The Tidesage of Aetolia

The Tidesage is Aetolia’s ocean researcher-mage, a Spirit-tethered class from the lost isle of Keltund that wields Wavebreaking (martial sea magic with the selkachoar club), Synthesis (crystalline elemental creation), and Inundation (Keltundian fog manipulation), housed at the Ascendril guild in Enorian.
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Enorian |
| Guild | Ascendril (Patron: Slyphe, the Dauntless) |
| Skill sets | Wavebreaking, Synthesis, Inundation |
| Mirror class | Teradrim (Shadow) |
| Sister class in guild | Ascendril |
| Signature mechanic | Selkachoar (shark-tooth club), eldritch apparition, synthesized elementals |
| Best for | Players who want a researcher-mage with ocean lore and a martial edge |
The Tidesages emerged in Aetolia in 503 MA, when the maddened remnants of an exploratory voyage drifted into the Enorian harbour. They came from Keltund, an isolated isle settled by survivors of the destruction of Kelsys, the underwater Kelysian home that fell to the Almighty Kerrithrim and an elemental vortex centuries earlier.
This is one of Aetolia’s newest classes and one of its strangest in origin. If you want to play a mage whose primary research subject is the ocean itself, who wields a club crafted from shark teeth, and who can summon eldritch fog-apparitions on the battlefield, the Tidesage is the only class with that toolkit.
Origin and lore
The Tidesages’ origins lay in Keltund, founded in the wake of Kelsys’s violent destruction. When the elemental vortex wiped out nearly all Kelysian life, a distant fishing fleet bore witness to the downfall of their underwater home. The shockwave flung the fleet far out into the ocean. The last thing the survivors saw was the gargantuan silhouette of the Almighty Kerrithrim, its miles-high form dominating the horizon as it marched on the mainland.
Assuming the mainland was lost, the survivors regathered and set out for a new home. They found Keltund, a distant island in the eastern ocean, spared the worst of the oceanic chaos but blanketed in a thick, frigid fog. That fog became the foundation of Keltundian folklore and the basis of much later Tidesage magic. The ruling castes fear what lurks within the fog. Native Tidesages are sent out into it as a test of strength.
In 503 MA, the maddened remnants of an exploratory Keltundian voyage drifted into the Enorian harbour. Survivors joined the Ascendril guild as a secondary research arm, becoming the modern Tidesage class. Patron: Slyphe, the Dauntless. Sister class: the Ascendril.
Skill sets
The Tidesage skill sets are Wavebreaking, Synthesis, and Inundation.
Wavebreaking combines ancient Kelysian military arts with classical sailors’ techniques. In combat, the Tidesage wields a selkachoar, a club adorned with the teeth of a defeated shark. Primitive connections to Denan Arloi, the Elemental Plane of Water, support the physical work: disruptive riptides, drowning waves, and natural-current travel become part of the Tidesage’s combat toolkit.
Synthesis allows the Tidesage to harness the latent magic in refined crystals to create a pseudo-sentient elemental of their own making. This is the same crystalline-vibration magic that Mages of old used, and the familiar chiming of those vibrations can be observed in synthesized elementals. The constructs are pseudo-sentient but bound to the Tidesage’s will.
Inundation draws on the eldritch fog surrounding the isle of Keltund. By bending this fog to their own will, Tidesages bring whole regions under its influence and empower themselves in the process. The greatest manifestation of Inundation is the eldritch apparition: a churning storm of nautical horror with gnashing mouths and writhing tentacles.
Skill abilities
Wavebreaking
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Bounty
DescriptionSyntax: TIDE BOUNTY
PULL TEETH FROM <shark corpse>
TIDE ADORN CLUBCall upon the sea to provide you with a bounty in the form of a weapon: a makeshift driftwood club. It will not be as durable as forged weapons, but will serve you well enough.
To be truly called a Tidesage however, one must wield a selkachoar - earned through a rite of proving for all apprentice Tidesages. To do so, you must slay sharks and pull teeth from corpses to adorn a steel-banded club with. The ocean is filled with many terrors, and sharks are amongst the least of them. An apprentice Tidesage must prove they are capable of mastering at least that much.
A forged club ("a steel-banded club") is required, rather than your driftwood club. You need fifteen shark teeth in your inventory, bearing your mark, to adorn "a steel-banded club", transforming it into a selkachoar.
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Capsize
DescriptionSyntax: TIDE CAPSIZE <target>
Direct a rippling wave at your target, crippling any limb with bruising up to a maximum of three, and leaving them fallen. Should the target lack levitation, the rushing waters will cripple three random limbs, regardless of any bruising.
If they are affected by the undertow affliction, then it will wear off if struck by Capsize two times during its duration.
Please see AB INUNDATION UNDERTOW for more information.
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Yearn
DescriptionSyntax: TIDE YEARN
Recall your memories of the open sea and be cleansed of a random affliction. Should you find yourself underground or surrounded by thick fog, your yearning for the clear skies of the open ocean will be so strong that a second affliction will be cured in the process.
