The Akkari of Aetolia

The Akkari are Aetolia’s Duamvi holy warriors, a Spirit-tethered class from the Spirit Plane of Rewh’va that wields Ascendance (Triad-fueled spirit magic), Dictum (vocalized holy condemnation), and Discipline (sacrament-trained will), serving alongside the Templars at the Vigil in Enorian.
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Enorian |
| Guild | Templars (Patron: Celezor, Accord of the Righteous) |
| Skill sets | Ascendance, Dictum, Discipline |
| Mirror class | Praenomen (Shadow), jointly with Sylvan |
| Sister class in guild | Templar |
| Signature mechanic | Twin-bladed manta, Triad communion, Duamvi transformation |
| Best for | Players who want a transfigured holy warrior with extraplanar lineage |
The modern Akkari Host formed on Prime in 504 MA, when the Exarchs Berrad, Aban, and Saebi ascended after a sacred communion with the Angelic Triad and passed their gift to the Duamvi citizens of Enorian, creating a new Host distinct from their Rewh’van kin.
This is one of Aetolia’s most unusual classes. If you want to play a Spirit-Plane holy warrior who has been transfigured by the Triad and wields a twin-bladed weapon while standing alongside Templars in the breach, the Akkari is the class for you.
Origin and lore
The Akkari Host hails from Rewh’va, the Spirit Plane, where Dejaani the First Flame and the Triad of angels rule as custodians of the holy light. The Triad consists of Nyasia the Sage, Ubarin the Shield, and Ael’mael the Blade. Access to Rewh’va from the Prime Material Plane is guarded by Celezor, Accord of the Righteous, who ensures only the worthy can cross.
For centuries, the Akkari Host fought from Rewh’va against the creatures of Czjetija, the Plane of Shadow. The original Host comprises Duamvi, a symbiotic race created by the Triad. Then in 504 MA, the Exarchs Berrad, Aban, and Saebi underwent a sacred communion with the Triad and ascended, passing the Akkari gift to the Duamvi citizens of Enorian. A new Akkari Host on Prime was born.
The Prime Host organizes into four sects: Dosan, Naarak, Ila’hji, and the newly created Vuakkya, founded after the Host arrived in Sapience. Each sect is overseen by a High Commander. The Grand Crusader Benedicto leads all four. Their base is the Vigil in Enorian, shared with the Templars guild.
Skill sets
The Akkari fight through three distinct arts. Ascendance draws on Rewh’va and the Triad to raise the faithful through Spirit, channeled through the twin-bladed manta to spill the blood of infidels and heretics. Dictum turns sacred speech into a battlefield weapon: speaking holy condemnation aloud purges heresy and breaks the resolve of those who defy the Light. Discipline anchors both: a regimen of prayer, sacraments, and zealous training steels the will against Shadow’s influence, since neither holy light nor sacred speech holds in a wavering practitioner.
Skill abilities
Ascendance
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Inhume
DescriptionSyntax: INHUME and MANIFEST
You may inhume yourself and form an anchor with the stable ground of the Prime Material. While inhumed, the earth will shield you from the effects of the dark star, and from any roaming aggressive entities. When you are ready to return to the world, you may simply MANIFEST again.
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Lustrate
DescriptionSyntax: LUSTRATE <corpse>
The dead do not always pass cleanly. A fresh corpse still clings to the last traces of spirit, and those remnants can be gathered through rite and prayer. Simply lay your hands upon a corpse - whether you hold it or it lies upon the ground - and perform the final rite, delivering it from corporeal bonds and drawing its purified essence into your lifeblood and your symbiote.
True nourishment is best achieved from the lingering imprint of a once-sentient soul. Lesser remnants may still answer your rite, but they are far less potent.
You may lustrate corpses even while outside the Akkari class. However, if you do so while within it, the rite will restore your life blood more fully and nourish you, easing your need as though you had just eaten.
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Denounce
DescriptionSyntax: DENOUNCE <target>
Many are the crimes of the wicked, and ever must you stand against them. By concentrating your raw strength, you may deliver a denouncing strike of such force that they will be stunned, 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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Ague
DescriptionSyntax: AGUE <target>
Blood cost: 10Deny your opponent the warmth of fire and the comfort of light, freezing them by one stage.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Those who stalk the night are among your most hated foes. Your eyes shall penetrate the darkness, allowing you to hunt them more efficiently.
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Transience
DescriptionSyntax: TRANSIENCE [OFF]
By relaxing part of your ascended consciousness, you may, at a cost of endurance to maintain it, bring about a state of transience. While active, this will increase your ability to dodge attacks directed at you.
