The Praenomen of Aetolia

The Praenomen are Aetolia’s signature vampire class, a Shadow-tethered class in Bloodloch that wields Corpus (physical prowess), Mentis (mental dominion), and Sanguis (blood mastery), serving as exemplars and enforcers of the Imperial Dominion.
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Bloodloch |
| Guild | Imperial Dominion (Patron: Chakrasul, Goddess of Corruption) |
| Skill sets | Corpus, Mentis, Sanguis |
| Mirror class | Akkari and Sylvan (jointly, Spirit) |
| Sister class in guild | Bloodborn |
| Signature mechanic | The Embrace: Sire mortals into the Consanguine Bloodline |
| Best for | Players who want a vampire done seriously, with body, mind, blood, and lineage |
Born in the covetous clasp of night, Praenomen are ruthless vampires who crave Blood and Domination. They are exemplars of the Dominion’s will: martial supremacy, ideological supremacy, and the authority to extend that supremacy across Sapience.
This is the vampire class of Aetolia. If you want to play a creature of the night who Sires others into your Bloodline, drinks from mortals, and stands as enforcer for the oldest aristocracy on the continent, the Praenomen is the most direct expression of that fantasy in the game.
Origin and lore
Vampirism in Aetolia traces back to an Ankyrean conclavist named Yrtez. With the aid of Chakrasul and Severn, she enacted a ritual of incredible ambition: to harness the immortality of the Gods themselves. Through trial and error she succeeded. In blood and shadow she was reborn as Queen Belladona. The modern understanding is that an excess of elemental shadow allows for undeath. The dark element stifles, but does not erase, the spark of life essence derived from Spirit.
Belladona’s first Childer was a Shallam-born man named Abhorash Nehekhara, the first Primus and founder of Bloodloch. Abhorash took four Childer of his own, forming the original noble Houses of the Consanguine: Nebre’seir, Voltaire, Bahir’an, D’baen, and Bouchard. Through him, the Bloodline flourished.
In the 446th year of the Midnight Age, the Imperial Dominion arose as both name and mandate. The Progenitor relinquished all claim, and the Consanguine of Sapience stood unified beneath a single banner, free to govern according to their own ancient imperatives. The Dominion today is led by the Primus, chosen by the voices of the Blood. The old Houses have given way to a broader unity, their bloodlines subsumed in reverence of the first and eldest order.
Within the Imperial Dominion, weakness is neither sheltered nor forgiven, and folly earns only extinction.
Skill sets
The Praenomen skill sets are Corpus, Mentis, and Sanguis. All three are shared knowledge among Consanguine vampires.
Corpus is enhanced physical prowess. The Praenomen body is imbued with supernatural efficacy through the use of Blood, granting preternatural speed, strength, and agility. The class fights up close, with the brutality and savage discipline that comes from a body remade by the Embrace.
Mentis is mental dominion. The Praenomen breaks the weak wills of mortals in twain, ruthlessly and efficiently. The skill draws on the undead presence the vampire carries with them, the awesome and terrible weight that lesser beings struggle to face. Lesser undead are easily brought under their thrall.
Sanguis is blood mastery. The Praenomen wields their own blood as an unholy weapon and uses it to Sire and Embrace others into the Bloodline. This is the skill that lets a Praenomen create new vampires, the rite at the center of what makes the class distinct from any other in Aetolia. A crimson haze tinges the air when a Praenomen works the deeper feats of blood magic.
Skill abilities
Corpus
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Earthmeld
DescriptionSyntax: EARTHMELD and RISE
You may merge with the soil underfoot and enter a sleeping state in which you will recover health at an increased rate. The earth will keep you protected from the sun and from roaming monsters while you heal. You must rise once you are ready to return above ground.
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Drain
DescriptionSyntax: DRAIN <corpse>
Blood is the source of power for the Praenomen, and for a newborn walker of the night, one of the easiest ways to obtain it is from the dead. Simply sink your fangs into a fresh corpse - whether you hold it or it lies upon the ground - and drain whatever blood remains, drinking it for yourself.
Satisfying your urge is best achieved by drinking the blood of sentient beings. While you can drink the blood of animals, it'll be far less potent.
You can drain blood from corpses even while outside the Praenomen class. However, if you do so while you are Praenomen, you will gain more blood from the act and your hunger will be eased as though you had just eaten.
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Frenzy
DescriptionSyntax: FRENZY <target>
The basic attack of the Sanguine - batter your victim in a series of frenzied blows and briefly stun them, dealing blunt damage. If they have had their blood effused, then the damage you deal against them is enhanced.
This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's body.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 230 + 11%
Base Damage (Denizen) 1044
Added Bonus Damage (Effused blood) x30%
Stun Duration 0.75 seconds
Limb Trauma Dealt 9.00%
Balance Recovery 2.70 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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Chill
DescriptionSyntax: CHILL <target>
Blood cost: 10Use the cold of undeath to great affect and chill your opponent to the bone, freezing them by one stage.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Sharpen your vampiric sight and pierce the night with your keen eyes.
