away before doing so again.
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Twofold
DescriptionSyntax: FLING <card> [effect] AND <card> [effect] AT <target>
Whenever you fling any tarot card with a target, you have the choice to fling an additional card of your choosing at the target. You cannot use the same card twice in a single fling.
Only the following cards may be used in combination:
The Sun, the Moon, Justice, the Lovers, Aeon, Lust, the Emperor, the Warrior, the Adder, the Wheel, and Temperance. -
Wheel
DescriptionSyntax: FLING WHEEL AT <target>
When flung, the Wheel will hover in the air before your target and choose three random afflictions from them, removing them from the target. After a period of time, the Wheel will bestow misfortune upon them, and the three afflictions originally chosen will be placed upon the victim.
When the Wheel bestows the afflictions back on the target, if the target already has that affliction, then it will cripple a limb at random.
It cannot select impatience as one of the possible afflictions.
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Creator
DescriptionSyntax: FLING CREATOR <landscape> AT GROUND
The Creator tarot will shift the landscape within the room you stand in, and the adjacent locations nearby, to a place of your choosing. This will last for a set time and affects everyone.
You can choose from the following landscapes:
* The Dreamscape: Those caught within the Dreamscape are periodically attacked by sentient nightmares. They will draw their target into sleep and then attack them from their dreams.
* The Soulscape: The land of the dead will attract souls to those still within the world of the living. Their touch will freeze the flesh of those they target.
* The Demonscape: Hell itself is brought into reality, summoning forth demonic figures that will attack and harm those that stand within.
* The Voidscape: The alien Voidscape is rife with creatures that little have heard of or even seen. They will instill the mind with madness, causing either hallucinations or mania.
To end the sorcery early, anyone may attack the Creator tarot within the central room of the landscape. Once it has been struck three times, the card will shatter, destroying the newborn reality.
Cooldown: 3 minutes
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Adder
DescriptionSyntax: FLING ADDER <venom> AT <target>
ACTIVATE ADDER <target>
RIP CARD FROM BODYThe Adder will attach itself to your target once flung, giving them haemophilia, and then lie torpid in wait. After six seconds have passed, you may ACTIVATE the Adder to attack your opponent balance free with the chosen venom you flung it with.
Your opponent may RIP the card from their body before the Adder is activated, however doing so will cause them to tear their flesh and bleed heavily.
In addition to the regular venoms, you may also use the sumac and loki venoms with the Adder.
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Justice
DescriptionSyntax: FLING JUSTICE AT <player>
The Justice tarot will bring the curse of justice upon your foe.
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Star
DescriptionSyntax: FLING STAR AT <target>
The Star tarot will bring down a flaming meteor upon your unlucky foe's head. Your foe may be anywhere within the area but both you and he must be outdoors.
Should the opponent be protected by a magical shield when the meteor hits, then it will be shattered.
The Star tarot can be dodged by those who are focused on ranged attacks.
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Temperance
DescriptionSyntax: FLING TEMPERANCE AT <target>
The Temperance tarot will temper the wounds of your opponent, forcing them clot away all that they are bleeding for at the rate of 4 mana for every 1 point of bleeding.
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Aeon
DescriptionSyntax: FLING AEON AT <target>
The Aeon tarot will give the curse of time to a target, slowing his passage through time and halting any active cooldowns they might have from counting down. Only if it successfully gives the aeon affliction will this skill go on cooldown.
Cooldown (on aeon): 8 seconds
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Eclipse
DescriptionSyntax: FLING ECLIPSE AT ME
FLING ECLIPSE AT GROUNDWhen used on yourself, the Eclipse tarot grants the Eclipse defence, which masks every third Sun or Moon tarot affliction.
When thrown at the ground, a darkness will overcome the room, tripping all enemies after a delay.
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Lust
DescriptionSyntax: FLING LUST AT <target>
REJECT <luster>
LUSTEDWith the Lust tarot, you can create such a burning desire within your target that the Empress tarot will now summon them regardless of their consideration of you. In order to remove this desire, you must reject the person who holds sway over you. Those who have flung the Lust tarot at you will appear in your ALLIES, although they are not technically a real ally by any means.
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Universe
DescriptionSyntax: FLING UNIVERSE AT GROUND
TOUCH MAP <location>
CLOSE MAPThe Universe tarot will allow you access to the world of Aetolia, giving instant transport to a number of locations. Anyone may close an open map before them.