Cooldown: 15 seconds
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Encrust
DescriptionSyntax: TIDE ENCRUST
By invoking an old sailor's spell, you may summon a profusion of barnacles to encrust your arms and weapon. This will both prevent you from being disarmed and allow you to make use of your weapon with a single crippled arm.
Note that although you will be able to attack with a single crippled arm, it will inflict a penalty on the speed of your weapon attacks if you choose to do so.
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Sealegs
DescriptionSyntax: TIDE SEALEGS
Navigating the decks of a heaving vessel has taught you to bolster your celerity for a limited time, provided you remain on land.
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Wavebreak
DescriptionSyntax: TIDE WAVEBREAK
Adopt a retaliatory battle stance, preparing to break an opponent's focus when you parry one of their blows.
Your countermeasure will disarm your enemy if they cannot hold onto their weapon; alternatively, there is a small chance it will cripple their arm.
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Riptide
DescriptionSyntax: TIDE RIPTIDE <target>
Manifest a roaring wave to violently shatter any aura of rebounding or magical shield protecting your target. If neither is present, your riptide will instead remove a random defence, albeit at an increased cost to your balance.
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Shore
DescriptionSyntax: TIDE SHORE
Provided you remain on land and not in the air, the advantages of shore leave will provide a bonus to health and mana regeneration.
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Currents
DescriptionSyntax: TIDE CURRENTS
Tap into the resonance of the earth's subterranean water currents, passively detecting whether someone in the same area as you enters directly the ground below. Both of your feet must be upon the ground to sense these actions.
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Rime
DescriptionSyntax: TIDE EXPOSE RIME
Expose your selkachoar to icy rime, causing it to deal increased damage to your target at the cost of somewhat slower strikes.
You may only expose your weapon to one force at a time.
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Spout
DescriptionSyntax: TIDE SPOUT <target>
Bring forth a churning water spout and release it into the skies above you. Your target will be thrown to the ground and unbalanced, if you are successful.
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Bedrabble
DescriptionSyntax: TIDE BEDRABBLE
Provided you are within an earthen environment, you may utilise your power over water to create a storm of mud and silt, raining it down on enemies in the location.
You may perform this ability in the following earthen environments:
Mountain, Hills, Desert, Natural underground, Constructed underground, Mines, Lifeless sands, Cavern, Crater, Canyon.There is also a small chance for the mudstorm to upset the balance of a person it strikes.
If you are indoors, then it will become harder to escape the onslaught, and the damage will be increased.
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Aquifer
DescriptionSyntax: TIDE AQUIFER
TIDE PERMEATE <dir>
TIDE RISETake refuge in the subterranean waters of the earth. While buried, you may take on the characteristics of the water itself to travel, and rise like the high tide when you are ready to reemerge.
When you rise back to the surface, you will burst free from the ground and hurl rocks and debris at your enemies, dealing blunt damage to them.
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Undulation
DescriptionSyntax: TIDE UNDULATION
Call forth an undulating wave to surge through your location, damaging anyone who is prone by dashing them against the ground. This damage will be amplified against victims that are already suffering harm to their body parts.
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Brume
DescriptionSyntax: TIDE EXPOSE BRUME
By exposing your weapon to freezing fog, each strike has a chance to increase the fathoms of your apparition in the location by one level. See AB INUNDATION APPARITION for more information.
You may only expose your weapon to one force at a time.
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Daub
DescriptionSyntax: TIDE DAUB <lesser marking> UPON <greater marking>
Greater mark: 2 inks
Lesser mark: 1 inkYou may now avail yourself of the Keltundian tribal marks, evoking the myths and legends of the fog-rimed sea to harness their power. The first mark daubed is known as the lesser mark, and must be daubed on a greater mark. Depending on the colours used, a number of effects will occur.
--- GREATER ---
Tentacle (red ink): Improves limb damage by selkachoars, reduces direct damage.
Wave (blue ink) : Rime damage increased and malus reduced, reduces limb damage.
Mouth (yellow ink): Brume chance improved by 10% and doubles apparition expansion.
Cephalopod (green): Buckle now has a 50% chance to make the target fall.
Fin (purple ink) : You may swap your lesser mark with no equilibrium loss.--- LESSER ---
Tentacle (red ink): Buckle becomes faster and deals increased limb damage.
Wave (blue ink) : The chance for Flux to fade/end is decreased.
Mouth (yellow ink): Increases bleeding done from Tidesage abilities by 30%.
Cephalopod (green): Ram will cause the arrhythmia affliction.
Fin (purple ink) : You may swap your greater mark with no equilibrium loss.
Eye (gold ink) : Your selkachoar damage is dependent on intelligence, not strength.When using purple inks for 'fin', the same syntax is used, but as long as the purple ink remains in the slot it was originally daubed in no equilibrium loss will be incurred.
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Rivulets
DescriptionSyntax: TIDE RIVULETS <target>
While buried in the earth, you are able to pass through the countless rivulets of water flowing through the subterrain and travel to your target anywhere on the continent after a short delay.
Should there be a monolith present, or if either of you are in a location without subterranean waters (i.e a non-earthen location), the time to complete this journey will be longer.