See HELP AVOIDANCE for more specific 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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Impersonate
DescriptionSyntax: IMPERSONATE [OFF]
Blood cost: 100Additional syntax: DESCRIBE IMPERSONATED SELF <description>
There are times when you must walk among men and beasts without the bright radiance that is your ascended self. While so masked, impersonated as one of the common folk, none will be able to tell your status as a holy Akkari, and you may describe your state thusly as an alternate to your standard appearance.
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Symayda
DescriptionSyntax: BECOME SYMAYDA and REVERT
Blood cost: 400Additional syntax: DASH <dir>
By altering your ascended consciousness just so, you may take on the form of the symayda, the great prowlers which guard the realm of Spirit. While your actions are limited in this form, you will find yourself able to DASH, and the dark star shall bring you no harm.
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Muffle
DescriptionSyntax: MUFFLE
Blood cost: 300There are times when you must hunt with stealth as well as fervour. During the night, you may muffle your footsteps, becoming unseen when you move. At dawn, this effect will fade, for there is no need to hide from the light.
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Penitence
DescriptionSyntax: PENITENCE <target>
By reciting a list of your target's crimes, you can induce within them a profound guilt that will make them sweat. This will remove 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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Bloodlet
DescriptionSyntax: BLOODLET <target>
Open bleeding wounds in your enemy's chest by causing 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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Relentless
DescriptionSyntax: RELENTLESS
Blood cost: 200Your devotion is unrelenting, and thus you must endure. By fortifying your body against physical attacks, you may reduce the damage you take from cutting and blunt sources as though you were wearing additional armour.
This bonus armour will become weaker the less life-blood you have.
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Hyriamah
DescriptionSyntax: BECOME HYRIAMAH and REVERT
Blood cost: 400Additional syntax: FLY and LAND
By assuming the form of the hyriamah, the great hawks of fire, you may take to the skies and FLY. While in this form, your actions will be severely limited, but the dark star will not harm you.
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Celerity
DescriptionSyntax: CELERITY
Blood cost: 150This will halve the time it takes for your movement limit to be reset, allowing you to move about the land considerably faster.
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Block
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location should they attempt to depart, providing you are not incapacited. Should you move, you will cease to block.
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Quell
DescriptionThis ability is passive.
When denouncing a target who is protected by a magical shield, your zeal will drive you to greater fervour, quelling their defence in a single blow.
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Dissipate
DescriptionSyntax: DISSIPATE
Typically only possible through death, you may now shed your body and return to your ascended consciousness. While in this form you will be immune to most attacks, and the effects of the dark star, but your actions will be severely limited.
To return to your body, you must inhume yourself or return to your bunker.
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Vivify
DescriptionSyntax: VIVIFY
Blood cost: 300At the cost of some of your spirit, you will be able to mend a large amount of damage done to your body.
The amount of health this skill will heal will increase with the less life-blood you have.
Cooldown: 25 seconds
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Acuity
DescriptionSyntax: ACUITY [OFF]
Blood cost: 200Your sharpened senses will allow you to detect when others are nearby. This ability will only last a short time before its effects fade.
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Resolve
DescriptionSyntax: RESOLVE
Blood cost: 200By strengthening your resolve, you may ward yourself against magical attacks that would harm you, reducing their damage.
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Dim
DescriptionSyntax: DIM
Blood cost: 50Though it may pain you to do so, you may suppress the fervour that burns bright within you, concealing you from sight even when beside others.
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Censure
DescriptionSyntax: CENSURE <target> [LENIENT]
While wielding a two-handed blade, you may censure an evildoer with your weapon and gouge them open. This will poison them if there is venom present on the blade, and the strength of your zeal will ensure the strike does more damage than a standard blow from a weapon.
You can choose to show lenience in your censure 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>. -
Crusade
DescriptionSyntax: CRUSADE <target>
At times, infidels may seek to bar you from your duty, and this simply cannot be permitted. While mounted, you may charge one such infidel and combine the momentum of your steed with your own strength to cast them aside, hurling 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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Bunker
DescriptionSyntax: BURY ICON, RETREAT, and MANIFEST
In order to establish a secure bunker, you must first purchase a holy icon, and bury it somewhere with soft soil, somewhere unlikely to be disturbed or dug up. You may only have one icon and one bunker at a time.
Once the icon is buried, the act will consecrate the ground and become a bunker, allowing you to retreat to it provided you are within the same area. This will allow you to heal yourself or regain your physical body much faster than inhuming. When you are ready to return to the land above, you must manifest.
