The Sentinel of Aetolia

The Sentinels are Aetolia’s forestal hunters, a Spirit-tethered class in Duiran that wields Dhuriv (the double-bladed staff), Woodlore (a deep bond with animal companions), and Tracking (subtle archery, woodsmanship, and traps).
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Duiran |
| Guild | Sentinels, “the Pride” (Patron: Dhar, the Underking) |
| Skill sets | Dhuriv, Woodlore, Tracking |
| Mirror class | Executor (Shadow) |
| Sister class in guild | Warden |
| Signature mechanic | Animal companion bond, dual-bladed staff combat |
| Best for | Players who want a skirmisher’s pace, ranger lore, and a wild ally that fights with them |
A Sentinel does not garrison a fortress or guard a throne. They walk the wilds, name the beasts they bond with, and hunt anything that breaks the Cycle. If you grew up wanting to play a wilderness ranger with a real animal companion (not a tame mount but an equal in battle), the Sentinel is built for exactly that.
Origin and lore
The Sentinels stand on ancient teachings: the work of Huwald Seluno, the legend of Segiae Clinemh, and the old clan-bound Wardens of the deep Ithmias. Together with the Wardens, they form the Pride, a single guild bound in blood to one shared cause.
The Pride does not ask for gentleness. The wilds are unforgiving, unfair, and brutal. A Sentinel is trained to match them. They stand not for good nor evil, not for light nor dark, not for mercy nor cruelty. The Pride defends what is still natural in the world. Anything that threatens the Cycle (corruption, undeath, shadow spreading where it should not) is prey.
Duiran itself is the forest-bound city of the Heartwood, ruled by a Council, and the Sentinels are its blades when the forest is in danger.
Skill sets
The Sentinel skill sets are Dhuriv, Woodlore, and Tracking.
Dhuriv is the agile, dual-bladed staff style passed down from the Black Raven clan. It builds from clean, efficient strikes to a vicious kill. The dhurive is a long staff with blades at both ends, used by warriors who prefer to whirl through a fight rather than plant and trade.
Woodlore is the bond with the creatures of the wood. Through Woodlore a Sentinel calls on companions from the badger to the raccoon to the mythical cockatrice. Some can be ridden. All are allies, not pets, and they fight in tandem with the Sentinel without needing commands.
Tracking rounds out the kit with the ranger’s quieter arts: archery (resin-coated arrows fired through forest boughs), traps, and the woodsmanship to disappear into terrain a city-dweller could not survive.
Skill abilities
Dhuriv
-
Assemble
DescriptionSyntax: ASSEMBLE DHURIVE FROM <staff>
ASSEMBLE DHURIVE FROM <staff> USING DESIGN <design>
ASSEMBLE DHURIVE FROM <staff> USING <diagram>With a wooden staff collected from nature and a piece of obsidian in your hand, you will be able to assemble your own personal dhurive.
-
Combo
DescriptionSyntax: DHURIV COMBO <target> <initial> <follow-up>
This ability allows you to unleash a swift combination of attacks with a single command.
-
Collect
DescriptionSyntax: COLLECT STAFF
Keeping a keen eye on your surroundings you will be able to find a staff good enough to use as a weapon. There are different kinds of staffs to find depending on the environment.
Forest: elm, walnut or oak
Mountain and Hill: pine
Beach: driftwood
Grasslands or Valley: birch
Swamp: ash
River: water-drenched oak
Ancient forest: heartwoodCooldown: 60 minutes
-
Resting
DescriptionSyntax: RESTING <ON|OFF>
By placing your mind in a meditative state, you allow your body to recover endurance faster.
You may only enter such a state when within a natural environment, which are limited to:
Forests, Mountains, Hills, Beaches, Grasslands, Valleys, Swamps and Rivers.Any other area is not suitable for a Sentinel to seek such a bountiful state of rest.
-
Nimble
DescriptionSyntax: BALANCING <ON|OFF>
In a fight it is essential to stay on your feet. Using this skill, you will be able to occasionally avoid being knocked to the ground. This will tax your mana and willpower in order to upkeep.
-
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>.
-
Blocking
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location, providing you are not incapacitated or feared. Should you move, you will cease to block. -
Flexibility
DescriptionSyntax: FLEXIBILITY
From your constant training you have learned how to remain flexible even in the face of adversity. While under the effects of an affliction that lengthens balance recovery, they will only extend your balance by half as much.
-
Expertise
DescriptionThis ability is passive.
Your proficiency with the dhurive has heightened to the point that you can strike successfully with a single crippled arm. Having both arms crippled will still leave you helpless, however.
Additionally, should your target have the arrhythmia affliction, then any attack with your dhurive cannot be parried.
-
Riposte
DescriptionSyntax: DHURIV RIPOSTE <target>
If your opponent parries your attack you can instantly answer with another, though it will be weaker. This ability cannot deliver venoms.
-
Backflip
DescriptionSyntax: BACKFLIP
By tensing your legs, you can backflip away the next time you successfully dodge an attack, providing you dodge within the next few seconds of activation. You will leave in the direction you originally came from, bypassing any obstructions in your way, however if you were magically transported or were moved in a fashion that wasn't through an exit then you will be unable to backflip.
