The Luminary of Aetolia

The Luminary is Aetolia’s warrior-priest of Light, a Spirit-tethered class in Enorian that wields Spirituality (divine prayer), Devotion (ritual faith), and Illumination (sacred fire), all carried forward inside the modern Illuminai guild.
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Enorian |
| Guild | Illuminai (Patron: Celezor, Accord of the Righteous) |
| Skill sets | Spirituality, Devotion, Illumination |
| Mirror class | Earthcaller (Shadow) |
| Sister class in guild | Zealot |
| Signature mechanic | Guardian angel summoned via Idar’s contract with the Triad |
| Best for | Players who want a faith-driven cleric, mace and shield, and sacred fire |
The Luminary tradition began in 97 MA, founded in the wake of the old Priests’ corruption. The guild that bore the name was dissolved in 452 MA, merging with the Daru monastic order to form the modern Illuminai. The Luminary class now lives within the Illuminai guild in Enorian, alongside its sister class, the Zealot.
This is the cleric class of Aetolia. If you want a priest-knight built on mace, shield, sacred fire, and a guardian angel sworn from the Plane of Spirit, the Luminary is the most direct expression of that fantasy in the game.
Origin and lore
The first Illuminai emerged in the epoch before the Midnight Age, a southeastern movement founded in the city of Shallam (now Enorian). Their faith centered on Mebrene, the essence of fire, and they were the first practitioners of Illumination. Under the prophet Kayalenki, the Illuminai overthrew a corrupt Sultan and ran the city through spiritual and political reform. They eventually fell to internal dispute and outside threats, and the sultanate was restored.
Centuries later, after the ancient Priests’ guild consumed itself in corruption and frivolity, the modern Luminaries were founded in Slyphian, year 97 MA. They combined the old teachings of Spirituality and Devotion with the rediscovered art of Illumination from the original Illuminai. For centuries, they led the war against Darkness, wielding mace, shield, angel, and sacred magics against the enemies of Light.
In year 452 MA, after the War of Night, the Luminaries were dissolved by order of the prophet Kayalenki. Their members merged with the Daru monastic order to form the Illuminai reborn. The Luminary tradition became the Luminary class within the new guild. The Daru tradition became the Zealot class.
The modern Luminary still teaches faith, ritual, and devotion. The legacy of the dissolved guild lives on in the Illuminai’s halls.
Skill sets
The Luminary skill sets are Spirituality, Devotion, and Illumination.
Spirituality is prayer and communion. It draws on Rewh’va, the Plane of Spirit, and the Triad of Angels who rule it. Through that channel the Luminary calls on the divine for protection, healing, and the will to act.
Devotion is the ritualized faith skill. It draws on the Inner Spark within every living, sentient being and on the Grand Flame, the sacred fire in Enorian that serves as a point of communion between mortality and the Gods of Spirit. Devotion is also the skill that anchors the Luminary’s angelic companion, summoned through an age-old contract between Idar and the Triad. The angel does not physically manifest. It projects its presence across the cosmos to protect, heal, and strike on the Luminary’s behalf.
Illumination is the fiery evocation art, the legacy of the original Illuminai. Sacred fire and light. Sparks linger in the air after the working ends; light follows wherever the rite just happened.
Luminaries also train with mace and shield, combining martial discipline with their spiritual power.
Skill abilities
Spirituality
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Summon
DescriptionSyntax: ANGEL SUMMON and ANGEL FADE
ANGEL CEASE <power>This ability will allow you to summon forth your guardian angel and call it to your side. The angel you call will always be the same one, so make sure to treat it well. If you wish to dismiss your angel, you can have it fade from view.
Additionally, should it be currently using an ongoing power, you may have it cease to use it.
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Touch
DescriptionSyntax: ANGEL TOUCH
By touching the heart of your angel, you can assess its current power and any abilities it might be using. When it runs out of power, it will lose its ability to maintain its physical form and disappear until its power returns.
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Shine
DescriptionSyntax: ANGEL SHINE
Angel power cost: 300Your angel will begin radiating a blinding light, which will prevent anyone from outside glancing into your location. This will drain your angel of its power over time.
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Symbols
DescriptionSyntax: PAINT SYMBOL OF <god>
This ability will allow you to paint the holy symbol of a god on yourself. The gods and inks required are:
- Ethne: 1 goldink, 1 redink.
- Damariel: 1 goldink, 1 yellowink.
- Dhar: 1 goldink, 1 purpleink.
- Haern: 1 goldink, 1 greenink.