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Elusion
DescriptionSyntax: ELUSION [OFF]
The vampire is a powerful force in hand-to-hand combat. At cost of your endurance, you can increase your ability to dodge attacks directed at you. You can read HELP AVOIDANCE for more information.
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Hide
DescriptionSyntax: HIDE and EMERGE
Conceal yourself from view, hiding yourself from the eyes of others within the room. You may emerge if you wish to reveal yourself and cease to hide.
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Masquerade
DescriptionSyntax: MASQUERADE [OFF]
Blood cost: 100Additional syntax: DESCRIBE MASQUERADED SELF <description>
This will flush blood into your capillaries and make you appear as one of the living, concealing the outward signs of your vampiric nature. You may describe how you appear in this state as an alternate to your general description.
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WolfForm
DescriptionSyntax: BECOME WOLF and REVERT
Blood cost: 400Additional syntax: DASH <direction>
The Consanguine have the ability to morph themselves into a simple wolf. Your actions are limited in this form, but you will be able to DASH in a direction and will be protected from the sun.
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Stalking
DescriptionSyntax: STALK
Blood cost: 300During the night, you may stalk the shadows and become unseen when you move about. At dawn, the shadows will fade and you will no longer be able to stalk.
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Deadbreath
DescriptionSyntax: BREATHE <target>
Summon the tainted remains within your withered lungs, and direct a poisoned stream of air at your target. This will rot the fangbarrier defence and leave them with slickness.
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Clotting
DescriptionSyntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.
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Catching
DescriptionSyntax: CATCHING [OFF]
With this ability active, you have a chance to snatch arrows from the air before they strike you. There is an endurance upkeep associated with this ability in order to maintain your focus.
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Clawing
DescriptionSyntax: CLAW <target>
Slash across your target's chest with powerful vampiric claws to cause two instances of cutting-based damage and bleeding.
If they are an adventurer, it will rip open a wound on their flesh giving them the rend affliction. If the flesh is already rended, then you will cause additional bleeding.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 55 + 5%
Base Damage (Denizen) 200
Base Bleeding 50
Bonus Bleeding (Rend) +50
Base Bleeding (Denizen) 25
Balance Recovery 3.60 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Fortify
DescriptionSyntax: FORTIFY
Blood cost: 200Your supernatural nature allows you to fortify your body against physical attacks, reducing the damage you take from both cutting and blunt damage types as though you are wearing additional armour.
This bonus armour will become weaker the less blood you have.
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BatForm
DescriptionSyntax: BECOME BAT and REVERT
Blood cost: 400Additional syntax: FLY and LAND
You can now reform your body into that of a bat. Your actions will be limited in this form, but you will be immune to the sun and will be able to FLY if you so choose.
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Celerity
DescriptionSyntax: CELERITY
Blood cost: 150This will half the time it takes for your movement limit to be reset, allowing you to move about the land considerably faster.
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Blocking
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location should they attempt to leave, providing you are not incapacited. Should you move, you will cease to block.
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Sunder
DescriptionThis ability is passive.
Should you use FRENZY against a target who is protected by a magical shield, your frenzied assault will shatter their shield in a single blow.
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Mistform
DescriptionSyntax: MISTFORM
Normally only obtainable through death, you can now shed your corporeal body and assume your ethereal form. While in this form you will be immune to most attacks and the effects of sunlight, but your actions will be limited. To return to your corporeal form, you must either return to your coffin or merge with the soil where you may slowly reassemble a physical form.
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Mending
DescriptionSyntax: MEND
Blood cost: 300At the cost of some of your blood, this ability lets you repair a large quantity of damage done to your body.
The amount of health this skill will heal will increase with the less blood you have.
Cooldown: 25 seconds
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Lifescent
DescriptionSyntax: LIFESCENT [OFF]
Blood cost: 200Your keen scent of smell allows you to detect when potential prey are nearby. This ability will only last a limited amount of time before the effects will fade.
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Warding
DescriptionSyntax: WARD
Blood cost: 200Your mind is enhanced to the point that it can erect a powerful ward against magical attacks that would harm you, reducing the damage you take.
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Veil
DescriptionSyntax: DARKVEIL
Blood cost: 50Beckon the shadows to cover you, allowing you to become hidden even when in sight of others.
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Gash
DescriptionSyntax: GASH <target> [LIGHTLY]
While wielding a two-handed blade, you can strike at another and gouge them open with the cold taste of metal. This will poison them if there is any venom upon the blade, and will deal more damage than a normal weapon slash.
You can also choose to gash them lightly if you wish. This will reduce the damage you deal, but it will be quicker and can be performed while one of your arms is crippled.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>
With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>. -
Fling
DescriptionSyntax: FLING <target>
While mounted, you may ride up to someone and use the momentum of your steed with your own supernatural strength to fling them into the air. This will either slam them into the ceiling above or send them sailing into the sky.