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Deliver
DescriptionSyntax: DELIVER <target> and RELEASE
Attempt to deliver a target from the evil which plagues them, coaxing their inner demons to come forth and face the light's judgement in a grappling hold. The target must be prone or suffering from paresis for this to take effect, and will be unable to suffer the truth of their transgressions if they have the fangbarrier defence.
By performing such a holy act of purification, you will find yourself nourished in spirit, your life blood restored at the expense of the evildoer until they either writhe free, you RELEASE them, or they perish.
While being delivered, they will also suffer cutting damage until they escape.
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Entrench
DescriptionSyntax: ENTRENCH
Blood cost: 1000To utilise this ability you must have established an underground bunker. While standing atop it, you may link your spirit to it, allowing you to retreat to the dugout from anywhere on the continent, rather than only the local area. However, doing so at a distance will break the spiritual bond.
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Ardour
DescriptionSyntax: ARDOUR <STRENGTH|INTELLIGENCE|CONSTITUTION|DEXTERITY|WISDOM>
Blood cost: 250The power of your faith and devotion to your sacred cause is such that you are able to take advantage of that burning ardour and enhance your physical form, granting you an additional stat of your choice.
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Intuition
DescriptionSyntax: INTUITION <BALANCE|EQUILIBRIUM|DAMAGE>
Blood cost: 500Flexibility is the greatest tool at a warrior's disposal. Your honed intuition allows you to switch freely between speed enhancements for balance, equilibrium, or damage, however you must have selected one of the three already.
For more information on enhancements, please see AB HUNTING ENHANCEMENT.
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Disengage
DescriptionSyntax: DISENGAGE <direction>
There are times when withdrawal is the sensible option, and you may now disengage from battle, evading certain triggers and traps and bypassing those that may prevent you from leaving. Those following you will be lost, and any who see you disengage will not know the direction.
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Rekindle
DescriptionSyntax: REKINDLE <body part>
Blood cost: 200By force of will and expenditure of your life blood, you may renew a damaged body part, healing it of trauma by 6% and restoring it toward its original form. You may heal the head, torso, left or right arm, or left or right leg.
This will only work while the limb is either damaged or mutilated.
Cooldown: 50 seconds
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Succour
DescriptionSyntax: SUCCOUR
Blood cost: 250Turn your pious spirit inwards, expunging one random affliction from your body, 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
Dictum
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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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Dictate
DescriptionSyntax: DICTATE <affliction> <target>
Blood cost: 90 per dictationDictations are the method by which you can punish your foe with a variety of mental maladies, allowing you to vanquish them more easily.
All dictations may be performed off balance providing you are not fallen on the ground, allowing you to utilise a balance-based attack and then instill an affliction.
While dictating is possible in many situations where you would normally be unable to act, it is however difficult to do so while fallen and afflicted by stupidity, or while transfixed.
You will learn new dictations as you progress in this skill, and you can type AFFLICTION <name> to learn more about what an affliction 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. As a benefit of Dictum, 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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Tithe
DescriptionSyntax: TITHE <target>
Blood cost: 100With ease, you may carve away a portion of your opponent's mana and utilise the tithe to bolster your own.
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Exhort
DescriptionSyntax: EXHORT <target>
Blood cost: 100Capture the attention of your opponent for a short time by speaking rousing words and performing a holy exhortation. These words will transfix them in place and leave them unable to act. Should you try to exhort an opponent brimming with courage, then the ability will fail instead.
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Dichotomy
DescriptionSyntax: DICTATE <affliction> <affliction> <target>
Your skill is such that you are able to hold two dictations in your thoughts at once, bestowing both afflictions 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.
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Disturbance
DescriptionSyntax: DICTATE DISTURBANCE <target/mount>
You may create a disturbance in the mind of a mount, causing it to either throw its rider off its back or flee outright from the location. This dictation cannot be combined with another via use of dichotomy.
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Contemplation
DescriptionSyntax: CONTEMPLATE <target>
Contemplate your opponent's mental state and discover their mana levels.
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Proclamation
DescriptionSyntax: PROCLAIM <affliction> [affliction]
By focusing your efforts, you may project your dictations in all directions, imparting afflictions on all enemies within your location. You may proclaim a second affliction so long as you have knowledge of Dichotomy.
Cooldown: 12 seconds
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Dejemashai
Description"dejemashai"; summon, muster
Syntax: DEJEMASHAI <target>
Blood cost: 250By exerting your considerable will, you are able to insist on the presence of your quarry, beckoning them towards you provided they are within three rooms of you. This will cause them to move as though they did so of their own accord. It will also strip the rebounding defence if the target successfully moves.