- Lleis: 1 goldink, 1 blueink.These symbols will imbue different bonuses, however you can only have one at a time. The bonuses are:
- Ethne: Reduces Spark consumption for Illumination by 15%.
- Damariel: Devotion Truth will act like an eye sigil.
- Dhar: When below 25% health, you will resist attacks by 10%.
- Haern: Provides a small bonus to endurance regeneration.
- Lleis: Provides a small bonus to willpower regeneration.To replace an old symbol, simply paint the new one you'd like.
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Sear
DescriptionSyntax: ANGEL SEAR <target>
Angel power cost: 150With this ability, you may command your guardian angel to scour a player with intense heat, causing applied poultices to occasionally fail for a time as the flames leave the layer of the skin meant to absorb a salve seared and sets them ablaze.
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Aura
DescriptionSyntax: ANGEL AURA [target]
Angel power cost: 100This ability will cause your angel to raise a magical shield over whomever you choose. If you do not specify anyone, then it will raise a shield around you.
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Panic
DescriptionSyntax: ANGEL PANIC <target>
Angel power cost: 100With this ability, you may command your angel to strike fear into the heart of another. If they do not have a sturdy grip upon their weapons, then they will drop them too.
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Fortify
DescriptionSyntax: ANGEL FORTIFY
Using this ability, you may replenish some of your angel's power by sharing your health. You may use this ability even when your angel is not summoned.
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Watch
DescriptionSyntax: ANGEL WATCH
Angel power cost: 100At a constant drain to your angel's power, it will begin to report upon the movement of your enemies as they move around in the local area. You will also get a status report each time you move to a new location.
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Rest
DescriptionSyntax: ANGEL REST
Ask your angel to rest, ceasing any currently active abilities your angel might be using.
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Drain
DescriptionSyntax: ANGEL DRAIN
Angel power cost: 10% of maximumYour angel stands ready to sacrifice even its very essence for your benefit. This ability will replenish some of your health at a cost to it.
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Seek
DescriptionSyntax: ANGEL SEEK <target>
Angel power cost: 5This ability will cause your angel to report on the whereabouts of your target, regardless of where they might be. It will tell you their location, their health and mana levels, and anyone who might be with them.
Should your target be in the same room as you, then this ability will not cost equilibrium.
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Mindread
DescriptionUsage: ANGEL MINDREAD
This ability will cause your angel to report to you any tells that players in the room with you receive. -
Beckon
DescriptionSyntax: ANGEL BECKON [target]
Angel power cost: 35This ability will cause your angel to draw all those in adjacent locations to your location, as though they moved themselves. If you beckon a specific target, then you will only draw that person in.
This ability will strip the rebounding defence if it is successful in moving the target, but only if it is targeted on a single opponent.
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Strip
DescriptionSyntax: ANGEL STRIP <target>
Angel power cost: 20You may ask your angel to strip a defence from your target. This ability will always strip rebounding first if they have it, otherwise it will strip a random defence.
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Ripples
DescriptionSyntax: ANGEL RIPPLES
Angel power cost: 15With this ability, you will be able to see a list of all chaos entities currently on the Prime Material Plane.
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Ward
DescriptionSyntax: ANGEL WARD
Angel power cost: 15Ward will cause all chaos entities in the room to have to fight to maintain their composure. If they fail, they will flee in fear.
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Battle
DescriptionSyntax: ANGEL BATTLE [target] <affliction>
Angel power cost: 25You are now able to order your angel to afflict your opponent with a variety of afflictions. While this does require your balance and equilibrium, it consumes neither. However, your angel will require a short time to recover before being able to battle again.
You may choose from the following afflictions:
Anorexia, stupidity, impatience, vertigo, ringing ears, self pity, mania, or migraine.If your angel is in the process of using spiritwrack upon someone, then the next time it passively wracks their soul she will use the affliction you suggested to her through the use of battle and will mask it. There is no recovery time for your angel if it is used in this method.
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Presences
DescriptionSyntax: ANGEL PRESENCES
Angel power cost: 100Your angel will report on all those within the local area, revealing their location and their current health and mana.
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Trace
DescriptionSyntax: ANGEL TRACE <target>
Angel power cost: 25With trace, your angel will report the location of selected target each time they move within the local area. This will slowly drain your angel of its power over time.
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Sap
DescriptionSyntax: ANGEL SAP <target>
Angel power cost: 30Order your angel to sap the mana reserves of your target with a piercing glance. If they possess the accursed affliction, then the amount is increased.