Earthen environments include:
Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand, caverns, craters, and canyons. -
Drown
DescriptionSyntax: TIDE DROWN <target>
Bring forth a massive wave to envelop your victim and slowly drown them, slaying them instantly after a channeled delay. While this will require your full attention, there is a small chance that the capricious tides will expand to an extra two enemies in your location, slaying them as well if the action is completed.
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Harpoon
DescriptionSyntax: TIDE HARPOON <target>
WITHDRAW LANCEForm a crystalline lance of ice with your weapon and impale a prone target upon its frozen length. You may withdraw the lance to grant them freedom, should you so choose.
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Lowtide
DescriptionSyntax: TIDE LOWTIDE [VERSE|RITE]
Dismiss the risen waters around you, performing the following effects in order:
* Remove magically flooded water
* Cleanse an Earthen verse
* Cleanse a spiritual riteYou may choose whether to target a verse or rite only, if you so desire.
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Flux
DescriptionSyntax: TIDE FLUX
You may bring to bear your weapon with such force and intricate precision that parried blows will occasionally cause a tidal flux, redirecting the attack to cripple a random limb and stunning the opponent for a short while.
Maintaining the tidal flux requires significant concentration, and may fade after each redirected strike.
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Eviscerate
DescriptionSyntax: TIDE EVISCERATE
Should your victim remain impaled upon your frozen lance, you may drive it deeper into their gut, shredding their innards and causing both magical and asphyxiation damage at once.
The immense cold will wreak further injury on the body - inflicting light and deep wounds, in addition to torso trauma.
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Trench
DescriptionSyntax: TIDE TRENCH <target>
If there is an enemy buried in the earth below you, you may call on subterranean currents to form an oceanic trench and deluge your target in water, crushing their body and bones. Your opponent will suffer significant damage and find their ribs crack under the water's immense, unforgiving pressure.
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Hightide
DescriptionSyntax: TIDE HIGHTIDE
By capitalising on a high tide, you may increase your internal momentum, causing your next five weapon attacks to have 15% increased accuracy and 20% swifter balance recovery. Calling the high tide does not spend balance or equilibrium, but it will expire if not used promptly.
Cooldown: 60 seconds
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Engulf
DescriptionSyntax: TIDE ENGULF [enhancement action]
By working in harmony with your synthesised elemental, you may instruct it to deliver a blow of your choice against a target when next you land a successful weapon attack.
If you do not choose an enhancement action, your elemental will choose its own.
This ability costs no equilibrium or balance to activate.
Cooldown (when triggered): 15 seconds
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Spearfall
DescriptionSyntax: TIDE SPEARFALL
Form a number of icicle harpoons in the air around you, which then will fall upon your enemies in your location or adjacent, and impale them if they are prone.
If they remain impaled for more then five seconds and stand upon soft ground, then sinkhole will form beneath them and they will slip into the earth below. They will need to BURROW ABOVE in order to escape.
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Permafrost
DescriptionSyntax: TIDE PERMAFROST
TIDE THAWBy fully embracing the frigid gales and frozen rime of the distant oceans, you may bring about an aura of permafrost to surround your body in a thick veneer of ice.
While draped in this gelid aura, you will enjoy:
* Increased strength.
* Increased constitution.
* Increased intelligence.
* Resistance to electrical damage. - You can use the following flail attacks upon your enemies
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Clobber
DescriptionSyntax: TIDE CLOBBER <target> [body part]
Tightly manoeuvring your weapon, you may clobber your foe in quick succession and deal damage to them.
If you wish, you may aim for a specific body part in the hopes of causing trauma to an adventurer. You may aim for the head, the torso, an arm, or a leg.
DetailsTarget Location Same location
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 89%
Set Weapon Trauma 13.75%
Set Weapon Speed Range 2.40 to 3.10 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Crack
DescriptionSyntax: TIDE CRACK <target> <LEFT|RIGHT> <ARM|LEG>
By striking precisely with your weapon, you may attempt to crack your target's limbs with a focused blow. This will cause limb damage and inflict surface trauma in the form of bruises.
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Crest
DescriptionSyntax: TIDE CREST <target>
Surge upwards like a cresting wave and deliver a powerful blow to your target's head. This will cause vicious damage and inflict surface trauma in the form of bruises.
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Ram
DescriptionSyntax: TIDE RAM <target>
This blow to the torso will cause damage in addition to trauma in the form of bruises.
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Buckle
DescriptionSyntax: TIDE BUCKLE <target> <LEFT|RIGHT> <ARM|LEG>
This powerful weapon swing will smash an opponent's limb, dealing trauma to the limb. Should the limb be suffering from bruising, the blow will cause bonus limb damage depending on the severity, and will additionally cripple it.
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Pitch
DescriptionSyntax: TIDE PITCH <target> <body part> <body part>
By moving eratically in the manner of choppy waves, you may strike out twice with your selkachoar and attack two body parts of your choice, in addition to dealing damage. You cannot target the same body part twice, and your pitching motions will allow you to only target the arms or the legs, not the head or the torso.
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Breach
DescriptionSyntax: TIDE BREACH <target>
Manoeuvre your weapon just so, surging like a breaching wave to bypass your target's aura of rebounding. This strike will also knock them to the ground and remove their levitation defence.