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Dumavai
Description"dumavai"; flaw, blemish, break, condemn
Syntax: DUMAVAI <target>
Blood cost: 300If your opponent is in a vulnerable mental state with their mana reserves below 35% of their maximum, you can issue a righteous condemnation, slaying them outright.
- You can dictate the following effects
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Kuhinait
Description"kuhinait"; negation of knowledge
Syntax: DICTATE CONFUSION <target>
Plant confusing echoes and voices into the mind of your target, afflicting them with confusion.
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Iljamashai
Description"iljamashai"; flee
Syntax: DICTATE 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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Adhakalat
Description"adhakalat"; distractions
Syntax: DICTATE IMPATIENCE <target>
Reduce the attention span of your opponent, making it difficult to focus and afflicting them with impatience.
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Kuhinurai
Description"kuhinurai"; mislead
Syntax: DICTATE PARANOIA <target>
Instill your opponent with irrational suspicion, afflicting them with paranoia.
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Ku’init
Description"ku'init"; ignorance
Syntax: DICTATE STUPIDITY <target>
Stupefy and slow your opponent's mind, afflicting them with stupidity.
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Qudubru
Description"qudubru"; fear of open spaces
Syntax: DICTATE AGORAPHOBIA <target>
Instill your opponent with a fear of the outdoors, afflicting them with agoraphobia.
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Sa-ivanurati
Description"sa-ivanurati"; you will hurt [yourself]
Syntax: DICTATE MASOCHISM <target>
Afflict your opponent with masochism, causing them to periodically do themselves harm.
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Kkasadu
Description"kkasadu"; to love
Syntax: DICTATE INFATUATION <target>
Cause your opponent to become infatuated with you, afflicting them with infatuation.
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Kuinrahakal
Description"kuinrahakal"; mind without light
Syntax: DICTATE PSYCHOSIS <target>
Fill their head with maddening voices that never seem to relent, afflicting them with psychosis.
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Ujakkdamvat
Description"ujakkdamvat"; remorse, regret
Syntax: DICTATE REMORSE <target>
Instill a deep remorse into the mind of your opponent, causing them to periodically offer up their mental reserves in an
act of penance. This will last until they leave your presence for a short while. -
Damvemadi
Description"damvemadi"; flawed body
Syntax: DICTATE EPILEPSY <target>
Cause your opponent to spasm and twitch, afflicting them with epilepsy.
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Dabrumurad
Description"dabrumurad"; empty ailment, sickness
Syntax: DICTATE ANOREXIA <target>
Implant the fear of consumption into your opponent, afflicting them with anorexia.
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Ua’akalainit
Description"ua'akalainit"; to forget
Syntax: DICTATE AMNESIA <target>
Confuse the thoughts of your opponent, making them forget the next action they wish to perform.
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Dubur
Description"dubur"; absence
Syntax: DICTATE LONELINESS <target>
Cause your opponent to crave the company of others, afflicting them with loneliness.
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Hakalamurad
Description"hakalamurad"; ailment of thought
Syntax: DICTATE DEMENTIA <target>
Subvert your opponent's facility for recognising their surroundings, afflicting them with dementia.
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Napamat
Description"napamat"; wrath, anger, rage
Syntax: DICTATE NAPAMAT <target>
Fill your foe with uncontrolled rage, afflicting them with mania.
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Kufsa-hakalai
Description"kufsa-hakalai"; you will not think [about it]
Syntax: DICTATE INDIFFERENCE <target>
Induce disregard into your opponent's state of mind, giving them the indifference affliction. As thought and reaction become disjointed, they will struggle to defend themselves - suffering a vulnerability to limb trauma.
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Qushamim
Description"qushamim'; sky-fear, fright of the air
Syntax: DICTATE VERTIGO <target>
Implant a fear of heights into your opponent, afflicting them with vertigo.
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Dajimashva
Description"dajimashva"; contrition, penitence
Syntax: DICTATE CONTRITION <target>
Induce contrition in your enemy, weighing them down with such heavy guilt that they will periodically lose health and
gift it to you. This effect will last until they leave your presence for a short while. -
Ua’akemadet
Description"ua'akemadet"; self-forgetting
Syntax: DICTATE RECKLESSNESS <target>
Bring about a state of recklessness in your target, causing them to disregard their own state of health.
Discipline
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Discipline
DescriptionThis ability is passive.