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Contemplation
DescriptionSyntax: CONTEMPLATE <target>
Contemplate your opponent's mental state and discover their mana levels. -
Spiritwrack
DescriptionSyntax: ANGEL SPIRITWRACK <target>
Angel power cost: 75You may ask your angel to wrack the soul of your target periodically, debilitating their mind and body with a number of possible afflictions. The chosen affliction will be masked from your target's view.
A list of possible afflictions:
Anorexia, stupidity, impatience, vertigo, ringing ears, self pity, mania, or migraine.If your target has all of these afflictions, then your angel will begin to sap their mana. This ability will drain the power of your angel over time.
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Refuge
DescriptionSyntax: ANGEL REFUGE
Angel power cost: 300You can now ask your angel to take you to a place of safety. Once this ability is used, after a small delay you will be transported to Nirvana, a place of light and refuge. If you lose equilibrium or balance, or leave the location you are in before it completes, then the refuge will fail.
Those with the sanction benefits of the Illuminai will be taken to a special place of transcendance, inaccessible by otherwise normal means.
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Empathy
DescriptionSyntax: ANGEL EMPATHY
Angel power cost: 150With this ability, you may ask your angel to regularly heal your physical wounds. This will slowly drain the power of your angel over time.
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Power
DescriptionSyntax: ANGEL POWER
You can divert your mental reserves to your angel, refilling its own power at the cost of yours. You may use this ability even when your angel is not summoned.
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Sacrifice
DescriptionSyntax: ANGEL SACRIFICE
Angel power cost: 1000Though it will cost its physical form, your angel will make the ultimate sacrifice and restore you fully in both mind and body and heal all afflictions. You will be unable to summon it again for a short period of time afterwards.
Cooldown (Summon): 10 minutes
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Absolve
DescriptionSyntax: ANGEL ABSOLVE <target>
Angel power cost: 500Using this most powerful of angelic abilities, your angel will attempt to rip the very soul from your enemy. Should they be below 45% of their maximum mana reserves, then your angel will successfully rip out their soul and their life will end on the spot.
This will also restore a portion of your angel's power, depending on the target's level, and can overflow your angel's maximum power.
- You can use the following shield attacks
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Shieldplay
DescriptionThis ability is passive.
Shields are one of the main tools of the Luminary, second only to their bound weapon. Most abilities that make use of your shield will have their damage and balance recovery times altered by the type of shield you use.
The simplest way to look at it is that smaller shields are faster, while bigger shields deal more damage. Some abilities may have more unique effects based on your shield type, however they will be described in the relevant AB help file for that ability.
Below is a list of shields from smallest to largest:
Buckler or Cavalry shield
Banded shield
Kite or Tower shieldAll shields can offer the same level of protection, the only thing that matters is the size for your abilities.
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Strike
DescriptionSyntax: SHIELD STRIKE <target>
Deal a simple strike with your shield, causing paresis in the target.
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Raze
DescriptionSyntax: SHIELD RAZE <target>
Strip away any protective barriers from your target, such as the rebounding aura or a magical shield.
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Brilliance
DescriptionSyntax: SHIELD BRILLIANCE <target>
Focus your inner spark through your shield to create a brilliant ray of light that shatter the courage of your opponent.
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Crush
DescriptionSyntax: SHIELD CRUSH <target> <bodypart> AND <bodypart>
A swift combination of shield and bound weapon designed to crush your opponent's limbs. You can target the head, torso, legs, or arms of your enemy. You may not target the same limb for both hits.The size of shield used will affect the amount of limb trauma dealt, with larger shields dealing more limb damage.
You will be unable to Chasten off balance after using this move.
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Facesmash
DescriptionSyntax: SHIELD FACESMASH <target>
Smash your shield into your target's face, causing them misery and shattering their courage.
You will be unable to Chasten while off balance after using this move.
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Crash
DescriptionSyntax: SHIELD CRASH <target>
Make wieldly use of your shield and crash it into your foe's head. Should they possess two mental afflictions, this will leave their equilibrium disrupted.
You will be unable to Chasten while off balance after using this move.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
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Punch
DescriptionSyntax: SHIELD PUNCH <target>
Punch your shield into your opponent's stomach, causing weariness.
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Overwhelm
DescriptionSyntax: SHIELD OVERWHELM <target>
Only usable on a target who is prone, this attack will deal a vicious amount of damage and bleeding, and knock them to the floor. Along side the standard benefits of shield size, utilising a smaller shield will increase the bleeding while a larger shield will increase the damage.