Gravity will become a natural ally when making use of this skill, assuming they cannot fly.
Cooldown: 30 seconds
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Entomb
DescriptionSyntax: BURY COFFIN, ENTOMB, and RISE
In order to make yourself a comfy home beneath the ground, you must first purchase or obtain a coffin. Then, you must bury it somewhere with soft soil, preferably somewhere that is unlikely to be disturbed or dug up. You may only have one coffin at a time.
Once you have buried your coffin, you can then entomb yourself within it, providing you stand within the same local area as your coffin. This will allow you to heal yourself or regenerate a new body much faster than earthmelding does. When you are ready to return to the land above, you can then rise.
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Feed
DescriptionSyntax: FEED <target> and RELEASE
Fresh blood drawn from the living is a delectable resource for one of the Sanguine, though a living target is far more difficult to feed upon than a corpse.
So long as they aren't protected against your fangs, you may begin to feed upon a hapless victim while they are either prone or suffering from paresis. You will grapple them in place and slowly drain their blood reserves into your own until they writhe free, you RELEASE them, or they perish.
While being fed upon, they will also suffer cutting damage when their blood is drawn from their body.
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Deathlink
DescriptionSyntax: DEATHLINK
Blood cost: 1000To be able to use this ability, you must first have a buried coffin. Once you are standing atop it, you can link yourself to your coffin using your own blood. This will allow you to entomb from anywhere on the continent rather than being limited to the local area. The strengthened bond that you form will break should you entomb from a distant location.
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Potence
DescriptionSyntax: POTENCE <STRENGTH|INTELLIGENCE|CONSTITUTION|DEXTERITY|WISDOM>
Blood cost: 250Your control over your body is such that you can use the potent force of your blood to empower your physical form, granting you an additional point in a stat of your choice.
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Eminence
DescriptionSyntax: EMINENCE <BALANCE|EQUILIBRIUM|DAMAGE>
Blood cost: 500Only those who have reached the peak of the vampiric form can call forth their eminence. This ability will allow you to switch your body enhancement between equilibrium, balance, and damage at will, providing you have selected one for enhancement already.
For more information on enhancements, please see AB HUNTING ENHANCEMENT.
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Fade
DescriptionSyntax: FADE <direction>
You now possess the ability to fade away from your location, evading certain triggers and traps and bypassing those that might prevent you from leaving. Anyone following you will be lost, and those that see you fade will not know what direction you left in.
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Reconstruct
DescriptionSyntax: RECONSTRUCT <body part>
Blood cost: 200Reconstruct a broken body part through force of will and blood, healing 6% trauma and restoring it toward its original form. You may heal the head, torso, left/right arm, or left/right leg.
This will only work while the limb is either broken or mangled.
Cooldown: 50 seconds
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Purify
DescriptionSyntax: PURIFY BLOOD
Blood cost: 250An incredibly powerful ability, this will allow you to purge your body and blood of one random affliction, then another will be cured after 2 seconds. There is no prevention to this ability other than the initial mana cost and requiring balance and equilibrium to perform.
Cooldown: 20 seconds
Mentis
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Lifevision
DescriptionSyntax: LIFEVISION
Your keen senses allow 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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Whisper
DescriptionSyntax: WHISPER <affliction> <target>
Blood cost: 90 per whisperWhispers are the manner in which you can condition your opponent into various mental states that will grant you an advantage in on the field of battle.
All whispers can be performed off balance providing you have not fallen on the ground, allowing you to attack with balance-based skill and then whisper an affliction to your opponent.
You will learn new afflictions to whisper as you continue to progress in Mentis.
While whispering is possible in many situations where normally you'd normally be unable to act, it is however difficult to do so while fallen and afflicted by stupidity, or while transfixed.
You can type AFFLICTION <name> to learn more about what an affliction from Mentis does.
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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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Psycombat
DescriptionSyntax: PSYCHALLENGE <player>
Psychic combat is a telepathic battle between two players where the goal is to crumple your opponent's mind. There is no penalty for losing, however those with deathsight will feel the moment a game is decided. There are only seven commands associated with psychic combat that may be used, and when you accept you will be transported to a special location out of harm's way. Most other commands will not work until the game is complete.
You can do the following in psychic combat:
PSY BLAST:
Blast your opponent's mind and attack their mental fortitude.PSY BARRIER:
Erect a barrier that protects your mind from psychic blasts.PSY WHIP:
Tear away your opponent's mental barrier if they have one.PSY SURGE:
If your opponent has less than half of their mental energy, you can end the match in a surge of psychic power. This is costly to perform and could result in your own loss if misjudged.PSY PROBE:
Use your mind to determine your opponent's mental energy.PSY MEDITATE:
Meditate your mind in order to recover your mental energy. This is a slow process.PSY ESCAPE:
This takes some time, during which you may not do anything else. Once the ability is successful, an exit will open up, allowing you to escape. -
Assess
DescriptionSyntax: ASSESS <target>
Determine the physical state of another individual, discovering their current health levels. Unique to Mentis, you may additionally perform this ability off balance.