- You can use the following initial attacks
-
Slash
DescriptionSyntax: DHURIV SLASH <target> [venom]
Running your blade along the exposed flesh of the opponent you can cut their flesh. The attack will position you for a follow-up attack with the other blade.
This will deliver a venom if they are an adventurer.
DetailsTarget Location Same location
Weapon Damage Modifier 75%
Weapon Damage Modifier (Denizen) 70%
Weapon Trauma Modifier 145%
Balance Recovery 1.70 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
-
Blind
DescriptionUsage: DHURIV BLIND <target>
With a very precise cut above your opponent's eyes, you can cause blood to flow into their eyes and leave them blind. Afterwards you can easily position yourself for a follow-up attack.
-
Twirl
DescriptionSyntax: DHURIV TWIRL <target>
When moving your dhurive in a specific pattern, learned after hours of practice, you can cause confusion in your opponent by simply threatening to strike. Your movements also make it possible to strike with a follow-up attack.
This ability deals no damage and is not affected by the aura of rebounding.
-
Strike
DescriptionSyntax: DHURIV STRIKE <target>
This quick strike from your dhurive will catch the opponent offguard, leaving them momentarily stunned and allowing you to follow-up with another attack.
-
Crosscut
DescriptionSyntax: DHURIV CROSSCUT <target>
This long slice across the target's body will cause substantial damage.
If the target is an adventurer, the slice will induce impairment into their body. If the target is already impaired, then it will induce addiction instead as well as additional bleeding.
This will position you for a follow-up attack afterward.
DetailsTarget Location Same location
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 121%
Weapon Trauma Modifier 155%
Bonus Bleeding 40
Balance Recovery 1.60 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
-
Weaken
DescriptionSyntax: DHURIV WEAKEN <target> <LEFT|RIGHT> <ARM|LEG>
You may slice at your foe's muscles, inducing lethargy if the legs are struck and dropping their parry if the arms are struck. This will position you for a follow-up attack afterward.
-
Reave
DescriptionSyntax: DHURIV REAVE <target>
This attack will allow you to strip the defences of your foe, prioritising magical shields and then the aura of rebounding. Afterwards it will strip at random. This attack will position you for a follow-up strike.
-
Trip
DescriptionSyntax: DHURIV TRIP <target>
Tangling your weapon between your opponent's legs is a sure way to make him fall. This will allow you to make a follow-up attack afterwards.
-
Slam
DescriptionSyntax: DHURIV SLAM <target>
Spinning your weapon, you can strike them in the head with the flat of your blade causing blunt trauma. This will cause the epilepsy and laxity afflictions in your opponent. You may perform a follow-up attack afterwards.
-
Ambush
DescriptionSyntax: DHURIV AMBUSH <target> [venom]
DHURIV AMBUSH <target> <direction>This ability allows you to attack your opponent from an adjacent location, destroy the aura of rebounding if they are protected by one, and then follow-up with a second attack.
Against a denizen, you must specify the direction of your target.
This will deliver a venom if they are an adventurer.
DetailsTarget Location Adjacent location
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 70%
Balance Recovery 2.10 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
- You can follow up your first blow with these attacks
-
Stab
DescriptionSyntax: DHURIV STAB <target> [venom]
Only after an initial attack can you manage this quick stab at your opponent.
This will deliver a venom if they are an adventurer.
DetailsTarget Location Same location
Weapon Damage Modifier 75%
Weapon Damage Modifier (Denizen) 70%
Weapon Trauma Modifier 105%
Balance Recovery 0.90 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
-
Slice
DescriptionSyntax: DHURIV SLICE <target> [venom]
Positioning yourself properly with an initial attack, you can smoothly direct your other blade towards your opponent's torso to cause massive bleeding and deliver a venom.
-
Thrust
DescriptionSyntax: DHURIV THRUST <target> [venom]
This strong thrust at the opponent's torso will stab them with the tip of your dhuriv.
If they are an adventurer, it can can additionally deliver a venom and if they are suffering from arrhythmia, it will knock their pill balance.
DetailsTarget Location Same location
Weapon Damage Modifier 110%
Weapon Damage Modifier (Denizen) 121%
Weapon Trauma Modifier 140%
Pill Balance Knock 0.50 seconds
Balance Recovery 0.80 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
-
Disarm
DescriptionSyntax: DHURIV DISARM <target>
Using sharp blows to the wrist, you are able to pry your opponent's weapon from his hands. You need to position yourself properly with an initial attack to be able to use this attack.
-
Gouge
DescriptionSyntax: DHURIV GOUGE <target>
Frustrate and elicit impatience in your target with a clever jab to the head, causing damage and a small amount of trauma.
-
Heartbreaker
DescriptionSyntax: DHURIV HEARTBREAKER <target>
You can pierce your target's chest with your dhurive, inducing arrhythmia.
-
Slit
DescriptionSyntax: DHURIV SLIT <target>
This very precise follow-up attack will leave your opponent with a crippled throat, making it difficult to speak or make use of abilities that require the voice.