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Wreck
DescriptionSyntax: TIDE WRECK <target>
This powerful strike to the torso will only be effective against prone targets, dealing heavy damage and crushing their chest as they lie helpless at your feet.
In the process, their lung will be collapsed, making escape difficult and causing harm whenever a pipe is smoked.
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Broadside
DescriptionSyntax: TIDE BROADSIDE <target>
Unleash a slow but powerful barrage of attacks on your enemy, striking them three times with your weapon and bombarding random limbs in a chaotic fashion. Each landed hit will be slightly weaker, and will not strike the same limb more than once.
Additionally, there is a 50% chance that each blow of the broadside will cause surface trauma in your opponent's limbs, forming a bruise where your weapon struck.
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Gybe
DescriptionSyntax: TIDE GYBE <target>
Blows to the head from a swinging boom are a common hazard for inexperienced seamen. By mimicking the gybe manoeuvre, you may deliver a mighty strike to your opponent's head and deal hefty damage.
Against adventurers, it will cause trauma to their skull and deal an increasing number of afflictions dependent on the bruising currently inflicted to the head. Each effect is cumulative.
No bruising: Amnesia.
Minor bruising: Whiplash.
Moderate bruising: Indifference.
Severe bruising: Smashed throat.DetailsTarget Location Same location
Weapon Damage Modifier 130%
Weapon Damage Modifier (Denizen) 126%
Set Weapon Trauma 16.00%
Set Weapon Speed Range 3.40 to 4.10 seconds
RequirementsRequires balance and equilibrium.
Costs 60 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Keelhaul
DescriptionSyntax: TIDE KEELHAUL <target>
Bring forth an enormous wave to assault your target with a deadly combination of brine and barnacle in an attempt to end their life. If your victim possesses at least three body parts with at least moderate bruising, they will be too weak to survive the sea's extreme torture and ripped apart. Without a sufficiently weakened target, this will have little effect.
Synthesis
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Direct
DescriptionSyntax: SYNTH <command> [...]
Issue commands to your elemental, whether in person or remotely from a distance. Each command will do something different and is explained below.
Info - SYNTH INFO [ITEMS]: Learn about the state of your elemental.
Get - SYNTH GET <item>: Pick up an item from their location.
Give - SYNTH GIVE <item> TO <target>: Pass an item to someone.
Drop - SYNTH DROP <item>: Have your elemental drop an item it holds.
Call - SYNTH CALL: Recall your elemental from a distance, returning to your side.
Return - SYNTH RETURN: Have your elemental retreat to safety. -
Synthesise
DescriptionSyntax: SYNTH SYNTHESISE
You are now capable of synthesising a proto-elemental from pearls. This elemental will obey your will and possess a variety of combat-related abilities that form the majority of Synthesis.
To create one, you will need five pearls from the corpses of oysters.
You can view HELP LOYALTY for more information on how to command it.
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Enhancements
DescriptionSyntax: SYNTH ENHANCE <ability>
SYNTH DIRECTIVE <ability> <ON|OFF>
SYNTH ENHANCEMENTSYour elemental is capable of comprehending complex orders, and this ability allows you to prepare such orders in advance, causing your ally to act as opportunity presents instead of requiring a direct command.
When the elemental is ready to attack and has been ordered to fight, it will follow its list of enhancements in sequential order, using the first ability it is capable of carrying out. To take advantage of this, it is wise to order your enhancements in priority order, preferring abilities with conditions to be high on the list, and those with few or no conditions to be low priority. If the elemental is unable to use any enhancements, it will default to the Club ability.
Elementals may also be given directives to act when a situation presents itself. However, any directive given beyond the first will slow down how often it attacks slightly.
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Excise
DescriptionSyntax: SYNTH EXCISE [ALL]
With a single command, you may clear away any enhancements from your elemental. Should you specify ALL, this will also cause your elemental to discard any directives.
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Movement
DescriptionSyntax: SYNTH MOVE <direction>
You may command your elemental to move about independent of your actions. You may even command it remotely.
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Imbuing
DescriptionSyntax: SYNTH IMBUE <element>
Drawing on the ambient residue left behind in inks, you may imbue your elemental with said element, empowering its abilities.
Fire (red ink):
Each strike from the club enhancement has a 33% chance to ignite the foe and deal extra fire damage.Water (blue ink):
Each strike from the club enhancement has a 33% chance to freeze the foe and deal extra cold damage.Spirit (yellow ink):
Your servant will regenerate health much more quickly, and you will be granted a minor bonus when using health elixirs.Earth (green ink):
Every third hit, your selkachoar will deliver the loki venom to your opponent.Air (purple ink):
An elemental imbued with air will receive no penalty to their attack speed for the first three reflexes they are trained to perform, and they gain an extra slot for their ingrain ability.An elemental may only be imbued with one effect at a time, and any new effects will replace the previous.
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Listening
DescriptionSyntax: SYNTH LISTEN <ON|OFF>
Your elemental will continually report anything said within its location, should you not be present.
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Escape
DescriptionSyntax: SYNTH ESCAPE HERE
You may specify a location for your elemental to escape to, should they fall below 25% of their maximum health.