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Disrupt
DescriptionSyntax: DISRUPT <target>
Blood cost: 100Should your opponent have two mental afflictions, you may disrupt them of their equilibrium. They will not be able to recover until they CONCENTRATE.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
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Siphon
DescriptionSyntax: SIPHON <target>
Blood cost: 100With a brush of a finger, you can quickly steal mana from your opponent and bolster your own.
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Mesmerize
DescriptionSyntax: MESMERIZE <target>
Blood cost: 100This ability allows you to capture the attention of your opponent for a short time and transfix them in place, leaving them unable to act. If they possess courage, then this ability will fail instead.
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ForkedTongue
DescriptionSyntax: WHISPER <affliction> <affliction> <target>
The skill of the forked tongue allows you to intertwine two subvocal commands in the same whisper, inflicting both upon your target simultaneously.
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Telesense
DescriptionSyntax: TELESENSE <ON|OFF>
Tune your senses to detect any telepathic attempts made on yourself or
those in your location. Be warned, this will drain your mana while
active. -
Panic
DescriptionSyntax: WHISPER PANIC <target/mount>
Induce panic into the mind of a mount, causing it to either buck its rider off or flee from the location. You cannot interweave this whisper with another.
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Contemplation
DescriptionSyntax: CONTEMPLATE <target>
Contemplate your opponent's mental state and discover their mana levels.
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Trill
DescriptionSyntax: TRILL <affliction> [affliction]
Splitting the sound of your whispers into numerous directions, you can impart subvocal commands to all enemies within your location. You can trill a second affliction as long as you have knowledge of Forkedtongue.
Cooldown: 12 seconds
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Lure
DescriptionSyntax: LURE <target>
Blood cost: 250By projecting your mental control over your surroundings, you are able to lure a target that is within three rooms of you towards your location. This will move them as though they did it of their own accord.
This ability will strip the rebounding defence if it is successful in moving the target.
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Annihilate
DescriptionSyntax: ANNIHILATE <target>
Blood cost: 300If your opponent is in a vulnerable mental state with their mana reserves below 35% of their maximum, you can strike their forehead with a rush of psychic power and annihilate them with a single word.
- You can whisper the following afflictions
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Confusion
DescriptionSyntax: WHISPER CONFUSION <target>
Plant confusing echoes and voices into the mind of your target, afflicting them with confusion.
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Fear
DescriptionSyntax: WHISPER FEAR <target>
Plant unnatural dread into the mind of your target, causing them to flee in fear until they compose themselves.
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Impatience
DescriptionSyntax: WHISPER IMPATIENCE <target>
Reduce the attention span of your opponent, making it difficult to focus and afflicting them with impatience.
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Paranoia
DescriptionSyntax: WHISPER PARANOIA <target>
Instill your opponent with irrational suspicion, afflicting them with paranoia.
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Stupidity
DescriptionSyntax: WHISPER STUPIDITY <target>
Stupefy and slow your opponent's mind, afflicting them with stupidity.
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Agoraphobia
DescriptionSyntax: WHISPER AGORAPHOBIA <target>
Fill your opponent with a healthy fear of the outdoors, afflicting them with agoraphobia.
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Masochism
DescriptionSyntax: WHISPER MASOCHISM <target>
Give your opponent the idea that self-harm is a fun pasttime. This will afflict them with masochism.
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Infatuation
DescriptionSyntax: WHISPER INFATUATION <target>
Turn their emotions into a weapon of longing, afflicting them with infatuation.
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Psychosis
DescriptionSyntax: WHISPER PSYCHOSIS <target>
Fill their head with maddening voices that never seem to relent, afflicting them with psychosis.
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Seduction
DescriptionSyntax: WHISPER SEDUCTION <target>
Mentally coerce your opponent into sharing their mental reserves with you periodically. This effect will last until they escape your presence for a short time.
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Epilepsy
DescriptionSyntax: WHISPER EPILEPSY <target>
Cause your opponent to spasm and twitch, afflicting them with epilepsy.
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Anorexia
DescriptionSyntax: WHISPER ANOREXIA <target>
Implant the fear of consumption into your opponent, afflicting them with anorexia.
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Amnesia
DescriptionSyntax: WHISPER AMNESIA <target>
Confuse the thoughts of your opponent, making them forget the next action they wish to perform.
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Loneliness
DescriptionSyntax: WHISPER LONELINESS <target>
Make the fool crave the company of others, afflicting them with loneliness.
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Dementia
DescriptionSyntax: WHISPER DEMENTIA <target>
Subvert your opponent's facility for recognizing his surroundings, afflicting them with dementia.
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Mania
DescriptionSyntax: WHISPER MANIA <target>
Fill your foe with uncontrolled rage, afflicting them with mania.