Blood and spirit are inextricably intertwined, and while drawing on your spirit in the form of your life's blood grants great power, it also carries a significant cost. As you deplete your lifeforce, you will become less controlled and more feral in strength. However this also leaves you susceptible to certain dangers.
The following is a list of attributes you will develop the less lifeforce you have:
- Major weakness to fire damage as your comfort with the sacred flame diminishes
- Resistance to cold damage
- Resistance to asphyixation damage
- Resistance to poison damage
- Resistance to electric damage
- Reduced 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: SPIRIT EXPEL
Blood cost: 5% to 7%Your discipline has granted you the ability to expel your own lifeforce - your blood - at will, if you feel it might benefit you. 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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Charnel
DescriptionSyntax: SPIRIT CHARNEL
Open your mind, sensing the dead in your local area.
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Recruit
DescriptionSyntax: ASK <recruit> FOR PROMISE
SPIRIT RECRUIT <squire>
CALL SQUIRE
DISCHARGE SQUIREBlood cost: 750
By showing them the virtues of the path of the light, you may recruit a sentient, common denizen to your cause as your personal squire.
The power of your recruit will scale with your level, where the higher level you are, the more damage it will deal.
Any squire already in your service must first be dismissed before a new one can be recruited.
You can only recruit common denizens from the following areas: Arbothia, Jaru, Tainhelm, Mitrine, Arurer Haven, Kald, Mournhold, Saluria, Torston, Moghedu, Siha Dylis, Yuzurai and Masilia.
You may also ask a village denizen for a promise, allowing you to recruit a squire from it later on. This promise will form as a mote of spiritual light that is held within your inventory.
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Faith
DescriptionSyntax: PRAYERS
Drink deep of the well of your own holy spirit and find renewed faith, allowing you to carry out a number of miraculous feats. PRAYERS will provide more details about what you can perform.
Performing a miracle prayer:
STOKE PYRE WITH FAITHTo begin a prayer, you must stand before the great pyre of the Akkari and stoke the flame with your faith. When this is done, you may chant the holy words and anoint the people, or the ground, in question.
Collecting blood:
COLLECT BLOOD FROM <target>
BLOODLISTAll of these prayers-turned-miracles will require your own blood or that of the intended recipient in order to enact them. In order to collect said lifeblood, you will need to use a phial, and their blood must be spilling freely, either via use of Ascendance Bloodlet or some other means.
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Perceive
DescriptionSyntax: SPIRIT PERCEIVE [OFF]
Your affinity with the flow of life's blood will allow you to sense how much others are bleeding for in your location. This will incur a periodic drain upon your own spirit while it remains in effect.
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Command
DescriptionThis ability is passive.
When you recruit a new squire, it will now be enlisted under your direct command, allowing you to issue orders. You may view HELP LOYALTY for more information.
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Passion
DescriptionSyntax: SPIRIT PASSION <weapon>
Blood cost: 100Infuse your weapon with some of your own zeal for justice, allowing it to reap the blood of another 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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Transpose
DescriptionSyntax: SPIRIT TRANSPOSE <target>
Blood transfer: 500Sacrifice your precious life-blood to another Akkari, bolstering their own reserves.
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Prism
DescriptionSyntax: SPIRIT PRISM
Blood cost: 3000Expend a large volume of your own spirit to form a brilliant prism of light across the location. The prism's radiance will disrupt all attempts to shed corporeal form while it lingers.
Additionally, it will deny any harmful effects of the dark star, while regenerating a small amount of health for all Akkari within it.
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Exsanguinate
DescriptionSyntax: SPIRIT EXSANGUINATE <target>
Blood cost: 200By carrying out exsanguination, your target shall bleed through the pores of their skin, causing them to suffer a blood effusion.
Your enemy will find they cannot cure the effusion unless they first flee your holy presence.
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Assay
DescriptionSyntax: SPIRIT ASSAY <target>
Determine how much blood the target has remaining.
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Revival
DescriptionSyntax: SPIRIT REVIVAL
Blood cost: 500Bestow a fraction of your own spirit upon your squire, granting them a second life should they be slain by another. It will take some time before your squire revives, however.
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Mask
DescriptionSyntax: SPIRIT MASK
Blood cost: 100Order your squire to conceal themselves, hiding them from prying eyes.
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Repent
DescriptionSyntax: DENOUNCE <target> <type>
Blood cost: 50The horrific crimes of your enemy can inspire your denounce ability to greater power, your zeal for justice forcing them to repent. This requires that your opponent is affected by the required affliction(s) beforehand, else your denouncement will behave as normal.