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Glance
DescriptionSyntax: SYNTH GLANCE
At a minor cost to equilibrium, you may envision whatever your elemental can see.
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Designate
DescriptionSyntax: SYNTH DESIGNATE <ability>
This command allows you to specify an ability for your elemental to use when next available, regardless of your enhancement order. The ability must still meet the specified requirements in order to activate, otherwise it will perform like normal.
Designating an ability requires balance to set and consumes a very small amount of equilibrium.
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Recuperate
DescriptionSyntax: SYNTH RECUPERATE
By lending mental power to your elemental, you will cause them to instantly regenerate a portion of their life. This ability consumes a moderate amount of equilibrium, but may be done off balance.
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Mouthpiece
DescriptionSyntax: SYNTH SAY <sentence>
SYNTH EMOTE <string>You are now linked to your elemental, allowing you to control their speech and actions. This can be performed even at a distance.
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Modes
DescriptionSyntax: SYNTH MODE SWITCH <1|2|3>
Your elemental is now capable of storing blueprints of their enhancements and directives, allowing you to switch between three distinct plans of action.
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Attend
DescriptionSyntax: SYNTH ATTEND <ON|OFF>
You may order your elemental to fetch the body of any kills that you make.
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Lifebond
DescriptionSyntax: SYNTH LIFEBOND <ON|OFF>
You may bond your body to that of your elemental, causing you both to share a portion of each other's damage. Should your elemental die, you will find yourself suffering heavily - taking a significant amount of damage and receiving a powerful stun.
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Amalgamate
DescriptionUsage: SYNTH AMALGAMATE <colour>
You may now imbue a second element into your construct, allowing it to receive two benefits at once.
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Ingrain
DescriptionSyntax: SYNTH INGRAIN <ability> [ability2]
Your elemental's composition is now of such integrity that you can ingrain a single specific directive directly into their make-up. This directive will become innate to them with no penalty to attack speed, and will, in some cases, bolster its capabilities in that task.
There is a significant cooldown upon changing this effect however, so make sure you choose wisely.
Some of the bolstered effects include:
ENCLOSE - Increases your own ability to dodge by 3%.
COVER - Arrows will be reflected, chance to deflect increased.
REPRISAL - Increases damage and balance loss on hit.
GUARD - Increases resistance to all forms of damage.
BRACE - Will proc 100% of the time.
OCCLUDE - Chance increased and elemental also causes amnesia on hit.
BALLAST - Attempts to move allies have a chance to fail.You do not need the directive to be in effect in order to gain the benefits. It will be enabled automatically regardless of your enhancement selections.
An elemental can normally only have a single directive ingrained, unless it has been imbued with air via purple ink.
Cooldown: 1 hour
- You can apply the following enhancements to your elemental
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Club
DescriptionEnhancement.
Your elemental will strike out at any foe they are capable of, dealing direct blunt damage in a display of force.
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Trammel
DescriptionEnhancement.
Should your target possess bruising on their torso, your elemental will take advantage with a powerful strike to the chest, causing an arrhythmia and will briefly stun them.
If the target is in the process of forming an aura of rebounding, trammeling them will disrupt the aura and prevent it from fully forming into a defence against weapons.
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Squeeze
DescriptionEnhancement.
Your elemental will attempt to tear out a prone opponent's limbs, crippling one in the process. If all limbs are crippled, then it will cause trauma to the torso instead.
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Chime
DescriptionEnhancement.
Should your elemental sense an opponent with a mangled torso, it will send out a wave of psychic force, inflicting psychic damage and causing both paresis and an arrhythmia.
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Concuss
DescriptionEnhancement.
Your elemental will strike out at an opponent with a broken head, shaking their vision and leaving them with blurry sight.
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Clutch
DescriptionEnhancement.
Your elemental will seize upon a target with a broken torso who is also prone, clutching their body and keeping them grappled until they writhe free of its grip.
Cooldown: 14 seconds
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Nullify
DescriptionEnhancement.
If your enemy attempts to protect themselves with a magical shield, your elemental will counter with its own magic, nullifying the barrier and destroying it.
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Pound
DescriptionEnhancement.
Syntax: SYNTH ENHANCE POUND <1-80%>This unique ability requires a little extra information in order to enhance your elemental.
When your opponent's health falls below the specified threshold, your elemental will lash out and deliver a powerful blow that stuns them. This enhancement will be placed on cooldown for a short time after it is enacted.
Cooldown: 60 seconds
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Strangulate
DescriptionEnhancement.
Should your victim be prone and experiencing moderate bruising upon the head, your elemental will attempt to choke them with elemental air - causing asphyxiation damage and inducing a blackout. This enhancement will be placed on cooldown for a short time after it is enacted.
Cooldown: 30 seconds
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Deconstruct
DescriptionEnhancement.
To enhance: SYNTH ENHANCE DECONSTRUCT [<LEFT|RIGHT> <ARM|LEG>]
This unique ability requires a little extra information in order to enhance your elemental.Should your elemental spot moderate bruising upon the limb you have most recently struck, their next blow will attempt to deconstruct it, dislocating the limb's joint. If left uncured, it will eventually cause the limb to collapse and become broken.