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Indifference
DescriptionSyntax: WHISPER INDIFFERENCE <target>
Induce disregard into your opponent's state of mind, giving them the indifference affliction. So mired by your mesmerising magics, their listless reactions will cause them to suffer increased limb trauma.
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Vertigo
DescriptionSyntax: WHISPER VERTIGO <target>
Implant a fear of heights into your opponent, afflicting them with vertigo.
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Temptation
DescriptionSyntax: WHISPER TEMPTATION <target>
Fill your opponent with temptation, periodically draining them of their health and adding it to your own. This effect will last until they escape your presence for a short time.
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Recklessness
DescriptionSyntax: WHISPER RECKLESSNESS <target>
Influence your target to disregard his own state of health, afflicting them with recklessness.
Sanguis
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Sanguine
DescriptionThis ability is passive.
Although your blood grants you great power, it does not come without significant cost. The less blood you have, the more feral your strength will become, however this also leaves you susceptible to certain dangers.
The following is a list of attributes you will develop the less blood you have:
- Major weakness to fire damage
- Resistance to cold damage
- Resistance to asphyixation damage
- Resistance to poison damage
- Resistance to electric damage
- Less intelligence
- Additional strengthAdditionally, you will no longer suffer the effects of less natural healing that applies when you have lost blood. You can read HELP BLOOD for more information.
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Expel
DescriptionSyntax: BLOOD EXPEL
Blood cost: 5% to 7%Through the control of your own blood, you may choose to expel some of it from your body in order to lower it. This will cause a small amount of bleeding to yourself as well.
Be warned, should you expel all your blood, you will perish.
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Pervade
DescriptionSyntax: PERVADE
Sense the location of the dead in your local area.
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Raise
DescriptionSyntax: BLOOD RAISE <corpse>
CALL MINION
SEVER MINIONBlood cost: 750
By spreading the gift of your blood, you can breathe life into the dead to raise it anew. You may only raise the corpse of a common, sentient denizen.
The power of your minion will scale with your level, where the higher level you are, the more damage it will deal.
Any other undead minions raised by you will cease to be once a new one is summoned forth.
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Rituals
DescriptionSyntax: RITUALS
Perform rituals using the might within your vampiric blood in order to create and impart powerful magic upon the bloodline and yourself. RITUALS will give you more information on what rituals you can perform.
Starting a ritual:
IMBUE STONE WITH BLOODTo begin a ritual, you must then stand before the bloodstone of the Dominion and then imbue the stone with your blood. Once you have done this, you can then chant the phrase and paint the rune required for the ritual in question.
Collecting blood:
COLLECT BLOOD FROM <target>
BLOODLISTAll rituals require you to first collect the blood of whomever your ritual intends to target. To do this you must find yourself a phial and collect their blood while they are bleeding. Clawing in Corpus is well-suited to this task. You can use BLOODLIST to view the blood you have collected.
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Track
DescriptionSyntax: BLOOD TRACK [OFF]
Your attunement with blood allows you to sense how much others are bleeding for within your room. This will drain your blood reserves for as long as you have it active.
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Command
DescriptionThis ability is passive.
Any undead minion you raise is now brought back to life under your command. You can view HELP LOYALTY for more information.
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Thirst
DescriptionSyntax: BLOOD THIRST <weapon>
Blood cost: 100Effuse your weapon with a deep thirst for blood, allowing it to steal another's upon each strike and add it to your own if they are not protected by the fang barrier defence.
The amount of blood that will be drained is based upon the penetration stat of your weapon, however it will no longer drain any further blood once your target has less than half their blood reserves left.
This ability can only be used on the large blade weapon class.
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Regurgitate
DescriptionSyntax: REGURGITATE <target>
Blood transfer: 500Transfer blood from yourself to another vampire in one swift action.
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Haze
DescriptionSyntax: BLOOD HAZE
Blood cost: 3000Eject a large quanity of blood from your veins to conjure a fine blood haze across the location. This will disrupt the ability of everyone in the location to go incorporeal while it lingers.
Additionally, it will block the harmful effects of sunlight and will regenerate a small amount of health for all vampires that stand within.
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Effusion
DescriptionSyntax: BLOOD EFFUSE <target>
Blood cost: 200By effusing your target of blood, you can cause them to bleed through the pores of their skin. Your foe will only be able to heal themselves of the effusion should they leave your presence first.
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Level
DescriptionSyntax: BLOOD LEVEL <target>
Determine how much blood your target has remaining.
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Gift
DescriptionSyntax: BLOOD GIFT
Blood cost: 500Etch a small sigil upon the forehead of your minion, granting it a second life should it be slain by another. It will take some time before the minion will rise back up.
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Mask
DescriptionSyntax: BLOOD MASK
Blood cost: 100Mask your minion, preventing it from being seen by prying eyes.
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Pulse
DescriptionSyntax: FRENZY <target> <pulse type>
Blood cost: 50A pulse of fresh blood through your veins gives your frenzy extra power. Each ability requires that your opponent is affected by the required affliction(s) before hand, otherwise your frenzy will act like normal.