Evil:
Your denounce will additionally drain your opponent of mana if they have at least three depressant-healed afflictions.Corruption:
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.Strife:
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.Darkness:
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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Provoke
DescriptionSyntax: SPIRIT PROVOKE <target>
Blood cost: 100Should your opponent possess both balance and equilibrium, you can attempt to provoke them. If successful, it will trigger an aggressive reaction within them. This can be performed while you are off balance.
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Ascetic
DescriptionSyntax: SPIRIT ASCETIC
Though your zeal is great and your sacrifices many, your life-blood, your precious spirit, has its limits. By adopting an ascetic outlook, abilities that call on your life-blood will expend less of it.
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Host
DescriptionSyntax: SPIRIT HOST <sect>
Devote yourself to one of the three Sects which comprise the Akkari's Dauntless Host. You may select from Il'ahji, the squire-based Sect, Dosan, the physical-oriented Sect, or Naarak, the magic-focused Sect. You can select NONE in order to return to a Sectless state.
Each Sect grants five new abilities, learned as part of Discipline:
Il'ahji Dosan Naarak
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Bane Adjudicate Exaction
Bolster Transcend Verity
Doctrine Attend Pariah
Suppress Light Retaliation
Font Exorcism InquisitionYou can type AB DISCIPLINE <ability> to learn more about them.
Cooldown: 4 hours
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Camaraderie
DescriptionSyntax: SPIRIT CAMARADERIE <ally>
SPIRIT CAMARADERIE OFFBlood cost: 300
Establish a blood bond with a mutual ally to split the pain of any attack between two, provided you remain in the same room.
Additionally, while this focused camaraderie persists, you may perform any spirit-related command on them typically reserved for your subordinates.
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Unbroken
DescriptionSyntax: SPIRIT UNBROKEN
Blood cost: 500Your zealous fervour burns so hot that you can fight on even when others would perish, allowing you to fall below zero health. This effect will only last for a short period, after which any further damage will slay you.
You cannot bleed while below zero health.
Cooldown: 20 seconds
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Symbiosis
DescriptionSyntax: SPIRIT SYMBIOSIS <target>
Through steadfast zeal, you may help hone the mind, body, and soul of a living mortal, scourging sin and shadow amidst the Grand Flame until they serve as a living conduit of Spirit. At the completion of this process, this individual shall become vessel to an entity of Spirit, a dual-natured being known as a duamvi. The Spirit-symbiote shall maintain the flow of Spirit, preventing it from overwhelming and destroying the newly-made duamvi.
The process of symbiosis must be performed before and within the Grand Flame - no lesser vahait shall do.
- Your specialist Sect grants the following
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Adjudicate
DescriptionThis ability is passive.
When making use of the Bloodlet ability, you will begin a seamless flow of judgement. As such, the next single dictation you utilise will have the equilibrium recovery time reduced.
The speed increase from Adjudicate 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 ASCENDANCE BLOODLET for more information on this ability.
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Bane
DescriptionSyntax: SPIRIT BANE <target>
Blood cost: 200By manipulating the target's bloodstream and inducing a state of sepsis, you may render 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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Exaction
DescriptionSyntax: SPIRIT EXACTION [OFF]
Your faith demands tribute from those around you. As such, any enemies in your location will begin to slowly bleed and be stricken with haemophilia. While performing this act, your life blood will suffer an ongoing drain.
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Transcend
DescriptionSyntax: SPIRIT TRANSCEND [OFF]
So great is your faith, that you can approach a state of transcendence. While in this state, you will additionally be able to Deliver another from evil if they have at least one physical affliction.
Should you also Deliver or use Exorcism on another, you will gain a short-lived boost to your balance and equilibrium from the fresh blood. This effect can stack for each time you are successful, and is more effective if you use Exorcism.
See AB ASCENDANCE DELIVER or AB DISCIPLINE EXORCISM for more information on those skills, and HELP AFFLICTION TYPES for what is considered a physical affliction.
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Bolster
DescriptionSyntax: SPIRIT BOLSTER
Blood cost: 100Prepare and bolster the effectiveness of Exsanguinate for when you place the effect upon another. As such, it will additionally become incurable while the target has masochism.
Please see AB DISCIPLINE EXSANGUINATE for more information on this ability.
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Verity
DescriptionThis ability is passive.
Through the principles of faith, you can render your dictations silent to others 25% of the time, leaving them unaware of your intentions.