You can currently use the following locations:
- Bloodloch
- NStrand
- Mhojave
- NIthmia
- Pash
- Savannah
- Spinesreach
- WIthmia
- Vashnar
- Scidve
- Tundra
- Farsai -
Devil
DescriptionSyntax: FLING DEVIL AT GROUND
When you fling the Devil tarot at the ground, a devil will be summoned. The devil will serve you in exchange for limited control over your body.
This devil will hasten your tarot flings when they are flung at a target by 0.9 seconds. However, for each affliction the opponent has, this boon will be reduced by 0.18 seconds. Should no benefit remain due to the number of afflictions, the devil will inflict your current target with misery and then depart.
The devil will eventually fade on its own regardless if its used or not.
The devil will have no effect on your balance if your cards are being flung by your doppleganger.
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Moon
DescriptionSyntax: FLING MOON [affliction] AT <player>
The Moon tarot will give your enemy one affliction associated with the mind. You may choose the affliction it gives, if you so wish, otherwise a random affliction will be selected.
You can deliver one of the following afflictions with the Moon:
Stupidity, confusion, recklessness, impatience, epilepsy, mania, weariness, and anorexia.The Moon tarot can be dodged by those who are focused on melee attacks.
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Death
DescriptionSyntax: RUB DEATH ON <player>
FLING DEATH AT <player>
SNIFF DEATHThe Death tarot is not a card to be trifled with, bringing about a swift end to anyone who tries to oppose it once flung. There is nought that can stop the figure of Death once summoned, although some claim the dreamworld has some effect.
In order to fling Death at your opponent, you must first attune the Death card to their body and soul. This is achieved by rubbing it upon your enemy five times. Once it is fully attuned, simply fling it at your opponent and wait for his arrival. You may not perform any actions during this process and will be unable to dodge or divert any attacks aimed at you.
In order to see how many rubs you have accumulated, you can sniff a card of Death to see. Rubs will last for multiple weeks at a time, and aren't attached to any one card. Do note however, a combat arena will have a adverse effect on the Death card, and any rubs gained will not transfer between it and Sapience. Neither will they last as long.
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Imprint
DescriptionSyntax: OUTC BLANK AS <type>
OUTD BLANK AS <type>So powerful is your skill in Tarot, you are able to pull your cards from your cache or deck, instantly charged and imprinted them with the style of your choice. Be warned, when the charge fades, so will the imprint.
Domination
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Dominate
DescriptionSyntax: DOMINATE <entity> and ABORT
Domination is without question the one of the most dangerous arts within Aetolia. It involves the summoning of entities from the Chaos Plane by dealing with ethereal beings known as the Chaos Lords. You risk your life and your very soul in dealing with them, for they are powerful and not to be trifled with.
To gain the services of a Chaos Lord, you must first discover a way into the Chaos Plane. Once there, search them out and attempt DOMINATE them. You can use the chaos portals located in the plane to quickly move between the various Chaos Lords.
If the entity feels you are wasting its time, it may choose to attack you or it may simply ignore you. However, if it feels it can gain something, it will begin a bargaining dialogue with you, asking how you intend to pay it for its services.
Answer the questions as you like, but be warned that cheapness can have its own punishment. At any time during the bargaining, you may ABORT to end the dialogue. The entity may grow enraged at this, however, or may simply refuse to bargain further with you.
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Pact
DescriptionSyntax: PACTS
BREAK PACT <pact>If you were successful in your bargaining with the Chaos Lords, you will now possess a pact with which you may call upon. You can see how many times a Chaos Lord will respond to your summoning by viewing your pacts. You can also choose to break a pact in order to end it early.
You will need review the individual skills within AB DOMINATION for each Chaos Lord to see how they will aide you upon summoning. Most will send a minion known as an entity to help you, although this will not be true for all.
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Control
DescriptionMost pacts will result a minion, known as a chaos entity, that is summoned when you call upon a Chaos Lord. These minions can become many, and can sometimes be difficult to control.
Through your expertise, you have a few methods of controlling these entities:
SUMMON <entity> : Summon an entity or one of its servants.
SUMMON ALL PACTS : If the pact sends a minion, it will summon it.
BANISH <entity> : Banish an entity back to the plane of Chaos.
CALL ENTITIES : Call all summoned entities to your side.You may also wish to review HELP LOYALTY as it holds many commands that will be useful to you in ordering your entities.