Subdue:
Your frenzy will additionally drain your opponent of mana if they have at least three depressant-healed afflictions.Upset:
Providing your opponent has their blood effused, you will upset that process and cause a single affliction from weariness, clumsiness, or vomiting the next time the effusion affects them. The affliction is chosen in order, starting with weariness.Craze:
A fury of blows will throw your opponent to the floor and strip the courage defence, as long as they have at least three antipsychotic-healed afflictions.Bodyleech:
Providing they have at least three euphoriant-healed afflictions, you will sap dexterity from your opponent and add it to yourself.You can view HELP CURE ORDER for information on the various curing trees.
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Seethe
DescriptionSyntax: BLOOD SEETHE <target>
Blood cost: 100Should your opponent possess both balance and equilibrium, you can direct your seething gaze upon them. If successful, it will trigger an aggressive reaction within them. This can be performed while you are off balance.
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Concentration
DescriptionSyntax: BLOOD CONCENTRATE
Refines your blood, making it more efficient. Abilities that expend blood will require less with blood concentration in effect.
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Path
DescriptionSyntax: BLOOD PATH <path>
Remold your body and psyche into one of the three vampiric paths. You can select from Insidiae, the bond based subclass; Phreneses, the physical based subclass; or Rituos, the blood-magic based subclass. You can select PUROS in order to return to a pathless state.
Each subclass grants five new abilities, which you learn as part of Sanguis:
Insidiae Phreneses Rituos
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Poison Ravish Wisp
Strengthen Insatiable Susurro
Mutation Spew Rune
Blur Trepidation Shadowblow
Pillar Feast ThrombusYou can type AB SANGUIS <ability> to learn more about them.
Cooldown: 4 hours
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Affinity
DescriptionSyntax: BLOOD AFFINITY <ally>
BLOOD AFFINITY OFF
Blood cost: 300Bind a mutual ally with your blood to split the pain of any attack between the two of you. You must remain within the same room as the other in order to receive this bonus.
Additionally, while you have bound your blood with another, you may perform any blood-related command on them normally reserved for your progeny.
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Deluge
DescriptionSyntax: BLOOD DELUGE
Blood cost: 500By burning your blood reserves, you can cheat death, becoming able to fall below zero health. This effect will only last for a short period, at which point any further damage will destroy you.
You cannot bleed while under zero health.
Cooldown: 20 seconds
- You possess these abilities for furthering the blood line
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Sire
DescriptionSyntax: SIRE <player>
CHILDERLIST [ALL]
REJECT CHILDER <name>Blood cost: 2000
This will bond one of the blood to you, making you their Sire, providing they do not already have one. Siring is very difficult to break, and should be entered into with caution. You may use this ability even if the Praenomen class isn't your active chosen class.
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Glance
DescriptionSyntax: BLOOD GLANCE <progeny>
Blood cost: 100Glance through the eyes of your progeny and see what they do.
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Vision
DescriptionSyntax: BLOOD VISION <progeny> <vision>
Blood cost: 200This powerful ability allows you to send illusory visions to your blood progeny, no matter where they might be.
Note: You can add a new line into your vision by using the tag $nl within the text, however there is a limit in that you may only do this five times.
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Beckon
DescriptionSyntax: BLOOD BECKON <progeny>
Blood cost: 500Summon your progeny to you on one knee from anywhere on the continent.
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Will
DescriptionSyntax: BLOOD WILL <progeny> <command>
Blood cost: 300You may issue a direct command to your blood progeny as long as they are in the same location as you or adjacent.
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Tune
DescriptionSyntax: BLOOD TUNE <ON|OFF>
Blood cost: 100By focusing on your Bloodline, you may tune yourself to their thoughts. If you are in the room with them, you may hear any entry they make by the THINK command.
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Monitor
DescriptionSyntax: BLOOD MONITOR <progeny>
Blood cost: 1000Through the bond in your blood, you may monitor the activities of your progeny. This will only last for a limited time however.
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Aegis
DescriptionUsage: BLOOD AEGIS
Blood cost: 95%Bestow an aegis on your bloodline, granting them extra protection from the attacks of denizens. Can only be used at the dead of Midnight, when the power of the blood is at its strongest.
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Invigorate
DescriptionUsage: BLOOD INVIGORATE
Blood cost: 95%Invigorate the bloodlines with renewed vigour, granting all online vampires connected to you a boost to their experience gain for one hour. Can only be used at the dead of Midnight, when the power of the blood is at its strongest.
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Rile
DescriptionSyntax: BLOOD RILE
Blood Cost: 500 per affectedYou heat your blood, and through focus on your Bloodline, force theirs to rile alongside yours. Your line, from you downward, will gain the defenses of Concentration, Shadowblow, and Blur with no blood cost to themselves.