By default your elemental has only a 33% chance it will attempt to deconstruct a limb even when its conditions are met, however if it attempts to deconstruct the exact limb that you have specified in your enhancement, then the chance is guaranteed instead.
Your elemental cannot deconstruct a limb that is already broken or dislocated, neither will it work on the head or torso.
- Your elemental will reflexively carry out these directives
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Detain
DescriptionDirective ability.
Enemies who attempt to fly away or swing into the trees will occasionally be met with resistance from your elemental, who will shove them to the ground and remove their levitation.
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Enclose
DescriptionDirective ability.
Your elemental will attempt to surround the target it has been ordered to attack, granting a chance to prevent them from dodging. They will still be able to divert however.
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Guard
DescriptionDirective ability.
By adopting a protective stance, your elemental will make it difficult for others to strike you, reducing the damage you suffer from blunt and cutting based attacks.
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Cover
DescriptionDirective ability.
Your elemental will look out for incoming projectiles, raising a shield of air to deny their ingress.
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Reprisal
DescriptionDirective ability.
When your opponent succeeds in parrying one of your blows, your elemental will enact a reprisal and strike out in response, unbalancing them and disabling their parry.
There is a short cooldown that takes effect when this directive activates, preventing it from occurring again for a time.
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Brace
DescriptionDirective ability.
Should you be knocked to the ground by an active attack, there is a chance that your elemental will brace you against the fall, returning you to your feet. This ability will fail if either of your legs are crippled.
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Circuits
DescriptionDirective ability.
By directing your elemental to work in circuits, you will ensure that it never repeats the same manouevre twice, except in the event that no other conditions are met in their enhancements list.
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Occlude
DescriptionDirective ability.
Your elemental will watch your opponent carefully, spotting attempts to consume curative pills or use a pipe, and granting a chance to wash them away before they can be used. This will only be effective against the target you ordered your elemental to kill.
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Hobble
DescriptionDirective ability.
Whenever an enemy attempts to flee your location with one of their legs bruised, your elemental will hobble them in order to prevent their escape, knocking them down and crippling that leg.
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Ballast
DescriptionDirective ability.
Your elemental will protect you from being moved against your will at all costs, even resisting magical effects. Should you wish to move of your own volition, the elemental will allow you to pass.
Inundation
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Hydrate
DescriptionSyntax: FOG HYDRATE
Hydrate your skin with the cleansing haze of frigid fog, banishing foul smells and wet skin.
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Inundate
DescriptionSyntax: FOG INUNDATE
FOG DISPERSE [HERE]
FOG LISTSummon forth a blanket of thick fog in your location, allowing you to make full use of your many abilities that require its presence. Each location that you blanket in fog will require a constant upkeep of willpower in order to maintain and prevent it from being dispersed by the wind, except for your first.
Dispersing your fog will clear away any remote fog you control, except for those in your current room. Appending HERE will limit the dispersal to your current location.
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Drift
DescriptionSyntax: FOG DRIFT <direction>
If both your current location and an adjacent location are blanketed in fog, you may move between them, eroding any walls that may be in your path.
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Swell
DescriptionSyntax: FOG SWELL <direction>
So long as you stand within fog that you have called, you may cause it to swell outwards to encompass an adjacent location of your choice.
Barriers such as walls and doors will provide too much resistance for the fog to properly spread, preventing you from doing so.
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Snare
DescriptionSyntax: FOG SNARE <target>
Requires you to be standing in a location with thick fog.Cause the fog to ensare your opponent, delaying their movement. This will last until they leave the location or the effect naturally expires.
Cooldown: 20 seconds
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Intruders
DescriptionSyntax: FOG INTRUDERS
See all who currently stand within the influence of your fog, including their location.
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Convalescence
DescriptionThis ability is passive.
While standing in a location with your fog, you will regenerate a small amount of both endurance and willpower.
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Revel
DescriptionSyntax: FOG REVEL
By entering a state similar to meditation, this ability draws on your fog to restore your willpower in great amounts. The amount restored will increase significantly as the process continues.
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Apparition
DescriptionSyntax: FOG APPARITION [RELEASE]
By standing in a location with summoned fog, you may stir it to greater agitation and form an eldritch apparition that will linger in the heart of the mists. This apparition will follow you should you move, and will act as thick fog for skills that require it.
Once formed, the apparition will periodically attack your enemies with shards of ice, dealing bleeding damage. The damage dealt is dependent on how unfathomable it is, deeper fathoms resulting in greater severity.
For every four seconds you stand within thick fog, the apparition will mutate by one fathom. If you do not stand within thick fog, this time is doubled.
There are five levels of apparition fathoms. Once your apparition is at its maximum, you may use a number of fog-related abilities (listed in AB INUNDATION) free of equilibrium. However, doing so will consume part of the apparition and reduce its growth by two fathoms.
Abyss is an exception to this rule, and may be used at the level warped or higher instead, providing the target is in the same location as you.
Levels:
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humanoid
twisted
warped
abominable
monstrousTo take advantage of this, append 'apparition' to the end of the command for your attack, e.g FOG GNASH <target> APPARITION.