- You can use the following single attacks
-
Flourish
DescriptionUsage: DHURIV FLOURISH <target>
After utilising certain abilities, you may follow the attack with a quick jab of your blade in a flourishing motion. You may make use of this ability while off equilibrium for no extra cost.
Flourish will work with the following abilities:
Woodlore: Icebreath, Daunt, and Swoop.
Tracking: Combust. -
Pierce
DescriptionSyntax: DHURIV PIERCE <target> <LEFT|RIGHT>
With this single attack you are able to target one of your opponent's legs. This will first cripple the limb, and then if it is left untreated, it will then break it causing damage to the bone.
-
Sever
DescriptionSyntax: DHURIV SEVER <target> <LEFT|RIGHT>
This skill can be used to target arms and cripple them. This first strike will leave the arm crippled, then if left untreated, the second will completely break the arm and damage the bone.
-
Impale
DescriptionSyntax: DHURIV IMPALE <target>
DHURIV DRAG <direction>If your opponent is prone, you can use this ability to drive your dhurive deep into their stomach. Your victim will be unable to act until they writhe free. Once impaled, you may drag them in a direction if you so wish.
You may WITHDRAW DHURIVE to remove your dhurive from your opponent should they be unable to writhe free, allowing you to act once more.
-
Spinecut
DescriptionSyntax: DHURIV SPINECUT <target>
This move can be used to quickly end your opponent's suffering by cutting off their spine, finishing them off. To be able to use it, the opponent must be prone, suffering from confusion and arrhythmia and have both feeble arms and feeble legs.
-
Dualraze
DescriptionSyntax: DHURIV DUALRAZE <target>
With this swift move, you can raze two of your opponent's defences at once. The second raze will only work on rebounding aura or magical shields.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defence -
Throatcrush
DescriptionSyntax: DHURIV THROATCRUSH <target>
By forcefully whacking the wooden staff against your opponent's throat you can efficiently remove his ability to swallow properly. Their destroyed throat will additionally prevent the Fitness ability from being used, should they have it.
-
Gorge
DescriptionSyntax: DHURIV GORGE <target>
If you have someone impaled upon your dhuriv, you can gorge them with your weapon to cause significant damage.
-
Whirl
DescriptionSyntax: DHURIV WHIRL <target>
This difficult manuever will first strike your opponent with your blade, similar to Slash or Stab. After a short delay, and while you are off balance, you will strike them again - leaving only a small window before your next attack. If you are hindered while whirling your blade, the second attack will not strike.
Should your opponent's rebounding aura come up, or should he shield, then the second strike of Whirl will raze it instead.
Woodlore
-
Hide
DescriptionSyntax: HIDE and EMERGE
In the ebb and flow of the Rhythm, the hunter may become the hunted. Many scouts amongst the Sentinels quickly learn to keep to the shadows in their training, lest their elders catch them.
This will allow you to quickly conceal yourself from common view, assuming no others stand in your location. If you wish to no longer hide, then you can emerge from your hiding place.
-
Signal
DescriptionSyntax: SIGNAL <message>
It is often said that the enemy has many spies; but none so cunning as to know the speech of birds and beasts. The Sentinel rangers have spent much of their time within the woodlands and vales of Sapience, and so have learned to mask their calls to their allies across the great expanses.
Masking your words, you can communicate in secrecy by twittering as a mockingbird or even the croaking cry of a raven for the enemy shall be none the wiser as the Wilds themselves are your ally.
-
Climbing
DescriptionSyntax: CLIMB UP and CLIMB DOWN
It takes a knowing hand and eye to move through the treetops, finding purchase in every lofty bough and making sure the wind doesn't buffet you from your perch. The Rangers will often tell the younger Trackers of their bone-shattering plummets from the heavens, but many claim it is little more than an attempt to 'put a scare' into you.
Should there be trees in your location, you may climb up into their treetops. You can then climb down if you wish to leave them.
-
Hardiness
DescriptionSyntax: HARDINESS
Through their training, the Sentinels have become hardy in the unyielding and unforgiving wilderness that spans the breadth of Sapience. Your natural resilience has granted you bonus resistance to the harmful effects of cold and poisons.
-
Barkskin
DescriptionSyntax: BARKSKIN
Make your skin tough as bark, granting bonus resistance to physical damage. This resistance is greater when standing in a forest or overgrown environment.
-
Coagulation
DescriptionSyntax: COAGULATION <ON|OFF>
Anyone who spends time in the wilderness understands the value of a basic knowledge of first aid. Using this technique, you will cause your bleeding to passively clot while active, though it does drain mana in order to maintain.
-
Conceal
DescriptionSyntax: CONCEAL
By masking yourself in the shadows, you will be able to mask your movements to and from locations, concealing your identity from those who see you dart away. This defence lasts far longer when used within a forest environment.
-
Wildmark
DescriptionUsage: WILDMARK CREATE <message>
WILDMARK MAINTAIN
WILDMARK CLEARSubtly altering the natural environment around you will allow you to leave a message that only Sentinels may read. This message will last only a few months, though you may maintain it to reset this timer. Alternatively, you may simply clear the present message. You may only clear messages you have placed.