Additionally, if the opponent has over five curable afflictions upon them, it will weaken their senses and deal increased damage. The damage will increase by 8% for each affliction over the initial five, and up to a maximum of 80%. Afflictions not given by you will only provide half the damage bonus.
Due to the overwhelming nature of the skill, the aura of rebounding has zero effect against it and cannot be dodged.
- You can use the following mace attacks
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Binding
DescriptionSyntax: BIND <weapon>
Using your inherent link to the spirit world, you may bind any ordinary mace or pernach to your will, allowing you to use it for various spiritual attacks, such as Smite. This will change the weapon to deal magical damage when it strikes and it will additionally prevent others from being able to attack with your weapon.
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Smite
DescriptionSyntax: SMITE <target> [SECRET]
Using your weapon, you may smite down another and deal damage to them. If they possess the accursed affliction, then the amount is increased. Your weapon must first be bound to you in order to use this ability.
If you are part of an Order or a Congregation, then you will smite your target in your Gods name. If you wish to hide this, simply specify the SECRET command to default the message to the godless smite.
Smite can also be used in combination with Targeting from Weaponry, allowing you to target a limb with your smite. You can read AB WEAPONRY TARGETING for more information.
DetailsTarget Location Same location
Weapon Damage Modifier 150%
Weapon Damage Modifier (Denizen) 132%
Accursed Damage Bonus +50%
Weapon Trauma Modifier 100%
Weapon Speed Modifier -0.15 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Call
DescriptionUsage: CALL <mace|pernach>
Through sheer willpower, you will be able to summon the weapon that is bound to you if you have lost it.
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Chasten
DescriptionSyntax: CHASTEN <target> [affliction]
By directing your bound weapon at another, you may release a bolt of dark magic that will chasten their mental faculties. You may choose the affliction it gives if you like, or a random one will be chosen. You must be wielding a shield as well as your bound weapon in order to use this ability.
Possible afflictions you can give are:
Anorexia, dementia, hypochondria, lethargy, self loathing, justice, paranoia, recklessness, stupidity, or agony.While chasten only requires that you have mental equilibrium, if you use it while you possess balance as well then the affliction will be hidden to the target. If the target possesses all of the above afflictions, then your bound weapon will release a bolt of magical energy that will damage them instead.
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Lambaste
DescriptionSyntax: LAMBASTE <target>
Calling upon a sacred chant, you can direct its might through your mace and that will lambaste your foe with a ripping force, knocking the wind out of them. This will deliver both asthma and haemophilia to your target.
If they already had haemophilia, then it will cause them bleed in its place.
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Smash
DescriptionSyntax: SMASH <RIGHT|LEFT> <ARM|LEG> <target>
This ability will allow you to crush one of your opponents arms or legs using your bound weapon with surprising power. This will cause a large amount of trauma to that limb.
Cooldown: 6 seconds
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Judgement
DescriptionSyntax: JUDGE <target>
With your bound weapon, you may judge that a player has committed a crime punishable by death, and attempt to deal out your sentence. This is a channeled ability and you may not do most actions during it, otherwise it will be interrupted. The last moment before judgement is delivered cannot be stopped by the opponent other than by escaping your reach.
Devotion
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Enlightenment
DescriptionSyntax: PERFORM ENLIGHTENMENT [target]
Maximum amount of devotion: 65,000Devotion is a skillset that channels your connection to the Divine, enabling you to perform small miracles - either for your benefit or to the detriment of your enemies. It also serves as the resource that powers these abilities, with most requiring a cost to perform.
With this skill, you can determine the amount of devotion that you, or another, have at the time of use. If you supply no target, then it will instead show your devotion by default.
Each dawn in Aetolia, 8000 of your devotion is restored whether you are online or not. Later on, you will be able to restore it through abilities that you will learn deeper into the skillset.
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Hands
DescriptionSyntax: PERFORM HANDS [target]
Devotion cost: 150This ability will allow you to lay hands on another and heal them. If no target is supplied, then you will heal yourself. It will additionally heal a random affliction if the target is not yourself.
Should your target have the Devotion skillset then they will gain more health. If they have Necromancy, then they will gain less. If they are undead, then this ability will have no effect.
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Parting
DescriptionSyntax: PERFORM PARTING <direction>
Devotion cost: 100In true religious tradition, you will now be able to part the water in a direction, allowing safe and dry passage.
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Truth
DescriptionSyntax: PERFORM TRUTH
Devotion cost: 100By making a plea for truth, you can see through magical illusions designed to fool you. There is a chance that your truth will fade after seeing through an illusion.
