The Executor of Aetolia

The Executor is Aetolia’s Shadow-tethered Syssin class, an ancient assassin cadre wielding Shadowdancing (ringblades and partner-paired killing work), Artifice (inked creatures and stealth charms), and Subversion (traps, bolts, and ambush craft) from Spinesreach.
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Spinesreach |
| Guild | Syssin (Patron: Tanixalthas, the Sun Drinker) |
| Skill sets | Shadowdancing, Artifice, Subversion |
| Mirror class | Sentinel (Spirit) |
| Sister class in guild | Infiltrator |
| Signature mechanic | Inked creatures summoned from primal fears |
| Best for | Players who want graceful, partner-paired killing and shadow-magic stealth |
As the final years of the Age of Conflict closed, Severn engineered the Second Ankyrean War to exterminate the Ankyreans. The Executors were his cadre of assassins, assigned to hunt down those Ankyreans who fled or saw through his deceit. When the work was done, Severn enacted the Grand Artifice, robbed the world of its memory, and granted his killers a quiet new life in the village of Nuunva as Indyuk warriors.
After Severn’s demise centuries later, the inheritance he left to Spinesreach guided the mortals to Nuunva. The Executors’ dormant memories were unearthed and rekindled. The trade is back.
Origin and lore
For most of recorded Aetolian history, the Executors did not exist as a known order. Severn’s veil hid them. The Grand Artifice that ended the Second Ankyrean War also erased the cadre from collective memory, and the few who remained settled into the Indyuk warrior tradition of Nuunva for centuries.
When Severn finally fell, his legacy did not vanish with him. The trail he left for his city of Spinesreach pointed mortals to Nuunva, where the buried memories were dug up. Modern Executors carry the same purpose as their predecessors: they hunt with precision, and they do so on behalf of the Theocracy.
They are not part of the citywide militia. They do not lead crusades. They are sent out, by name, against quarry that requires Shadowdancing’s grace and Artifice’s psychological warfare to bring down.
Skill sets
The Executor skill sets are Shadowdancing, Artifice, and Subversion.
Shadowdancing is the martial discipline. Executors wield ringblades, annular weapons unique to the class, and practice the art seamlessly with partners. Each strike positions the user’s shadow to lash out and aid the attack. Consummate masters can separate from their shadow for a brief time, effectively doubling their killing prowess in legendary displays of bellicosity.
Artifice is the deceptive-charm and creature-conjuring side. An Executor renders accomplices through ambient shadow and mental imagery, fabricating terrifying beings rooted in mortal minds’ deepest psychological fears. The conjured creatures are unstable and vicious, never considered friends or allies, controlled through banishment and binding charms rather than trust.
Subversion rounds out the kit. This is the ambush, trap, and toxin school. Archery techniques, mechanical traps, and alchemical poisons all fall under it. The doctrine is to bleed an enemy into weakness before engaging directly, ensuring no Executor is ever locked into a fair fight.
Skill abilities
Shadowdancing
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Dance
DescriptionSyntax: RINGBLADE DANCE <target> <initial> <follow-up>
This ability allows you to unleash a swift combination of attacks with a single command.
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Repose
DescriptionSyntax: REPOSE <ON|OFF>
By embracing the cooling sanctuary of darkness, you allow your body to recover endurance faster.
You may only enter such a state when within a natural environment, which are limited to:
Forests, Mountains, Hills, Beaches, Grasslands, Valleys, Swamps and Rivers.Any other area is not suitable for an Executor to seek such a bountiful state of rest.
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Lithe
DescriptionSyntax: LITHE <ON|OFF>
In a fight it is essential to stay on your feet. Using this skill, you will be able to occasionally avoid being knocked to the ground. This will tax your mana and willpower in order to upkeep.
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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>.
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Blocking
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location, providing you are not incapacitated or feared. Should you move, you will cease to block. -
Limberness
DescriptionSyntax: LIMBERNESS
From your constant training you have learned how to remain limber even in the face of adversity. While under the effects of an affliction that lengthens balance recovery, they will only extend your balance by half as much.
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Poise
DescriptionThis ability is passive.
Your proficiency with the ringblade has heightened to the point that you can strike successfully with a single crippled arm. Having both arms crippled will still leave you helpless, however.
Additionally, should your target have the arrhythmia affliction, then any attack with your ringblade cannot be parried.
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Contravene
DescriptionSyntax: RINGBLADE CONTRAVENE <target>
If your opponent parries your attack you can instantly answer with another, though it will be weaker. This ability cannot deliver venoms.
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Somersault
DescriptionSyntax: SOMERSAULT
By tensing your legs, you can somersault away the next time you successfully dodge an attack, providing you dodge within the next few seconds of activation. You will leave in the direction you originally came from, bypassing any obstructions in your way, however if you were magically transported or were moved in a fashion that wasn't through an exit then you will be unable to somersault.