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Embrace
DescriptionSyntax: EMBRACE <target> IN BLOOD
CHILDERLISTBlood cost: 5000
With this ability, you may unleash a new vampire. The process is quite draining on both those begetting and those being sworn to the Blood. The newly sworn will have a rapacious thirst for blood afterward.
At this stage, you are not bound in any lasting way to the vampire who binds you to the Blood. See AB SANGUIS SIRE for more information.
- Your path specialization grants the following
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Poison
DescriptionSyntax: BLOOD POISON <target>
Blood cost: 200By poisoning their blood stream and inducing a state of sepsis, you can make their body slow to cure, extending the time it takes as long as at least one affliction is present within the antipsychotic, euphoriant, or depressant curing tree.
For each tree above that possesses an affliction, the more potent the sepsis will become. This will only affect pill, poultice, and pipe balance recovery times.
You can view HELP CURE ORDER for information on the various curing trees.
You may use this ability while off balance.
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Wisp
DescriptionSyntax: BLOOD WISP [OFF]
Summon forth the blood wisp which will aid you. It will cause enemies in your location to begin to bleed and inflict them with haemophilia. This will drain your blood reserves for as long as you have it active.
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Ravish
DescriptionThis ability is passive.
When making use of the Clawing ability, the sight of blood will excite you to such a degree that the next time you use a single whisper, the equilibrium recovery time will be shorter than normal.
The speed increase from Ravish is refreshed each time you use this ability, and can stack up to five times. Two stacks are added instead if the target already has the rend affliction.
Please see AB CORPUS CLAWING for more information on this ability.
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Susurro
DescriptionThis ability is passive.
By flushing your enhanced blood through your tongue, you will render your whispers silent to others 25% of the time, leaving them unaware of your intentions.
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Insatiable
DescriptionSyntax: BLOOD INSATIABLE [OFF]
So insatiable is your hunger for blood, that when this ability is active, you will additionally be able to Feed on a target that has at least one physical affliction.
Should you then Feed or Feast from another, you will gain a short lived boost to your balance and equilibrium from the fresh blood. This effect can stack for each successful feeding you do, and is more effective if you Feast.
See AB CORPUS FEED or AB SANGUIS FEAST for more information on those skills, and HELP AFFLICTION TYPES for what is considered a physical affliction.
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Strengthen
DescriptionSyntax: BLOOD STRENGTHEN
Blood cost: 100Prepare and strengthen the holding bond of Effusion for when you place it upon another. As such, it will additionally become incurable while the target has masochism.
Please see AB SANGUIS EFFUSION for more information on this ability.
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Spew
DescriptionSyntax: BLOOD SPEW <target>
Blood cost: 500Cover them in a mass of foul, reeking rot that burns the flesh and stings the senses. This will give them ringing ears to begin with and strip the fangbarrier defence.
It will also do the following if they have certain afflictions:
* If they have sadness, it will give blisters.
* If they have misery, it will give impairment.
* If they have arrhythmia, it will give vomiting.While this is rather powerful ability, the bile will burn your throat in the process, removing the Forkedtongue ability until the cooldown expires.
Please see AB MENTIS FORKEDTONGUE for more information.
Cooldown: 15 seconds
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Rune
DescriptionSyntax: BLOOD RUNE <target>
ACTIVATE RUNEBlood cost: 200
Place a blood rune upon your target. You can activate this at any time for a small burst in health and mana damage.
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Mutation
DescriptionSyntax: BLOOD MUTATE <type>
By mutating the blood within your minion, you can gift it with new powers, making it more dangerous.
Ghastly: A ghastly touch will seize the muscles causing paresis.
Festering: Festering jaws will leave the target with haemophilia.
Eldritch: An otherworldly gaze will cause the victim to hallucinate.
Oozing: A foul, acrid ooze will rot away the fang barrier defence. -
Blur
DescriptionSyntax: BLOOD BLUR
Blood cost: 400By forcing your blood to circulate erratically, you can create a blurring effect when others attempt to gauge your vitals by sight or knowledge.
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Trepidation
DescriptionSyntax: BLOOD TREPIDATION [OFF]
Exude a powerful sanguine aura from yourself to spin fear and anxiety in those around you. This will only affect up to two enemies at once. This will drain your blood reserves for as long as you have it active.
Trepidation can cause the following afflictions:
Arrhythmia, misery, and sadness.If they have all three afflictions, then it will strip courage from them.
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Shadowblow
DescriptionSyntax: BLOOD SHADOWBLOW
Blood cost: 200Form a mystic shadow entity from your blood. It will protect you by storing up damage dealt to you, then after a certain threshold has passed, it will strike out at the mana of the next person to harm you.
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Feast
DescriptionSyntax: BLOOD FEAST <target>
If your target has been mesmerized into inaction, you can satisfy your lust for blood by feasting upon your prey and open a large wound that will drain them of massive amount of their blood from a single bite, restoring your own, and dealing both cutting and blunt damage at the same.