-
Foreststriding
DescriptionSyntax: FORESTSTRIDE
You are capable of moving through the forest with incredible ease, granting you bonus celerity in any natural outdoor environment and an additional bonus within forests.
-
Refresh
DescriptionSyntax: REFRESH BODY
Usable only so often, you can call upon your inner reserves to refresh your body, granting you a temporary bonus to both your strength and constitution. If you use this skill within the limits of a city, you will also refresh a hefty portion of your endurance.
Cooldown: 60 minutes
-
Tent
DescriptionSyntax: TENT SETUP
TENT COLLAPSE
TENT LOCATECommodities:
3 rope, 3 wood, and 3 cloth.With the right commodities you will be able to construct a simple tent. The tent can only be put up outside and in fitting environments, these being:
Forest, Valley, Hills, Plains, Desert, Mountains, Grassland and Jungle.When a tent is collapsed, you will only recover a portion of the commodities.
Patrons are permitted to change the descriptions of your tent, as long as the description maintains that you are indeed inside a small, simple tent.
-
Campfire
DescriptionSyntax: CAMPFIRE BUILD
CAMPFIRE STOKECommodities:
3 wood to build
1 wood to stokeBy building a campfire, you can keep yourself and others warm in the cold. Additionally, your craftsmanship will help regenerate the endurance and willpower of those that linger by the flames.
When the fire starts to burn out, you may stoke it with extra wood to keep it alive.
-
Thornspray
DescriptionSyntax: THORNSPRAY
While in a plant lush environment, you may fill the air with deadly flying thorns, damaging any enemy that is within your location. These thorns will additionally sting your opponent with the loki venom.
You may use this ability in the following environments:
Forest, Jungle, Swamp, or Grasslands.It is possible to use thornspray within an overgrown location caused by a Shaman, however you will find that the damage is reduced.
-
Lifesap
DescriptionSyntax: LIFESAP
When you spill the blood of another, you will recover a portion of the damage you dealt as health. Critical hits do not affect the amount returned.
-
Instinct
DescriptionSyntax: INSTINCTS
While standing in a natural environment, you will be able to spot disturbances such as fires or exterminated plant-life in the local area.
-
Track
DescriptionSyntax: TRACK <target>
While mounted on one of your summoned beasts, you may track to an outdoor opponent, moving you to their location after a short delay.
-
Might
DescriptionSyntax: MIGHT
Let out a mighty shout and purge yourself of a random affliction.
Cooldown: 20 seconds
-
Rejuvenate
DescriptionSyntax: REJUVENATE
At the cost of ten elemental ice commodities, you may restore the state of a natural location that has been exterminated by a necromancer's magics through this simple incantation.
-
Vitality
DescriptionSyntax: VITALITY
Providing you have full health and mana, you can call upon your adrenal glands to heal you significantly should your health drop below a quarter of its maximum.
Cooldown (when triggered): 180 seconds
-
Campsite
DescriptionSyntax: CAMPSITE CONSTRUCT
CAMPSITE REMOVE
SCOUTYou may convert your tent and campfire into a full campsite, granting you several bonuses exclusive to its presence. This process takes a bit of endurance and concentration as you set up the surrounding area, and may only be done in a forest environment.
You will receive the following effects while remaining at your campsite:
- Your campfire will no longer require stoking.
- The title of your location will be temporarily changed to match your site.
- Remaining in the treetops of your location will mask the presence of any allies, hiding them from sensing.
- You may SCOUT while in the treetops, discerning the presence of any outdoor denizen or animal in the area.A campsite will last for one Aetolian week.
-
Camouflage
DescriptionSyntax: CAMOUFLAGE COMPANIONS
You may hide your companions in the undergrowth, concealing them mostly from view.
- You have the following companion abilities
-
Calling
DescriptionSyntax: CALL <companion>
DISMISS <companion>
CALL ANIMALS
ANIMALSYou are able to call and control up to two companions at once. Consult AB WOODLORE for a list of the companions you may use. Calling companions has no delay if used in a forest, a short delay if used in a non-urban environment, and a long delay otherwise as it will take some time to find your location.
If you get separated from your animals you can CALL ANIMALS at any time to return them to your side. ANIMALS will let you see what animals you have summoned, as well as their current location.
-
Wisp
DescriptionUsage: CALL WISP
Call forth a wisp of the woods to confound your enemies. Its pulsing lights will occasionally instill idiocy into the poor sap that it surrounds.
-
Weasel
DescriptionUsage: CALL WEASEL
Wiley and fast, the weasel will dart about your foe and attempt to strip away general defences. If they have the aura of rebounding, it will try and prioritise that first.
-
Nightingale
DescriptionUsage: CALL NIGHTINGALE
The tranquil nightingale will periodically sing a refreshing melody that will heal you and your allies in the same location as it. It will heal either health or mana - but not both - as long as you are below 90% of your respective maximum.
In addition, it will seek to protect other animal companions in your entourage, generating transient prismatic barriers that prevent aggression against them.
-
Rook
DescriptionUsage: CALL ROOK
The frantic rook will constantly harass your foe, occasionally succeeding in knocking them off balance.