- You can use the following single attacks
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Brandish
DescriptionUsage: RINGBLADE BRANDISH <target>
After utilising certain abilities, you may follow the attack with a swift slice of your ringblade in a graceful motion. You may make use of this ability while off equilibrium for no extra cost.
Brandish will work with the following abilities:
Artifice: Verglas, Accost, Pester.
Subversion: Kindle. -
Incise
DescriptionSyntax: RINGBLADE INCISE <target> <LEFT|RIGHT>
With this single attack you are able to target one of your opponent's legs. This will first cripple the limb, and then if it is left untreated, it will then break it causing damage to the bone.
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Dissever
DescriptionSyntax: RINGBLADE DISSEVER <target> <LEFT|RIGHT>
This skill can be used to target arms and cripple them. This first strike will leave the arm crippled, then if left untreated, the second will completely break the arm and damage the bone.
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Brutalise
DescriptionSyntax: RINGBLADE BRUTALISE <target>
RINGBLADE HAUL <direction>If your opponent is prone, you can use this ability to drive a sharp side of your ringblade deep into their stomach. Your victim will be unable to act until they writhe free. Once impaled, you may drag them in a direction if you so wish.
You may WITHDRAW RINGBLADE to remove your ringblade from your opponent should they be unable to writhe free, allowing you to act once more.
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Terminate
DescriptionSyntax: RINGBLADE TERMINATE <target>
This move can be used to deliver a whirling coup de grace to your opponent, finishing them off in an efficient spectacle of crimson violence. To be able to use it, the opponent must be prone, suffering from confusion and arrhythmia and have both feeble arms and feeble legs.
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Twinraze
DescriptionSyntax: RINGBLADE TWINRAZE <target>
With this swift move, you can raze two of your opponent's defences at once. The second raze will only work on rebounding aura or magical shields.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defence -
Stifle
DescriptionSyntax: RINGBLADE STIFLE <target>
By forcefully slamming your ringblade against your opponent's throat you can efficiently remove his ability to swallow properly. Their destroyed throat will additionally prevent the Fitness ability from being used, should they have it.
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Saw
DescriptionSyntax: RINGBLADE SAW <target>
If you have someone impaled upon your ringblade, you can saw through their innards to cause significant damage.
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Pirouette
DescriptionSyntax: RINGBLADE PIROUETTE <target>
This difficult manuever will first strike your opponent with your ringblade, similar to Beguile or Contrive. After a short delay, and while you are off balance, you will strike them again - leaving only a small window before your next attack. If you are hindered while performing this advanced motion, the second attack will not strike.
Should your opponent's rebounding aura come up, or should he shield, then the second strike of Pirouette will raze it instead.
- You can use the following initial attacks
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Contrive
DescriptionSyntax: RINGBLADE CONTRIVE <target> [venom]
Your deceptive dance allows you to draw near enough that you can run your ringblade along the exposed flesh of your mark. The attack will position you for a follow-up attack with the other blade.
This will deliver a venom if they are an adventurer.
DetailsTarget Location Same location
Weapon Damage Modifier 75%
Weapon Damage Modifier (Denizen) 70%
Weapon Trauma Modifier 145%
Balance Recovery 1.70 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Ploy
DescriptionUsage: RINGBLADE PLOY <target>
With a very precise cut above your opponent's eyes, you can cause blood to flow into their eyes and leave them blind. Afterwards you can easily position yourself for a follow-up attack.
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Ruse
DescriptionSyntax: RINGBLADE RUSE <target>
By simply threatening to strike and moving forward in a complex motion of the vaunted shadowdance, you can sow confusion and discord within your mark's mind. Your movements also make it possible to strike with a follow-up attack, allowing you to continue your graceful onslaught.
This ability deals no damage and is not affected by the aura of rebounding.
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Gambit
DescriptionSyntax: RINGBLADE GAMBIT <target>
Using the the flat of your ringblade, deliver a brutal slap that leaves your mark momentarily stunned. This will allow you to follow-up with another attack.
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Phlebotomise
DescriptionSyntax: RINGBLADE PHLEBOTOMISE <target>
This long slice across the target's body will cause substantial damage.
If the target is an adventurer, the slice will induce impairment into their body. If the target is already impaired, then it will induce addiction instead as well as additional bleeding.
This will position you for a follow-up attack afterward.
DetailsTarget Location Same location
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 121%
Weapon Trauma Modifier 155%
Bonus Bleeding 40
Balance Recovery 1.60 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Impair
DescriptionSyntax: RINGBLADE IMPAIR <target> <LEFT|RIGHT> <ARM|LEG>
You may slice at your foe's muscles, inducing lethargy if the legs are struck and dropping their parry if the arms are struck. This will position you for a follow-up attack afterward.
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Shave
DescriptionSyntax: RINGBLADE SHAVE <target>
This attack will allow you to strip the defences of your foe, prioritising magical shields and then the aura of rebounding. Afterwards it will strip at random. This attack will position you for a follow-up strike.
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Gambol
DescriptionSyntax: RINGBLADE GAMBOL <target>
Tangling your weapon between your opponent's legs is a sure way to make him fall. This will allow you to make a follow-up attack afterwards.