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Pariah
DescriptionSyntax: SPIRIT PARIAH <target>
SPIRIT VILIFY
Blood cost: 200By marking your target with the brand of the pariah, you may later vilify them at any time for a small burst of health and mana damage.
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Attend
DescriptionSyntax: SPIRIT ATTEND <target>
Blood cost: 500Heretics will ever seek to close their hearts and minds to the way of the light, but your holy words shall not be stymied. This will initially give them ringing ears 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, your shouting will weaken your voice in the process, removing the Dichotomy ability until the cooldown expires.
Please see AB DICTUM DICHOTOMY for more information.
Cooldown: 15 seconds
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Doctrine
DescriptionSyntax: SPIRIT DOCTRINE <type>
By properly training your squire, you can grant them new powers that make them more dangerous in battle.
Disruption: Their touch will cause paresis.
Battlerage: They will cause haemophilia.
Feinting: They shall cause hallucinations.
Enfeebling: Your squire will erode the fang barrier defence. -
Suppress
DescriptionSyntax: SPIRIT SUPPRESS
Blood cost: 400By properly manipulating your life-force, you can obscure your vital signs from others, preventing them from accurately gauging your state of being.
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Retaliation
DescriptionSyntax: SPIRIT RETALIATION
Blood cost: 200Call upon the light's vengeance and strike back at those who harm you. It will store up the damage until it passes a certain threshold, and then strike at the mana of the next person who hurts you.
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Light
DescriptionSyntax: SPIRIT LIGHT [OFF]
Exude a powerful aura of brilliant light to induce fear and anxiety in your profane opponents. This will affect up to two enemies at once, and will drain your life-force so long as it remains active.
Your aura of light 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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Exorcism
DescriptionSyntax: SPIRIT EXORCISE <target>
If you have successfully commanded your target's attention via exhortation, you may attempt to exorcise the evil from their spirit and purify their blood by opening a large wound which will cause them to lose a mass amount of blood, dealing both cutting and blunt damage at the same. This act will both nourish your symbiote on the freshly cleansed blood, restoring you and it in spirit.
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Inquisition
DescriptionSyntax: SPIRIT INQUISITION <target>
Blood cost: 400Undertake an inquisition against your enemy, causing considerable mental damage to them as your judgement echoes in their mind. It will deal mental damage to your target three times in a row, with the finale 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
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Font
DescriptionSyntax: SPIRIT FONT
Blood cost: 2000At a significant cost to your own spiritual life-blood, you may bring forth a font of light in the location. While in the font's presence, anyone who receives bleeding will empower it by a small amount.
Once 450 bleeding has been caused in its presence, the font will flare with a brilliant radiance to torment your enemies, re-afflicting them with 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 font is not immune to the machinations of your enemies. It can be attacked and destroyed.
- The following abilities interact with the chain of command
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Enlist
DescriptionSyntax: SPIRIT ENLIST <player>
SUBORDINATES
DISMISS SUBORDINATE <name>Blood cost: 2000
This powerful ability will enlist one of the Akkari into your own chain of command, making them your subordinate and you their superior, provided they are not already overseen by another. Making such a bond is very difficult to break, and should be entered into with extreme caution.
Enlistment may be carried out regardless of whether you are currently in the Akkari class or not.
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Inspect
DescriptionSyntax: SPIRIT INSPECT <subordinate>
Blood cost: 100By performing a routine inspection, you may see what your subordinate sees.
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Convey
DescriptionSyntax: SPIRIT CONVEY <subordinate> <image>
Blood cost: 200No matter where your subordinates may be, you are able to convey an image to them, forcing them to see what you instruct.
Note: You can add a new line into your illusion 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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Muster
DescriptionSyntax: SPIRIT MUSTER <subordinate>
Blood cost: 500Issue a call to muster, and bring your subordinate to you from anywhere on the continent.
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Decree
DescriptionSyntax: SPIRIT DECREE <subordinate> <command>
Blood cost: 300You may issue a direct order to your subordinate so long as they are in the same location as you, or adjacent.
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Oneness
DescriptionSyntax: SPIRIT ONENESS <ON|OFF>
Blood cost: 100Concentrate on your chain of command, becoming one with their thoughts. If you are present in the location with them, you may hear anything they THINK.
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Oversight
DescriptionSyntax: SPIRIT OVERSIGHT <subordinate>
Blood cost: 100Through the authority vested in you, you may oversee the activities of your subordinates for a limited time.
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Rampart
DescriptionSyntax: SPIRIT RAMPART
Blood cost: 95%Bolster the strength of all in your chain of command, granting them extra protection from the attacks of denizens. This may only be used at the dead of Midnight, when the forces of evil are at their most threatening.