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Rites
DescriptionSyntax: RITES
You can now see any active rites that have been enacted within your location.
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Inspiration
DescriptionSyntax: PERFORM INSPIRATION
Devotion cost: 750You can now pray for inspiration in order to increase your strength and deliver powerful blows.
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Bliss
DescriptionUsage: PERFORM BLISS [target]
Devotion cost: 200This will give you or a target momentary glimpses of true bliss. This will restore both willpower and endurance, until they are attacked or the effects fade.
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Purity
DescriptionSyntax: PERFORM PURITY <target>
Devotion cost: 250This will purge someone with spirit energy, dealing more damage the higher the sun is in the sky. It is worth noting that purity can be used through most forms of magical barriers.
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Chaoscalm
DescriptionSyntax: PERFORM CHAOSCALM <chaos entity>
Devotion cost: 750Chaos entities are the stuff of disorder, and your ordered, calm behavior is striking enough to drive them into submission for a short period of time.
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Peace
DescriptionSyntax: PERFORM PEACE <target>
Devotion cost: 150Will the aggression right out of a foe, instilling them with the peace affliction.
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Supplication
DescriptionSyntax: PERFORM SUPPLICATION
By kneeling before the shrine of a God in supplication, you may increase the intensity of your devotion by engaging in prayer.
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Focus
DescriptionSyntax: PERFORM FOCUS
Devotion: 900By using this ability, you are able to use your devotion and faith to anchor yourself to the ground, which will prevent most forms of movement as long as you are not prone. In order to release the anchor, you must perform it once more.
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Hellsight
DescriptionSyntax: PERFORM HELLSIGHT <target>
Devotion: 600Open the mind of your victim, allowing visions of Hell to haunt and torment them. Prolonged exposure to hellsight will place incredible stress upon the mind, afflicting them with a variety of debilitating effects.
Such afflictions include:
Vomiting, dizziness, epilepsy, confusion, slickness, hallucinations, stupidity, and vertigo. -
Dazzle
DescriptionSyntax: PERFORM DAZZLE <player>
Devotion cost: 250You can direct dazzling bright light at a target which will cause confusion and dizziness within him.
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Severance
DescriptionSyntax: PERFORM SEVERANCE <rite|ALL>
This rite will sever all your holy rites across the world, or just of a certain type.
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Constitution
DescriptionSyntax: PERFORM CONSTITUTION
Devotion cost: 100Strengthen the constitution of your stomach, preventing yourself from becoming nauseous.
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Force
DescriptionSyntax: PERFORM FORCE <player> <command>
Devotion cost: 2000By the strength of your devotion and faith, you may force another to bend to your will and carry out an action. You can command another through most magical barriers.
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Intercession
DescriptionSyntax: PERFORM INTERCESSION
Allows you to intervene and destroy a random vibration within the room, granting a small amount of devotion in the process.
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Deliverance
DescriptionSyntax: PERFORM DELIVERANCE <target>
Devotion cost: 1200This will allow you to summon any target across the continent as long as they consider you an ally.
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Resurrection
DescriptionSyntax: PERFORM RESURRECTION <player>
Devotion cost: 1000One of the holiest of abilities, this ability will attempt to grant life anew to the target player. You must possess their corpse in hand in order to do this.
If they choose to not accept the resurrection in a timely manner, then the body will crumble away.
- You can perform the following rites
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Sustenance
DescriptionSyntax: PERFORM RITE OF SUSTENANCE
Devotion cost: 1500With this ability, you may feed yourself or others. You need to be holding a bowl in order for this to work. Upon performing the rite, your bowl will be filled with Divine manna, which will provide you with great sustenance. You will have to wait a period of time before you can refill your bowl once more.
Cooldown: Until the Howling
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Pilgrimage
DescriptionSyntax: PERFORM RITE OF PILGRIMAGE
PERFORM PILGRIMAGE <player>Devotion cost: 500 and 750
By performing the rite of pilgrimage, you grant the ability for yourself and others to instantly transport themselves to a person within the same location as the rite.
Upon arrival, any allies in the location will be healed by a small amount of health and mana.
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Well-Being
DescriptionSyntax: PERFORM RITE OF WELL-BEING
Devotion cost: 200The rite of well-being is a beneficial rite to all in the room. While in it, one will not grow any hungrier or sleepier by natural means. It will last considerably longer than your standard rite.