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Transcendence
DescriptionSyntax: TRANSCENDENCE
ENTER GATEWAYUsing this ability, you will open a gateway to the Chaos Plane, allowing you to go there and bargain for the services of the Chaos Lord. Once the gate is opened, you may enter it to reach the plane, and it will close behind you.
To leave you must seek the exit, which is hidden in the Whirlpool of Chaos.
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Mask
DescriptionSyntax: MASK
This ability will cause all the chaos entities in your entourage to become cloaked. While cloaked, their movement in and out of rooms will not be seen.
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Link
DescriptionSyntax: ORDER DOPPLEGANGER CHANNEL FLING [params]
By linking yourself with your doppleganger, you can now order it to FLING tarot cards from the skillset Tarot. You must be holding the card you wish to fling, along with any necessary requirements such as being charged.
Cards that can be used by your doppleganger:
The Magician, the Priestess, the Fool, the Sun, the Lovers, the Hierophant, the Warrior, the Tower, the Creator, the Adder, Justice, the Star, Aeon, Lust, Universe, and the Moon.You can look at AB TAROT <card> for more information.
- You can summon the following entities with a pact
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Dervish
DescriptionUsage: SUMMON DERVISH
ORDER DERVISH ACTWhen you call upon the aid of Gaoithe, he will send you a whirling dervish. You can order the dervish to ACT, which will knock all players in the air to the ground.
The dervish cannot attack other players through normal means.
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Sycophant
DescriptionUsage: SUMMON SYCOPHANT
Yozik, when called, will send to you a sycophant, which will constantly praise its target causing them to lose mana. If their mana falls below 80% of its max, then it will cause stupidity.
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Gremlin
DescriptionUsage: SUMMON GREMLIN
When you raise Titum, he will send to you a foul little gremlin, who will jeer at your opponent and cause them to occasionally lose equilibrium.
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ChaosOrb
DescriptionUsage: SUMMON CHAOSORB
ORDER ORB DEFEND <limb>Zaigon, the Bastion is the Guardian of the new Court of Chaos. When called upon, he will send you a chaos orb which you can use to defend a limb, reducing the amount of health damage you take by half when that limb is struck.
Valid limbs you can choose from are:
Head, torso, left arm, right arm, left leg, right leg.It cannot attack other players, only defend your limbs. It cannot prevent damage from abilities that bypass parry.
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Bloodleech
DescriptionUsage: SUMMON BLOODLEECH
Taosc, the Parasite, is lord of those creatures in Chaos. He will assist you by sending a bloodleech to you. When ordered to attack another player, it will first attach itself to that player, and once attached, that player will be unable to clot.
See AB SURVIVAL CLOTTING for more information.
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Firelord
DescriptionUsage: SUMMON FIRELORD
ORDER FIRELORD SEAR <icewall> [direction]Doite will send a firelord minion to assist you in battle. The firelord can attack with burning flames that set opponents on fire. It can even reach adjacent locations.
If you are blocked by an icewall, you can order your firelord to SEAR it away.
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Minion
DescriptionUsage: SUMMON MINION
Siphelia, the Specter is Mistress of Form in Chaos. When summoned, she will send forth a chaos minion. When your chaos minion is in the area, it will protect your chaos entities from being banished or otherwise disrupted by enemy tactics. Its influence on dopplegangers stretch only as far as the location it is in.
The chaos minion cannot attack other players, it can only protect your entities.
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Worm
DescriptionUsage: SUMMON WORM
ORDER WORM REPORTWhen called upon, Gormuk will send you a chaos worm, which you may order to attack other players. Once the worm is attached, you will be able to have to REPORT back, which will show you vital information about that person.
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Slime
DescriptionUsage: SUMMON SLIME
ORDER SLIME ENVELOPCalling Mokpoth will have it send you a piece of its own Chaos Slime. Upon being ordered to attack someone, the slime will wrap itself around them. At this stage, you may order it to ENVELOP the target, which will for a period of time cause applied poultices to take slightly longer to recover from.
Cooldown (envelop): 24 seconds
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Pathfinder
DescriptionUsage: SUMMON PATHFINDER
ORDER PATHFINDER HOMEWhen called upon, Gehenna, known as the Destination, will send to you a pathfinder entity. Wherever you summon the pathfinder entity will be home to it. Later, you may simply order it to take you home, and you will return to where it was summoned from.
The pathfinder cannot attack other players, it can only bring you home.