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Enlighten
DescriptionSyntax: SPIRIT ENLIGHTEN
Blood cost: 95%Confer the gift of enlightenment upon all within your chain of command, granting them a boost to their experience gain for one hour. This may only be used at the dead of Midnight, when the forces of evil are at their most threatening.
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Deploy
DescriptionSyntax: SPIRIT DEPLOY
Blood cost: 500 per person affectedOrganise your chain of command for battle. All in your hierarchy, from yourself downwards, will gain the defences of Retaliation, Ascetic, and Suppress, at no cost to themselves.
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Evangelism
DescriptionSyntax: EVANGELISE <target>
SUBORDINATESBlood cost: 5000
With this ability you may make someone into an Akkari while helping them become an ascended duamvi. This process is quite draining on both superior and subordinate, and the newly inculcated subordinate will suffer an extreme need for renewed lifeblood afterwards.
They will need to already be a duamvi in order for this to be possible.
At this stage, you are not bound in any lasting way to the Akkari who swears you as an ascended duamvi. See AB DISCIPLINE ENLIST for more information.
Visual style and identity
The Akkari wield the twin-bladed manta with martial grace, their movements drawn from Rewh’van combat tradition. Sacred speech and holy light follow them into battle. The Triad’s blessing renders Duamvi Akkari visibly distinct from mortal Templars, their forms touched by the Spirit Plane.
The visual signature is the twin-bladed manta, the radiant Spirit-Plane light of Ascendance, and the bearing of a soldier who answers to angels. Akkari stand alongside Templars at the Vigil but always read as something more than mortal.
Side effects of the work
Akkari draw heavily on Rewh’va and the Triad. Channeling Spirit at this intensity tends to render even calm personalities more excitable, extreme, or volatile over time. The element is the most lively of all six, and it leaves marks on those who use it constantly.
The Duamvi transformation itself is irreversible. Not all races can become Akkari, since the Triad’s gift only takes hold in mortals capable of housing the symbiotic Duamvi presence. Those who accept the gift gain holy power and lose the option of stepping back into ordinary mortal life.
Who plays this class
The Akkari suit players who want serious religious roleplay and a transfigured-warrior identity. The class is built around faith, sacrament, and martial duty in roughly equal measure. You are not a Templar, exactly, but you fight beside them and answer to the same gods.
Mechanically, the class rewards players who like the heavy-spirit-magic combat style with a strong vocal-attack component through Dictum. Ascendance’s manta-based combat is distinct from the Templar’s mace-and-shield work, so the two play differently even sharing a guild.
If you want a Spirit-tethered warrior with deep extraplanar lore and a twin-bladed signature weapon, the Akkari is the only class that fits.
City and guild
The Akkari Host is based at the Vigil in Enorian, the Hammer of Dawn and Spirit Tether’s religious bastion. Patron: Celezor, Accord of the Righteous. The Templars guild houses both the Templar class and the Akkari class, with the Grand Crusader Benedicto leading the Akkari sects and the Lord Marshal Sryaen overseeing the Templars.
Joining the Akkari means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it. You can multiclass into other Spirit classes or any of the seven untethered classes. Race choice matters here, since the Duamvi transformation only works for certain races, so check race compatibility before locking in your Akkari character.
The Akkari mirror is the Praenomen, jointly with the Sylvan. All three are transfigured warriors bound by oath to a higher power: Akkari to Dejaani and the Triad, Sylvan to Life, Praenomen to the Consanguine bloodline. Same combat chassis, opposite cosmology.
Frequently asked questions
Other classes to consider
Three classes worth a look if the Akkari profile interests you. Or see all 32 Aetolia classes for the rest of the roster.
Templar
The sister class in the Templars guild at the Vigil. Battlefury, Righteousness, Bladefire. Pick Templar if you want the same Enorian faith and the same Patron but prefer a fully mortal knight with mace, shield, and disciplined formation work over a transfigured Duamvi.
Sylvan
The joint Spirit mirror to Praenomen alongside Akkari. Extirpation, Caprice, Glamours. Pick Sylvan if you want a transfigured warrior bound by oath but prefer Duiran’s Praadi guild and a fae-bestial frame over Enorian’s Triad-and-light frame.
Zealot
Enorian’s other martial-discipline class, in the Illuminai guild. Zeal, Purification, Psionics. Pick Zealot if you want a Light-aligned martial artist with a monastic feel, descended from the old Daru tradition and based in the Illuminai.
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