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Demons
DescriptionSyntax: PERFORM RITE OF DEMONS
Devotion cost: 600This rite will cause your enemies to be tormented by vengeful demons, either harming their health or draining their mana.
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Allsight
DescriptionSyntax: PERFORM RITE OF ALLSIGHT
Devotion cost: 300When placed, this rite will inform you whenever any of your enemies enters or leaves the location that it is placed in. It will also notify you of any undead or vampires that cross its boundaries, regardless if they are an enemy or not.
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Convocation
DescriptionSyntax: PERFORM RITE OF CONVOCATION
PERFORM CONVOCATION <target>Devotion cost: 1000 for rite, 100 to summon
By placing a rite of convocation, anyone that stands within it can be summoned by you after a short delay, providing they do not leave the boundries of the rite. You will not be able to summon those with the density defence, however attempting to summon them will strip it.
You may only attempt to summon another up to six times, after which the rite will fade.
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Healing
DescriptionSyntax: PERFORM RITE OF HEALING
Devotion cost: 600This ability will cause a rite to spring into existence which will occassionally heal an affliction from you and your allies that are in the room.
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Prayer
DescriptionSyntax: PERFORM RITE OF PRAYER
At the break of dawn, you may perform a rite of prayer, granting experience to everybody that attends and restoring some of their devotion. The amount of experience gained and devotion restored is increased based on number of attendants.
If you perform the rite before the Grand Flame of Enorian, you will also gain an ongoing experience bonus and your celerity will be increased.
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Banishment
DescriptionSyntax: PERFORM RITE OF BANISHMENT
Devotion cost: 750This rite will occassionally attempt to destroy a chaos entity within the location, providing there is nothing protecting it.
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Damnation
DescriptionSyntax: PERFORM RITE OF DAMNATION
Devotion cost: 2000This terrible rite will ensure that there is no safety when the final blow is dealt out and that no corpse is left behind for revival. Be warned that this will affect anyone in the room, including you.
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Calling
DescriptionSyntax: PERFORM RITE OF CALLING
PERFORM CALLINGDevotion cost: 500 for rite, 250 for calling
Focus your devotional energies to summon any active rites you have to your side. It will move any rite that resides in the same location as your Rite of Calling to your current location and will refresh the timer of all rites afterward.
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Piety
DescriptionSyntax: PERFORM RITE OF PIETY
Devotion cost: 1000This rite will bind your enemies to its location by your piety, granting a chance to hold them still should they try and flee for as long as its magic can remain.
The chance it will hold them still will depend on the following:
Chance Requirement
========================================
20% - Devotion user is not present
60% - Devotion user is present and corporeal
80% - 6+ afflictions on target and caster is present/corporeal
Illumination
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Call on the power of light within you to pierce the darkness, allowing you
to see. -
Touching
DescriptionSyntax: TOUCH SPARK
Your inner spark is what drives many abilities within Illumination, and the maximum amount of spark you will be able to hold will scale with your constitution.
This ability will allow you to see how much spark you currently possess.
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Glow
DescriptionSyntax: EVOKE GLOW
Spark cost: 70With this ability, you can craft an illuminating orb to brighten up a location. Anyone present will be able to see despite the dark.
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Fire
DescriptionSyntax: EVOKE FIRE <target> [SHIELD|AURA]
Spark cost: 20The flames of your inner spark have many useful applications. They can be used to burn away protective barriers around a target, which will additionally burn them and ignite them on fire. You can specify a certain barrier to burn that away first if you choose.
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Lightshield
DescriptionSyntax: EVOKE LIGHTSHIELD
Spark cost: 300Call upon the light to shield you from certain forms of light-based attacks, such as magical, electrical, and fire damage.
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Meditate
DescriptionSyntax: MEDITATE ON FLAME
This ability allows you to regenerate your inner spark through meditation at the Grand Flame. You can PATH FIND FLAME to locate it within the City of Enorian.
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Fireblock
DescriptionSyntax: EVOKE FIREBLOCK
Spark cost: 30Using your mastery over flame, you can prevent yourself from being set ablaze half of the time. Additionally, should the skill prevent the flames, you will absorb them and gain a small portion of spark in return.
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Warmth
DescriptionSyntax: EVOKE WARMTH
Spark cost: 20Protect yourself from the cold by providing adequate insulation to your body.
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Enflame
DescriptionSyntax: EVOKE ENFLAME <weapon> and EXTINGUISH <weapon>
Spark cost: 40Calling upon your inner light, you can wreathe a weapon in flames, causing it to ignite those that you strike. You will be unable to apply venoms to the weapon while it is enflamed.