-
Coyote
DescriptionUsage: CALL COYOTE
ORDER COYOTE LEAP <direction>This large coyote will allow you to leap over any obstacle while mounted - should you also possess the Leaping ability in Horsemanship, it will become significantly faster.
Additionally it will maul your opponents when it attacks, causing large amounts of bleeding and damage.
-
Raccoon
DescriptionUsage: CALL RACCOON
While not as quick or powerful as other companions, the raccoon makes up for what it lacks in sheer strength with ingenuity - when an opponent attempts to consume a pill, it has a chance it will simply steal it away.
It will also bolster the chance of Entrapment slightly. Please see AB TRACKING ENTRAPMENT for more information on this skill.
Cooldown (on proc): 15 seconds
-
Elk
DescriptionUsage: CALL ELK
The majestic elk acts as mount and surprising companion both, and will periodically ram your opponents, knocking them to the ground. -
Gyrfalcon
DescriptionUsage: CALL GYRFALCON
This powerful bird of prey will not hesitate to lacerate your victims, cutting their flesh with deadly talons and causing disfigurement.
-
Raloth
DescriptionUsage: CALL RALOTH
ORDER RALOTH TRAMPLE <direction>
ORDER RALOTH TRAMPLE <person>This mythical forest beast resembles a rhino in some regards, and its ability to trample over any obstacle is shared.
While mounted, you may trample a direction to bypass any blockers while simultaneously applying a stun to them. You can also choose to trample a prone victim to deal blunt damage and cause a crippled limb, cracked ribs, or a crippled throat at random. This can give all of these afflictions at once, however it becomes less and less likely the more are given from a single trample. About two is expected.
When ordered to attack an opponent, it will deal some cutting damage. Should the raloth attack an opponent that is prone, its horns will puncture their chest and leave behind a light wound.
-
Entourage
DescriptionThis ability is passive.
You may now summon and control up to three companions at a time.
-
Mount
DescriptionUsage: MOUNT <companion>
You may now mount several of your larger companions to use them as a steed. Not only are they usable with any associated Horsemanship abilities, but several of the companions possess unique abilities only usable while mounted.
-
Daunt
DescriptionSyntax: ORDER <companion> DAUNT <target>
A quick command to your companion will cause them to roar at your target, startling them with a mental affliction. Using this ability will open up the opportunity for a dhuriv flourish.
Coyote: Claustrophobia
Raloth: Agoraphobia
Crocodile: Loneliness
Cockatrice: Mania -
Swoop
DescriptionUsage: ORDER <companion> SWOOP <target>
You may order a companion with wings to swoop from above, striking your target and producing a specific effect depending on the animal. Using this ability will open up the opportunity for a dhuriv flourish.
Gyrfalcon: Bleeding
Nightingale: Upsets equilibrium
Rook: Upsets balance -
Crocodile
DescriptionUsage: CALL CROCODILE
The crushing bite of the crocodile inflicts not only physical trauma, but can weaken the target's very body, causing one of clumsiness or weariness. You may not control a crocodile while a cockatrice is in your entourage.
-
Icewyrm
DescriptionUsage: CALL ICEWYRM
This wyrm of legend will constantly plague your foe with chilling breath, causing cold damage while occassionally freezing them.
-
Cockatrice
DescriptionUsage: CALL COCKATRICE
This legendary beast possesses a stare that assaults the mind of your enemy, instilling one of dizziness or epilepsy with each strike, alongside psychic harm. You may not control a cockatrice while a crocodile is in your entourage.
-
Icebreath
DescriptionUsage: ORDER ICEWYRM ICEBREATH <target>
You may command your icewyrm to freeze your target, chilling your victim. Using this ability will open up the opportunity for a dhuriv flourish.
-
Company
DescriptionThis ability is passive.
A master of animal empathy, you may now wilfully control up to four companions at a time.
-
Opportunity
DescriptionSyntax: OPPORTUNITY
For a limited duration you may order your companions to watch their target, looking for moments to strike. Their attack speed will be doubled for the duration of the effect.
Cooldown: 60 seconds
Tracking
-
Bowmanship
DescriptionUsing a bow:
SHOOT <target> [type/venom]
SHOOT <denizen> <direction>
SWITCH <type>Using a quiver:
INSPECT QUIVER or IQ
INQ <amount> <type> ARROWS
OUTQ <amount> <type> ARROWSEvery hunter begins their journey with the basic longbow. First you must find yourself a bow, some arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default.
In addition to the regular venoms, you may also use the sumac and loki venoms with a bow.
Against denizens, you must also supply the direction that you wish to shoot in. You may only use normal arrows and no venoms when targeting a denizen.
-
Adhere
DescriptionSyntax: SHOOT <target> <resin>
You now possess the ability to adhere a resin to your arrow, in order to coat your opponent with it. This will consume your normal arrows.
-
Warningshot
DescriptionSyntax: WARNINGSHOT <target>
Fire a warning shot using your bow with the intent to threaten. This will consume your normal arrows.
-
Bowstance
DescriptionSyntax: BOWSTANCE
While wearing a bow, fluidly move it into your hands.