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Pillar
DescriptionSyntax: BLOOD PILLAR
Blood cost: 2000The earth itself can feed from your blood, allowing you to bring forth the mighty blood pillar. While in the presence of the blood pillar, anyone who receives bleeding will add a small amount of power to the pillar.
Once 450 bleeding has been caused in its presence, the pillar will flare and re-afflict all your enemies of the last affliction they cured after a delay. They do not need to bleed in order for this effect to happen, any attack that creates bleeding will work.
Be warned that the pillar is not immune to the wrath of your enemies. It can be attacked and destroyed.
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Thrombus
DescriptionSyntax: BLOOD THROMBUS <target>
Blood cost: 400By whispering an incantation of old into your opponent's ear, you can cause the blood within their body to begin to seize. It will deal mental damage to your target three times in a row, with the final blow stunning them.
The amount of mental damage this will cause is proportionate to the amount of mental afflictions the enemy has each time they are drained of mana.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
Cooldown: 30 seconds
Visual style and identity
A Praenomen is a dramatic, intimidating sight both on and off the battlefield. Physical prowess is unmatched, having shed the imperfections and fragilities of mortal life. Fangs and forked tongues distinguish them from lesser beings, most notable when feeding or invoking the whispers of Mentis. Lesser undead trail them as shambling, mindless beings, will subsumed. Sanguis manifests in conspicuous ways, a crimson haze tinging the air around them. For all the terror they inspire, there is a distinct regality in their ways: savage nobility, the armaments of an aristocracy, the slow predatory poise of something that no longer needs to hurry.
Side effects of the work
Every vampire comes to know two defining truths. The first is the tyranny of the sun. Even when satiety abates it, the sun remains a source of hate and loathing. Most Praenomen dwell underground and stalk the land at night, leaving a pallid, pale appearance.
The second is the compulsive thirst. A well-fed vampire may mimic the warmth and vitality of the living, but it is a mockery of life, a facsimile maintained only by slaking the sanguine thirst. Vampires can imitate most bodily functions through conscious or subconscious control of their blood, but procreation in the mortal sense is impossible. The Bloodline expands instead through the Embrace, child by child, Sire by Childer.
Who plays this class
The Praenomen is a class for players who want the vampire archetype done seriously. The roleplay frame is aristocratic and predatory: you are Consanguine, of the old Bloodline, ranked above the cattle on which you feed. Praenomen vary widely in how they express this. One may revel in slaughter and carnage. The next may manipulate and coerce. The path matters less than the result, so long as it brings power to the Blood.
Mechanically, the class rewards players who like deep mixed-discipline kits with a unique social layer. Sanguis lets you Sire others, which means the class generates downstream characters: your Childer, their Childer, a Bloodline that you build over months and years. Few classes in Aetolia have that kind of long-term legacy attached.
City and guild
The Praenomen guild home is the Imperial Dominion, based in Bloodloch, the Shadow Tether’s city of undeath. Patron: Chakrasul, Goddess of Corruption. The Dominion houses both the Praenomen class and its sister class, the Bloodborn (the Dominion’s sorcerous vanguard, practicing blood magic and humourist arcana rather than the martial and dominion-focused work of the Praenomen).
Joining the Imperial Dominion means committing to Shadow. You will not be able to actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the untethered classes. The Praenomen requires vampirism. The Embrace is its own transformation, and other classes in Bloodloch can be vampiric or not. The Praenomen always is. Race choice still applies in the sense that you can pre-vampire as any Aetolia race before the Embrace, but as a Praenomen you are Consanguine.
The Praenomen mirror is unusual: it is paired with two Spirit classes jointly, the Akkari and the Sylvan. All three are transfigured warriors bound by an oath that reshapes the body. The Praenomen swears to the Bloodline. The Akkari ascends through the Triad and the Plane of Spirit. The Sylvan is bound to Life by the Fae. Same theme of oath-driven transfiguration, three different paths.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Praenomen profile. Or see every Aetolia class for the rest of the roster.
Bloodborn
Praenomen’s sister class in the Imperial Dominion. Dark sorcerers of physiological magic. Humourism (the four humors), Hematurgy (pure blood magic), Esoterica (occult ritual). Pick Bloodborn if you like the Dominion and the vampire frame but want sorcerous spellwork rather than martial dominion as your primary mode.
Carnifex
Bloodloch’s death knights. Savagery, Deathlore, Warhounds. Pick Carnifex if you want to stay in Bloodloch and Shadow but trade vampire-aristocrat work for heavy melee, soul magic via a soulstone, and trained war beasts at your heel.
Indorani
Bloodloch’s dark sorcerers. Necromancy, Tarot, Domination. Pick Indorani if you like the Bloodloch frame but want a magic-heavy class without guild attachments, learning from Empress Xa’azamit on the Chaos Plane rather than serving the Imperial Dominion.
Back to browse the other classes | Aetolia beginner’s guide | Create your Praenomen and play free