Anyone may extinguish their weapon if it is enflamed.
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Evaporate
DescriptionSyntax: EVOKE EVAPORATE <direction>
Spark cost: 20The burning power of your inner spark can evaporate any icewall blocking your path.
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Flare
DescriptionSyntax: EVOKE FLARE <target>
Spark cost: 40Using your control over the flame, you can ignite an opponent's pipes, emptying them of substance.
Cooldown: 15 seconds
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Blindness
DescriptionSyntax: EVOKE BLINDNESS <ME|target>
Spark cost: 15By calling forth the radiance of your inner spark you may burn the eyes of another, leaving them horrifically blind.
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Traps
DescriptionSyntax: TRAPS
With the power of light, all things hidden are made clear. This ability allows you to find hidden traps.
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Infusion
DescriptionSyntax: EVOKE INFUSION
Spark cost: 30Infuse yourself with flame, restoring a portion of your health and mana reserves.
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Blaze
DescriptionSyntax: EVOKE BLAZE
Spark cost: 100Using the power of fire, you can destroy magical darkness within the room and set it ablaze with dazzling light.
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Consume
DescriptionSyntax: CONSUME FIRE
CONSUME FIREWALL <direction>With this ability you are able to remove fire burning within a location and pull it within yourself, refreshing your spark.
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Shine
DescriptionSyntax: EVOKE SHINE [END]
Spark cost: 80With this ability, you will emanate the full glory of the light, burning your enemies standing near you.
Additionally, your light will cause one of the following afflictions:
Disfigurement, dizziness, stiffness, weariness, and ablaze. -
Cleansing
DescriptionSyntax: EVOKE CLEANSING
Spark cost: 40Engulf yourself in purifying flames, curing a random affliction that you have.
Cooldown: 25 seconds
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Heatwave
DescriptionSyntax: EVOKE HEATWAVE <target>
Spark cost: 40Inject a heat wave into the skull of your foe, overheating their brain and causing them hallucinations and mania. This ability can bypass the magical shield defence.
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Boilingblood
DescriptionSyntax: EVOKE BOILINGBLOOD [OFF]
Spark cost: 100Your mastery of fire lets you boil your very blood, allowing you to overcome accuracy lowering effects when using shield attacks in Spirituality.
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Firewall
DescriptionSyntax: EVOKE FIREWALL <direction>
Spark cost: 40Calling forth the flame that burns within, you may create a wall of fire in a chosen direction that will burn any who attempt to traverse it, setting them ablaze and melting away the density defence.
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Fear
DescriptionSyntax: EVOKE FEAR
Spark cost: 70Fear all non-sentient denizens out of the location with a fiery stare that will grasp the terror deep within their soul. Those that are loyal to an adventurer won't budge if their owner is standing with them.
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Illuminate
DescriptionSyntax: EVOKE ILLUMINATION
Spark cost: 200With the power of light, all things hidden are made clear. The ability reveals all beings within your location, regardless of their elevation and ability to hide.
You can also detect beings out of phase with reality using this ability, however you will not know who or how many.
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Firebomb
DescriptionSyntax: EVOKE FIREBOMB
Spark cost: 500By summoning forth a great conflagration into your will, you will, after a short period, unleash a mighty burst of flame and destruction upon all within your location. Note that once you have summoned the flames, your fire resistance will be reduced to zero and you will take some damage upon releasing them.
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Lightning
DescriptionSyntax: EVOKE LIGHTNING <target>
Spark cost: 50This power allows you to channel your inner spark as lightning, directing it at an unlucky foe and dealing electric damage. If they are an adventurer, it will also stun them briefly, and give them the allergies affliction.
There is no spark cost when you target a denizen with this ability.
DetailsTarget Location Same location
Spark Cost 50 spark
Damage Type Electric
Damage Source Arcane
Damage 300 + 14%
Damage (Denizen) 900
Stun Duration 0.25 seconds
Equilibrium Recovery 3.50 seconds
Equilibrium Recovery (Denizen) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 30 willpower 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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Severance
DescriptionSyntax: EVOKE SEVERANCE <denizen>
Spark cost: 40By severing the link holding them, you can instantly destroy any creature that has been bound in servitude through blood.
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Solace
DescriptionSyntax: EVOKE SOLACE
Spark cost: 40Use your inner light to suffuse your limbs with warming solace that will protect them from harm, reducing any trauma you receive by half for a short period of time. You must have at least 95% of your health and mana to cast it.