-
Fireshot
DescriptionSyntax: SHOOT <target> FIRESHOT
You may light your arrow before firing it, causing it to ignite any resins on contact and set your target on fire. This will consume your normal arrows.
-
Delivery
DescriptionSyntax: DELIVERYSHOT <target> <item>
Attach an item to your arrow, delivering it to your target. The item cannot be too heavy. This will consume your normal arrows.
-
Crossbows
DescriptionThis ability is passive.
Known for its mechanical ingenity, the crossbow is the chosen weapon for hunters all around the land. It takes a knowledgable mind to fully appreciate and use the weapon, and your proficiency with traps has helped you learn it quicker than most.
Refer to AB TRACKING BOWMANSHIP on how to use the crossbow.
-
Heavyshot
DescriptionSyntax: SHOOT <target> HEAVYSHOT
Attaching a lead weight to your arrow will push your target out of the room with the momentum of the arrow. This will consume your normal arrows.
-
Scenttrails
DescriptionSyntax: SCENTTRAILS
A basic means of tracking, you can determine the location of those in the local area and in adjacent areas.
-
Hurling
DescriptionSyntax: RESIN HURL <resin type> AT <target>
Quickly hurl resin at someone in your location by heating it until it forms a soft shell. This requires you to have a fire source in your inventory, such as a tinderbox.
If the opponent already has ignited resin upon their body, then hurling resin upon them will smother the flames and consume the remaining resin, as well as applying a new layer. Essentially this allows you to perform a reset.
-
Aiming
DescriptionSyntax: AIM <target>
AIM <denizen> <direction>Increase the accuracy of your crossbow by aiming at your target first. As long as they remain within the trajectory of the arrow, it will always hit them, even if they move from their original location.
Against denizens, you must specify the direction to aim in.
-
Powershot
DescriptionSyntax: SHOOT <target> POWERSHOT
By overdrawing your string, you can release a powerful shot that will stun your opponent briefly. This will consume your normal arrows.
-
Combust
DescriptionSyntax: RESIN COMBUST <target>
By releasing a small cloud of volatile powder, you will rapidly change the flashpoint of any resins on your target, causing them to instantly combust. If the target already has an ignited resin, then using this ability will cause the resin to burn through three cycles worth of material, potentially causing a hot burn.
Using this ability will additionally open up the opportunity for a dhuriv flourish.
-
Preysense
DescriptionSyntax: PREYSENSE
Once a resin is ignited upon someone, you can track their location, health, and mana from anywhere in the local area. It will bypass any sort of cloaking they may have.
-
Precision
DescriptionThis ability is passive.
Providing you are above the ground, such as in the trees or sky, your training and incredible sight allows you to aim and strike at anyone in the local area with your bow. Your arrows will take slightly longer to reach your target due to the distance and there is a slightly increased endurance cost to do so.
-
Quickshot
DescriptionThis ability is passive.
As long as you have a bow on hand, you can shoot it as though you are wielding it.
-
Masking
DescriptionSyntax: MASK SCENT
At a periodic minor cost to your mana and willpower, you may mask your scent entirely, preventing anyone from picking up on it.
-
Alacrity
DescriptionSyntax: ALACRITY
This ability will prepare yourself to hunt your prey, granting nimble fingers when performing certain actions.
Whenever you next shoot an arrow, lay a trap, or hurl a resin, it will cost significantly less balance in order to do so. This will last for three uses at which stage your alacrity will be lost.
Note that any arrows you shoot will deal less damage then normal while under the effects of alacrity.
- You can use the following trap abilities
-
Traps
DescriptionSyntax: TRAPS [ALL]
This ability will search for traps in the room, giving you information about them. You can also search for all traps in the land laid by you.
-
Clothesline
DescriptionSyntax: LAY CLOTHESLINE <direction>
Commodities:
1 ropeThis trap will cut the jugular of any enemy of yours that passes by, slitting their neck and causing them to bleed.
-
Darts
DescriptionSyntax: LAY DARTS <direction>
Commodities:
1 woodThe darts trap shoots out a dart when sprung, and then a second one a few moments later. It does no damage, but may be coated to poison the victim. This trap can only be sprung by your enemies.
-
Coat
DescriptionSyntax: COAT <trap> <direction|HERE> WITH <substance>
WIPE OFF TRAP <direction|HERE>You now posess the ability to coat a trap in either venoms or resins. Only certain kinds of traps can be coated with either a venom or a resin.
In addition to the regular venoms, you may also use the sumac and loki venoms with your trap.
Traps that can be coated:
Darts, Spike, and Launcher -
Incendiary
DescriptionSyntax: LAY INCENDIARY <direction>
Commodities:
1 ironThis simple trap will burst into hot sharpel when an enemy treads on it, lighting them on fire and igniting any resins that have adhered to them. If burning resins are already present on the target, then it will melt away the top layer and induce a hot burn.
-
Disarming
DescriptionSyntax: DISARM <trap> <direction|HERE>
Using this ability, you will attempt to disarm a trap that has been laid.
If the trap was set by you, you will recollect the commodities used in its creation, if any were used.