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Soulmaster
DescriptionUsage: SUMMON SOULMASTER
ORDER <target> <action>
ORDER <target> HALLUCINATE <text>Kaivan will send to you a soulmaster entity. Once ordered to attack someone, it will possess their body, allowing you to either order them to perform an action, or hallucinate something of your choosing. It will take a while before the target is fully possessed, and each time you order something, the soulmaster will need to wrestle for control once more.
You can order your soulmaster to act while off balance.
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Humbug
DescriptionUsage: SUMMON HUMBUG
Bampair will send to you a humbug when summoned. The humbug, when ordered to attack, attach itself to the throat of the target and suck out as much of as any elixirs they try to drink. This will reduce their ability to heal from elixirs.
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Chimera
DescriptionUsage: SUMMON CHIMERA
ORDER CHIMERA ROAR
ORDER CHIMERA HEADBUTT
ORDER CHIMERA GASYou may order one of the chimera's three heads to perform an attack on its focused target, but only every so often.
Effects:
* The lion's head will roar at the target, shattering their courage or stunning the target if they lack it.
* The goat's head will ram the target, dealing damage.
* The dragon's head will exhale gas that strips the target's insomnia. It will not put them to sleep.The chimera cannot attack players under normal means, unless you order one of the heads.
You can also ride your chimera by MOUNTing it, and order it to fly by doing SPUR CHIMERA SKYWARD.
Cooldown (order): 16 seconds
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Bubonis
DescriptionUsage: SUMMON BUBONIS
Nurgleeki will, when called, send to you a bubonis entity. When ordered to attack someone, it will transfer ailments to them.
The possibilities are:
Hollow, epilepsy, vertigo, masochism, dementia, recklessness, slickness, claustrophobia, and shyness. -
Doppleganger
DescriptionSyntax: SUMMON DOPPLEGANGER
When you summon Tel-Muzaan, he will send to you a doppleganger of yourself. The doppleganger is different from other entities in that it can be remotely ordered within the same area. It cannot attack normally. The following is a list of extra things you can do with your doppleganger:
In order for remote commands to work, you must specify 'doppleganger'.
ORDER DOPPLEGANGER CLOAK:
- Puts up a cloak that will mask entry and exit.ORDER DOPPLEGANGER SEEK <target>:
- Seeks out a player within the area.ORDER DOPPLEGANGER LOOK:
- Look at the room your doppleganger is in.ORDER DOPPLEGANGER EXITS:
- This will show you the exits in the room.ORDER DOPPLEGANGER RETURN:
- Returns the doppleganger to you.ORDER DOPPLEGANGER CHANNEL <ability> [params]:
- Channels a Necromancy ability.
- Valid abilities: Decay, Shrivel, Chill, Screech, Belch, Leech, Bonedagger, and Vivisect.
- Read AB NECROMANCY <ability> for more information.
- Can also channel some Vision abilities.
- Valid abilities: Aura, Sacral, Vibrations, and Traps.
- Read AB VISION <ability> for more information. -
Storm
DescriptionUsage: SUMMON STORM
ORDER STORM TRACKPaimon will send to you a chaos storm. When ordered to attack, it will either spew flames, shoot lightning, or throw bolts of light at your target.
You can also order it to TRACK down someone if the distance isn't too far and it is not following anyone. First order it to attack your target, then order it to TRACK.
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Gatekeeper
DescriptionUsage: SUMMON GATEKEEPER
Gatekeeper Ni'toks'i will, when called upon, bring you to the Chaos Plane after a few moment's wait. It is much faster then using TRANSCENDENCE, however, you must be on full health and mana to use this. -
Hound
DescriptionUsage: SUMMON HOUND
ORDER HOUND TRACKKerbos, the Pit Hound, will send to you a chaos hound. This fearful beast has a limited number of attacks before its energy is depleted and it is returned to the Chaos Plane. Note that because of this, it will be omitted from ORDER LOYAL(S), you must order it individually.
Should your target be shielded, it will tear the shield from them, otherwise it will attack with its claws.
You can also order to TRACK, doing so will allow the beast to track down a player from a distance, providing it is not following anyone. Simply order it to attack someone, then order it to TRACK.
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Crone
DescriptionUsage: SUMMON CRONE
Gulyara will send a withered old crone to you when summoned. The crone has the ability to wither the arms and legs of your opponents, crippling one of them when you order it to attack.