Effects that cause instant breaks are unaffected.
Cooldown: 120 seconds
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Transfixion
DescriptionSyntax: EVOKE TRANSFIXION <target>
Spark cost: 100By conjuring a swirling ball of flames, you can forcibly hold the attention of your opponent and transfix them into inaction. If they possess a heightened sense of courage, then the ability will fail.
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Sear
DescriptionSyntax: EVOKE SEAR <target>
Spark cost: 100If the opponent has either the agony or accursed affliction, this power will allow you release your inner spark to scorch an enemy's skin so strongly that the healing powers of the tree tattoo will be of no avail.
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Lightform
DescriptionSyntax: EVOKE LIGHTFORM and REFORM
Spark cost: 500Your mastery of your inner spark is such that now you can disperse into mere motes of light. While your freedom of action will become limited, you will also be protected from harm by most normal means. Be wary though, as it takes significant toll on your willpower reserves, and if you find yourself without the means to keep yourself together, you will face death. You can REFORM back into your normal body at any time.
Visual style and identity
Luminaries are well-armored, formidable presences in battle, forgoing extraneous movement in favor of powerful, direct strikes with magic and shield. The mace is withheld for targeted strikes and expressions of light and fire. Even devotional rites tend to be restrained: small motions, controlled gestures, deliberate piety. Light and sparks often linger about them during and after the fiery evocations of Illumination. The aesthetic is priest-knight: armor, mace, shield, angel, and the slow steady glow of holy work.
Side effects of the work
Spirit is the most lively and energetic of the elements. Over time it shifts the personality of anyone who draws on it regularly. Even calm Luminaries may become more excitable, more extreme, or harder to read. That sits awkwardly alongside the controlled piety the class also demands.
There is a second pattern. Discipline, faith, and repetition pull Luminaries toward ritualized everyday behavior. The shape varies: a blessing spoken before meals, a particular way of washing hands, a specific way of walking home or preparing for bed. The rituals are how a Luminary stays grounded. Some find this comforting. Others find it constricting. Either way, the class leaves a mark on the routines of the body, not just the work in the field.
Who plays this class
The Luminary is a class for players who want the cleric or priest-knight archetype done seriously. Spirituality and Devotion are skills that imply worship of the Gods of Spirit. Illumination ties the Luminary specifically to Enorian and to Mebrene. Most Luminaries directly worship one of the Spirit Gods, though faith does not require a single named patron. All of them work to bring about the end of the Midnight Age and the prophesied Age of Dawn.
Mechanically, the class suits players who like managing a companion alongside their main combat kit. The angel is a genuine support tool, not a cosmetic. Mace-and-shield is a clean starting point; the magic side has enough depth to keep most players busy well past the early game.
City and guild
The Luminary guild home is the Illuminai, based in Enorian, the Hammer of Dawn. Patron: Celezor, Accord of the Righteous. The Illuminai houses both the Luminary class and its sister class, the Zealot (martial devotees descended from the Daru monastic tradition who fight with Zeal, Purification, and Psionics rather than mace, shield, and angel).
Joining the Illuminai means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so you can play a Luminary of any Aetolia race.
The Luminary mirror is the Earthcaller, Bloodloch’s warrior-priests of Azvosh, the Plane of Earth. Both are warrior-priest classes that channel a plane through ritual. The Luminary draws on Rewh’va and the Grand Flame. The Earthcaller draws on Azvosh and the bone-art of Subjugation. Same priest-warrior chassis, opposite tether.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Luminary profile. Or see the complete class roster for the rest of the roster.
Earthcaller
The Luminary’s Shadow mirror. Warrior-priests of Azvosh, the Plane of Earth. Subjugation (bone magic and croziers), Tectonics (lava and stone), Apocalyptia (the Earthen Dirge). Pick Earthcaller if you like the priest-warrior chassis but want to channel earth and undeath rather than spirit and light, and want to play out of Bloodloch instead of Enorian.
Zealot
The Luminary’s sister class in the Illuminai. Zeal (fused Tekura and Duamvi martial work), Purification, Psionics. Pick Zealot if you like the Illuminai’s faith frame but want martial-arts combat and psionic discipline rather than mace, shield, and angel.
Templar
Enorian’s heavy martial knight. Battlefury, Righteousness, Bladefire. Pick Templar if you like the holy-warrior chassis but want disciplined weaponry and Bladefire-empowered steel rather than the mace-shield-priest expression of the Light.
Back to the complete class index | Aetolia beginner’s guide | Create your Luminary and play free