If the trap was not laid by you, then it will take time and concentration to disarm it. You may not perform any actions while you disarm the trap, or it will be sprung upon you.
-
Smokescreen
DescriptionSyntax: LAY SMOKESCREEN HERE
Commodities:
2 diamond dustAn explosive trap that lets loose a smokescreen, improving your ability to dodge and divert drastically by weaving through the smoke. This effect remains active for a short period within the room it is triggered in.
-
Horseshoe
DescriptionSyntax: LAY HORSESHOE HERE
Commodities:
1 ironA few seconds after this trap has been sprung by an enemy, a horseshoe will fall down from above and strike them in the head, stunning them from a short period.
-
Noose
DescriptionSyntax: LAY NOOSE <direction>
Commodities:
2 ropeThis trap will snare your enemy in a noose, strangling them until they writhe free of its grasp.
-
Catapult
DescriptionSyntax: LAY CATAPULT HERE <direction to launch>
LAY CATAPULT HERE SKYWARDSCommodities:
1 rope, 1 woodThe catapult trap launches an enemy in the specified direction or straight up into the sky, should they not have the density defence. Multiple catapults can be chained together to move an enemy a number of rooms, however only three catapults will activate in a single instance. Any further catapults triggered will break.
-
Alarm
DescriptionSyntax: SET ALARM <direction|HERE>
You can set an alarm on your trap to notify you of who springs it or disarms it, including what kind of trap it was, and its location.
-
Spike
DescriptionSyntax: LAY SPIKE HERE
Commodities:
1 rope, 1 wood, 1 ironThe spike trap is a delayed trap that activates after a few seconds, launching a iron-tipped spike into your opponent from below. It can be coated to poison your target as well.
DetailsDamage Type Cutting
Damage Source Knowledge
Base Damage 600 + 18%
Armour Modifier 20%
Bleeding 8.33% of damage
Base Damage (Denizen) 800
Spike Delay 4 seconds
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Cannot be used while phased.
Cannot be flying in the sky.
-
Launcher
DescriptionSyntax: LAY LAUNCHER HERE
Commodities:
1 rope, 1 woodOnce coated with a resin, this mechanical trap will launch its payload into the air when triggered. This will adhere a layer of resin to not only the enemy who triggered it, but all enemies within the location as well.
-
Entrapment
DescriptionThis ability is passive.
The skill with which you lay out a trap now allows you a chance to steer an opponent into it, should they dodge an attack. This will only work on traps laid in your location and not on traps that are armed upon exits.
This chance is increased if they are suffering from the arrhythmia affliction or a raccoon is aiding you.
Base chance: 30%
Arrhythmia: +30%
Raccoon assistance: +10% - You may create and use the following resins
-
Resins
DescriptionSyntax: RESIN PREPARE <type> IN <cauldron>
COLLECT SAP
FILL <vial> FROM <cauldron>
FLUIDCACHE CONSUME <cauldron>To begin preparing adhesive resins, you must first have access to a preservation room, have a chunk of hardened plant sap and inks to use as a base, and a cauldron to house the resin in.
First you must COLLECT yourself some sap from any forest room, which will be enough for one mixture of resin. Each resin will also require a specific amount of inks, which will depend on the resin you are trying to make. Once you have these two ingredients, you can then begin to PREPARE your resin, which will create the mixture in short order. Each batch will contain enough resin to FILL three vials.
There are two layers which can be adhered to a target's body with one resin application needed to create a single layer. The first layer, when ignited, will burn slowly and heat up over time, causing a negative effect on the target until it finishes burning. Once the first layer burns away, the second layer will ignite in a powerful reaction. This reaction is short lived and lasts little more than a couple seconds, but is generally more powerful.
For each resin, you can view their corresponding help file (AB TRACKING <resin>) to find out more.
-
Pyrolum
DescriptionColor: Crimson
Inks: 3 redPyrolum is a basic resin taught to all beginners. It is well known for being able to burn for long periods of time, gaining intensity the longer it is alight.
Cold burn effect (12 cycles):
Pyrolum will scorch the lungs with heated fumes periodically, dealing fire damage.Hot burn effect:
Pyrolum will combust in a tower of horrific flames, burning the unfortunate victim coated in it. The less health they have when it activates, the more damage they will take. -
Corsin
DescriptionColor: Indigo
Inks: 2 purple, 1 blueUnlike other resins, when burnt the corsin resin emits no heat or fumes. However, it will quickly harden and form a tough shell, making movement difficult.
Cold burn effect (8 cycles):
A tough shell will begin to form, reducing the target's ability to dodge and divert while it burns. It will also improve accuracy against the target by 10%.Hot burn effect:
The resin will rapidly harden into a solid state, forming a shell that will hinder movement for a few seconds before breaking away. -
Trientia
DescriptionColor: Goldenrod
Inks: 3 yellowThis extremely slick resin produces powerful fumes when ignited, causing harmful effects to those that inhale it. As it reaches high temperature, the fumes become powerfully toxic to a weakened mind.