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Pit
DescriptionSyntax: SUMMON PIT
Additional syntax: ENSORCELL PIT and ENTER PIT
The Empress of Chaos, Xa'azamit, has taken over the powers that Golgotha once held. When you summon her, you will tear open a hole to the fabled Pit of Xa'azamit, where your declared enemies will be sucked into and swarmed upon by a mass of creatures from the Chaos Plane. It is no simple feat however.
In order to draw your enemies into its maw, you must ensorcell the Pit with your might which will require your concentration as you do so - you may not perform an action that uses balance or equilibrium. You will begin to automatically ensorcell the Pit upon summoning.Additionally, any Domination user that can summon the Empress may ensorcell the Pit, lessening the impact of interruption should it occur.
The first time the Pit attempts to pull an enemy in, it will capture their attention. Following that, those with levitation will avoid the draw of the Pit, however the defence will be destroyed if they resist its pull. If the target is fallen upon the ground or there are at least three Domination users ensorcelling the Pit, then the levitation defence will be ignored.
Visual style and identity
Indorani spells and gestures are chosen for dramatic, intimidating effect. Their work consists of gruesome displays of decay, destruction, and the corruption of physical and mental stability. Fell light and choking shadow intermingle in their sorcery, smearing the air around them to a chaotic blur and making them difficult to distinguish in combat. Chaos entities ambush from the shadows and fade away again in the moment after the attack lands. The aesthetic is Chakrasulian Despair made manifest: cards, decay, gestures, and entities pulled from somewhere worse than the world.
Side effects of the work
Repeated use of shadow leaves visible marks. The eyes become black and nearly solid, with corruption sprawling outward in the veins. Fingertips darken. Skin texture changes from something porous and organic to something strange and irregular. Whispering voices may grow more present in the back of the head, speaking in a language the Indorani does not understand. Over decades, the world loses its sense of color. Color blindness of varying severity can set in. The class does not pretend the work is clean. The body keeps the record.
Who plays this class
The Indorani is a class for players who want broad, versatile spellcraft and the freedom of operating outside a guild. The roleplay frame is occult: warlocks, witches, hedge-sorcerers, and dark scholars. Most align with Chakrasul, the Dark Mother, though not all do. Without a central tradition, individual Indorani vary widely in what they actually believe.
Mechanically, the class rewards players who like deep magic kits with several power sources to juggle. You manage life essence, ambient shadow, the Tarot deck, and your pact with the Chaos Lords all at once. The class is one of the most spell-heavy on the Shadow side and one of the few that lets you skip guild membership entirely.
City and guild
The Indorani are associated with Bloodloch, the Shadow Tether’s city of undeath, but the formal guild dissolved centuries ago. The class is now learned directly from Empress Xa’azamit on the Chaos Plane for 40 credits. This makes the Indorani one of the few Aetolia classes that does not require joining a guild to play.
Playing an Indorani still commits you to Shadow. You cannot actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the untethered classes. Race is independent of class, so you can play an Indorani of any Aetolia race.
The Indorani mirror is the Oneiromancer, Duiran’s astral dream-mage. Both classes wield broad, versatile magic with three distinct power sources. The Indorani draws on Corrupt Chaos and the Dark Mother. The Oneiromancer draws on the Astral Realm and Omei the Imago. Same chassis, opposite alignment, opposite tone.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Indorani profile. Or see Aetolia’s full class list for the rest of the roster.
Oneiromancer
The Indorani’s Spirit mirror. Same broad magic-class chassis, opposite alignment. Oneiromancy (fate and dreams), Hyalincuru (paper-folding as eldritch magic), Contracts (bargains with Fae Nobles of the Astral Realm). Pick Oneiromancer if you like the planar-bargaining frame but want to play on the Spirit side under Omei rather than under Chakrasul.
Sciomancer
Spinesreach’s Shadow mages. Sciomancy, Sorcery, Gravitation. Pick Sciomancer if you like dark magic-heavy work but prefer a structured guild, a research-driven culture, and the Plane of Shadow as your power source rather than Corrupt Chaos.
Praenomen
Bloodloch’s vampire signature class. Corpus, Mentis, Sanguis. Pick Praenomen if you want to stay in Bloodloch and Shadow but trade Chaos magic for a deep vampiric kit and the ability to Sire others into the Bloodline.
Back to the Aetolia class roster | Aetolia beginner’s guide | Create your Indorani and play free