You may also optionally include an apparition level, to prevent the ability from being cast if your apparition is not at that level, e.g FOG ABYSS <target> APPARITION MONSTROUS.
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Obscure
DescriptionSyntax: FOG OBSCURE <ON|OFF>
While in a location with thick fog, your movement will be obscured from all but allies.
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Negate
DescriptionSyntax: FOG NEGATE
If your location finds itself under the sway of another's influence, such as a Teradrim's sand, you may direct the fog to re-assert its authority, absorbing all foreign domains into itself and negating their effects by destroying them.
If the owner of the foreign domain is present, there will be a slight delay before this ability completes.
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Switch
DescriptionSyntax: FOG SWITCH <target>
If there is thick fog blanketing both your location and that of your target, you will be able to trivially switch places with them.
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Fluctuations
DescriptionSyntax: FOG FLUCTUATIONS <ON|OFF>
At a significant drain to your willpower, track all movement in and adjacent to the domain of your fog.
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Hail
DescriptionSyntax: FOG HAIL
Infuse all of your fog in the local area with frozen hail and turn it on your enemies who stand within, dealing damage and causing some bleeding.
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Chase
DescriptionSyntax: FOG CHASE <target>
Infuse your apparition with additional thick fog from your locale and direct it to chase down your target. This will spread more fog in every room along its path, until it either meets the target or can no longer continue.
For each fathom present in your apparition, the mist will billow up to four rooms.
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Effervesce
DescriptionSyntax: FOG EFFERVESCE
While this defence is active on your thick fog, none in the room may be tracked by the Scent (racial or skillset) or Track (Shapeshifting) abilities. This has a small willpower cost to maintain.
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Harden
DescriptionSyntax: FOG HARDEN [target]
With a simple command, you may force portions of the fog to freeze over, hardening into a protective shield around the target.
If you do not specify a target, you will shield yourself.
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Sirensong
DescriptionSyntax: FOG SIRENSONG <ON|OFF>
At a modest drain to willpower, you may cause the icy winds of your fog to blow just so, creating a sirensong that will deliver hidden mental afflictions to enemies within.
Possible afflictions include:
Dizziness, anorexia, vertigo, or weariness. -
Befuddle
DescriptionSyntax: FOG BEFUDDLE
Cause your thick fog to contort and seethe in all directions, obscuring the exits and making it difficult to espy a path out of the location.
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Panoptic
DescriptionSyntax: FOG PANOPTIC <ON|OFF>
By calling forth the endless eyes, you may now control your fogs remotely, allowing you to use a number of abilities on adjacent targets provided there is thick fog in both your locations.
These abilities include:
Snare, Terrors, Gnash, Unseen, Abyss, and Feelers. -
Ebb
DescriptionSyntax: FOG EBB <target>
By agitating your fog, you can direct it to enwrap your target and ebb away with them in tow, removing them from your location. This ability is powerful enough to overcome the mass defence, but will consume any thick fog blanketing the location in the process.
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Murk
DescriptionSyntax: FOG MURK
Command your fog to actively resist the passage of enemies, reducing their celerity and preventing them from dashing or sprinting through the haze.
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Stalagmites
DescriptionSyntax: FOG STALAGMITES
Draw rime from the morass of your thick fog and force it to congeal into sharp stalagmites along the ground, causing enemies who lack the levitation defence to take damage and bleeding when they move or fall down.
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Delirium
DescriptionThis ability is passive.
That which lurks below the deepest fathoms of the wine-dark is merciless and cruel, and your apparition is no less so. Enemies who are prone will suffer twice as much from its attacks.
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Fogbank
DescriptionSyntax: FOG BANK
With a single command, inundate your location with fog, and instantly spread it to all adjacent, unobstructed rooms.
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Gyre
DescriptionSyntax: FOG GYRE
Whirl the fog around you into a billowing gyre, removing the inundation from your location but empowering your apparition instantly to an abominable level. If the apparition is already at an abominable or higher level, this will have no effect.
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Blanket
DescriptionSyntax: FOG BLANKET <ally>
Requires you to be standing in a location with thick fog.Use your fog to create a blanket of mist across an ally's limbs, allowing them to resist two attacks that would cripple those limbs instead.
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Subsume
DescriptionSyntax: FOG SUBSUME
By absorbing the cold heart of the fog into yourself, you will become immune to most form of attacks. This will remove any thick fog blanketing the location.
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Glacier
DescriptionSyntax: FOG GLACIER
By forming a frozen glacier, you may greatly extend the range of your abilities, allowing you to utilise any fog ability that may be used in tandem with Panoptic on any target in your local area who stands amid thick fog.
You may only summon one glacier at a time, and only one glacier may be summoned in a given room. Leaving the room will cause it to shatter.