Cold burn effect (9 cycles):
If the opponent is suffering from dizziness, then the fumes will cause the faintness affliction.Hot burn effect:
The resin will release powerful toxic fumes as it burns away, leaving the target stunned for a time based on each euphoriant cured affliction they have yet to heal. -
Harimel
DescriptionColor: Navy
Inks: 3 blueHighly viscuous in nature and slow to burn, the harimel resin will reveal minute motions of the target through its smoky fumes. It has been known to deeply char the skin once it reaches high temperatures.
Cold burn effect (14 cycles):
The smoky fumes will reveal which limb the target shifts their parry to.Hot burn effect:
Burns the skin deeply, giving the burnt skin affliction making poultices useless until cured. -
Glauxe
DescriptionColor: Mahogany
Inks: 2 red, 1 yellowThe glauxe resin is a potent adherance that releases a tarry smoke as it burns. The smoke will cause an irritant that will agitate the effects of allergies, increasing its potency while the resin remains. At higher temperatures where it reaches a vapor point, it will completely knock out the senses.
Cold burn effect (10 cycles):
The tarry smoke will increase the severity of allergies by one extra stack each time it painfully spreads its rash. This effect only works during the first stage of allergies, before it becomes particularly severe.Hot burn effect:
Induces a short-lived blackout in the target. -
Badulem
DescriptionColor: Olive
Inks: 1 green, 2 yellowBadulum resin is unique in that it'll liquify and seep into any open wounds on the target while burning and react with left over traces of venom. It is known to have a dangerously toxic effect.
Cold burn effect (8 cycles):
The target will take increasing poison damage, proportional to the amount of venom-sourced afflictions present.Hot burn effect:
For each venom-sourced affliction present on the target, they will become afflicted with an instance of loki. You will be informed of each venom it delivers and it won't give afflictions the target already has. -
Lysirine
DescriptionColor: Fuschia
Inks: 2 red 1 purpleA pleasant-smelling resin, the fumes from the concoction are known to induce a sluggish effect in those that breathe them in. As the resin heats up, the fumes can begin to mess with the target's mind.
Cold burn effect (6 cycles):
Reduces the time of paresis to transform into paralysis by half.Hot burn effect:
Powerful fumes will leave the target with paresis, impatience, and confusion.If they already have paresis, it will give an arrhythmia instead.
If they have impatience, it will give hallucinations instead.
If they have confusion, it will give stupidity instead.
Visual style and identity
A Sentinel fights like a skirmisher. They dip into and out of a battle, backflip clear of a strike, and ambush from cover. They whirl their dhurives in tandem with whatever creature is fighting beside them. They wield bows and crossbows as easily as the blade.
The style is brutal at points, but it is not cruel. It is efficient, quick, and clean. Many Sentinels look the part: calloused, scarred from hard years in the wilds, sometimes unkempt or bearded from a long stretch away from any town.
Side effects of the work
A Sentinel does not pay the magical costs that classes like Sciomancer or Indorani pay. The price is different: a life spent in the wild rather than the city, and the eventual gap between someone who can read tracks in moss and the average citizen of Duiran who cannot. The animal allies are part of that life, not a separate burden. Many old Sentinels look feral by the time they are senior. Some prefer it.
Who plays this class
The Sentinel fits players who want a wilderness ranger in the truest sense. The bonded animal companion is core to the class, not a side feature. If you want to play a hunter who lives at the edge of civilisation, knows every track in the forest, and fights with a creature at your side, this is the class.
Mechanically, the kit rewards mobility, archery as a real combat option, and good pet management. Compared to the Warden (heavier, slower, ancestor-driven), the Sentinel is faster and more skirmishing.
City and guild
The Sentinel guild is the Pride, anchored in Duiran, the Spirit Tether’s forest city. Patron: Dhar, the Underking. The Pride also houses the Sentinel’s sister class, the Warden.
Joining as a Sentinel commits you to Spirit. You cannot actively hold 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 Sentinel of any Aetolia race.
The Sentinel mirrors the Executor, Spinesreach’s Ankyrean-hunting Shadow assassins. Both lean on tracking, ambush, and a non-human presence in combat: Woodlore beasts on the Sentinel side, Artifice constructs on the Executor side. The difference is that a Sentinel’s animals are willing allies. An Executor’s constructs are barely controlled thralls, primal embodiments of fear rather than bonded creatures. Same combat architecture, different relationship with what fights beside you.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Sentinel profile. Or see every Aetolia class for the rest of the roster.
Warden
Sentinel’s sister class in the Pride. Heavier, slower, ancestor-driven. Warding (greatspears, scythes, wargauntlets), Ancestry (calling the dead to intercede), Communion (ancestral simulacra). Pick Warden if you want the same guild lore but a clan-warrior chassis instead of a skirmisher.
Executor
The Shadow-side mirror. Ringblade combat backed by Artifice constructs: barely controlled thralls made of ambient shadow, not bonded companions. Pick Executor if you like tracking-and-ambush combat and want to play it from the Shadow side as a Spinesreach assassin.
Predator
Untethered knifeplay warrior with a wild beast bond of their own. Pick Predator if you like the wilderness-hunter archetype but want to skip the guild structure and run free across both tethers.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Sentinel and play free