- Your apparition allows you to use the following abilities free of equilibrium
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Gnash
DescriptionSyntax: FOG GNASH <target>
Requires you to be standing in a location with thick fog.Countless hungering monstrosities dwell in the dark deeps. By manipulating your fog to imitate their many mouths, you may direct these gnashing jaws to bite your target, infecting them with one of the following afflictions:
Recklessness, dizziness, ringing ears, epilepsy, or stupidity. -
Unseen
DescriptionSyntax: FOG UNSEEN <target>
Requires you to be standing in a location with thick fog.By agitating the fog to violence, it will shift and contort into the shapes of undersea abominations and lash out randomly at your target's limbs, leaving one cripled in the process, though your target will only see something in the fog attacking them.
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Abyss
DescriptionSyntax: FOG ABYSS <target>
Requires you to be standing in a location with thick fog.Invoke the voices of those who dwell most deep, plaguing your enemy with silken whispers emanating from the heart of the fog. Your foe will become desperate to rid themselves of the maddening tongues, bartering away their defences in an attempt to make them stop.
This will target the rebounding defence first, followed by shield, then cloak, and finally, a random defence.
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Feelers
DescriptionSyntax: FOG FEELERS <target> <body part>
Requires you to be standing in a location with thick fog.Bring forth a viscous tentacle from the fog and direct it to latch on to one of your opponent's limbs, causing damage to it.
You may choose from the head, torso, or either arm/leg.
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Terrors
DescriptionSyntax: FOG TERRORS <target>
Requires you to be standing in a location with thick fog.Command the thick fog to shape itself into hazy manifestations of the sea's darkest monstrosities, inciting a terrible horror in your target such that they break out in cold sweat that washes away other liquids on their skin.
This will prevent poultices from being effective while the effect is present by giving the slough affliction. It will fade naturally after a number of seconds if it is not cured by normal means.
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Undertow
DescriptionSyntax: FOG UNDERTOW <target>
If your target is prone, you may cause your fog to unleash a powerful undertow, stripping their levitation. They will be unable to regain the levitation defence until a short time has passed, or until they escape the influence of the fog.
Visual style and identity
Wavebreaking is a boisterous art, derived from grizzled sailors and soldiers, and its combat use draws inspiration from the sea itself: violent, choppy, and fascinating. Despite the subtle magic at the heart of Inundation, its more profound effects are similarly stark. Fully realised, the eldritch apparition is a churning storm of nautical horror, its gnashing mouths and writhing tentacles impossible to ignore.
The visual signature is the selkachoar with its shark-tooth edges, the rolling fog of Inundation, and the chiming crystalline elementals of Synthesis. The class reads salt-stained and a little unhinged.
Side effects of the work
Like most seasoned sailors or lifelong pirates, Tidesages long for the presence of the ocean. Too much time away from the sea incites a deep yearning, profound enough that it can be channeled as a palpable effect in Wavebreaking. The pull is real, mechanical, and constant.
Working with the fog is dangerous and requires a strong will. Careless or reckless manipulation of fog without steel resolve can result in madness. The original Keltundian voyage that arrived in Enorian in 503 MA was, by every account, a ship of mad survivors. The fog does that to people.
Who plays this class
The Tidesage suits players who want a researcher-mage with strong martial flavor and unusual lore. The roleplay frame is curious, bold, and tuned to the ocean. Tidesages can be played as mage, researcher, scholar, or scientist, and the class blends all four. What unifies them is a shared love and respect for the ocean and a fascination for unraveling its mysteries.
Mechanically, the class rewards players who like hybrid martial-magic combat with a heavy summons component. Wavebreaking gives the Tidesage real melee presence through the selkachoar. Inundation’s eldritch apparition and Synthesis’s crystalline elementals give the class strong battlefield-control options.
If you want a Light-aligned mage with a unique cultural origin and an ocean-themed combat kit, the Tidesage is the only class that fits.
City and guild
The Tidesages joined the Ascendril guild in 503 MA and operate from Enorian, the Hammer of Dawn. Patron: Slyphe, the Dauntless. The guild houses both the Ascendril class and the Tidesage class, with the Archmage Eliadon leading both. Tidesages bring oceanic research and a martial edge that complements the Ascendril’s classical four-element work.
Joining the Tidesage ranks means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so you can play a Tidesage of any Aetolia race.
The Tidesage mirror is the Teradrim, Bloodloch’s earth warband. Both are elemental warrior-mages built around a single elemental plane: Water for the Tidesage, Earth for the Teradrim. Tidesages bend fog and tide. Teradrim raise stone golems and sand wastes. Same combat chassis, opposite element.
Frequently asked questions
Other classes to consider
Three classes worth a look if the Tidesage profile interests you. Or see Aetolia’s full class list for the rest of the roster.
Ascendril
The sister class in the Ascendril guild. Elemancy, Arcanism, Thaumaturgy. Pick Ascendril if you want the same guild and Patron but prefer classical four-element channeling and fulcrum work to the Tidesage’s ocean-and-fog research focus.
Teradrim
The Shadow mirror. Terramancy, Animation, Desiccation. Pick Teradrim if you want the same elemental-warrior chassis but prefer Bloodloch’s earth-and-stone work to the Tidesage’s water-and-fog kit.
Shaman
Duiran’s nature priest class. Primality, Shamanism, Naturalism. Pick Shaman if you want a Spirit-aligned mage with a different nature-bound focus, swapping the ocean for the Heartwood and the selkachoar for the quarterstaff.
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