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Perplex
DescriptionSyntax: RINGBLADE PERPLEX <target>
Spinning your weapon, you can strike them in the head with the flat of your ringblade causing blunt trauma. This advanced motion will create confounding, shadowy shapes, causing the epilepsy and laxity afflictions in your opponent. You may perform a follow-up attack afterwards.
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Waylay
DescriptionSyntax: RINGBLADE WAYLAY <target> [venom]
RINGBLADE WAYLAY <denizen> <direction>This ability allows you to attack your opponent from an adjacent location, destroy the aura of rebounding if they are protected by one, and then follow-up with a second attack.
Against a denizen, you must specify the direction of your target.
This will deliver a venom if they are an adventurer.
DetailsTarget Location Adjacent location
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 70%
Balance Recovery 2.10 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
- You can follow up your first blow with these attacks
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Beguile
DescriptionSyntax: RINGBLADE BEGUILE <target> [venom]
Only after an initial attack can you manage this quick slash at your opponent.
This will deliver a venom if they are an adventurer.
DetailsTarget Location Same location
Weapon Damage Modifier 75%
Weapon Damage Modifier (Denizen) 70%
Weapon Trauma Modifier 105%
Balance Recovery 0.90 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Wile
DescriptionSyntax: RINGBLADE WILE <target> [venom]
Positioning yourself properly with an initial attack, you can smoothly direct the other edge of your blade towards your opponent's torso to cause massive bleeding and deliver a venom.
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Inveigle
DescriptionSyntax: RINGBLADE INVEIGLE <target> [venom]
This brutal, saw-like slash into the opponent's torso will hack into them with the edge of your ringlade.
If they are an adventurer, it can can additionally deliver a venom and if they are suffering from arrhythmia, it will knock their pill balance.
DetailsTarget Location Same location
Weapon Damage Modifier 110%
Weapon Damage Modifier (Denizen) 121%
Weapon Trauma Modifier 140%
Pill Balance Knock 0.50 seconds
Balance Recovery 0.80 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Conciliate
DescriptionSyntax: RINGBLADE CONCILIATE <target>
Using sharp blows to the wrist, you are able to pry your opponent's weapon from his hands. You need to position yourself properly with an initial attack to be able to use this attack.
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Muddle
DescriptionSyntax: RINGBLADE MUDDLE <target>
Cause impatience in your victim with clever movement as your deceptive dance becomes a blow to the head that causes damage and a small amount of trauma.
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Desolate
DescriptionSyntax: RINGBLADE DESOLATE <target>
You can shear into your target's ribcage with this brutal blow, inducing arrhythmia.
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Razor
DescriptionSyntax: RINGBLADE RAZOR <target>
This very precise follow-up attack will strike the neck and leave your victim with a crippled throat, making it difficult to speak or make use of abilities that require the voice.
Artifice
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Hide
DescriptionSyntax: HIDE and EMERGE
Throughout their clandestine work, Executors of old learned to merge their very beings with the shadow and lie in wait for their renegade prey. By emulating their technique, you too can blend into your surroundings.
This will allow you to quickly conceal yourself from common view, assuming no others stand in your location. If you wish to no longer hide, then you can emerge from your hiding place.
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Tradecraft
DescriptionSyntax: TRADECRAFT <message>
It is often said that Syssin operatives possess a language all their own that allows swift communication between agents. Though the ancient speech fell out of favour in favour of the modern era's hand signs and secretive signals, the traditional codespeech of the Executors lives on in defunct record and mouldy library all the same.
Masking your words, you can communicate in secrecy across the area.
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Climbing
DescriptionSyntax: CLIMB UP and CLIMB DOWN
It takes a knowing hand and eye to move through the treetops, finding purchase in every lofty bough and making sure the wind doesn't buffet you from your perch.
Should there be trees in your location, you may climb up into their treetops. You can then climb down if you wish to leave them.
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Stoicism
DescriptionSyntax: STOICISM
Through their intense mental training, Executors were known to deceive themselves by uplifting their rational thoughts above base panic, danger, and sensations related to inclement weather. In so doing, they possessed a supernatural tendency to shrug off injuries related to cold or even poison due to their cool demeanor and rugged mentalism.
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Gird
DescriptionSyntax: GIRD
Cloak yourself in a protective layer of churning darkness, granting bonus resistance to physical damage. This resistance is greater when standing in a forest or blighted environment.
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Coagulation
DescriptionSnytax: COAGULATION <ON|OFF>
Anyone who spends time in the wilderness understands the value of a basic knowledge of first aid. Using this technique, you will cause your bleeding to passively clot while active, though it does drain mana in order to maintain.
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Conceal
DescriptionSyntax: CONCEAL
By masking yourself in the shadows, you will be able to mask your movements to and from locations, concealing your identity from those who see you dart away. This defence lasts far longer when used within a forest environment.
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Kinesics
DescriptionUsage: KINESICS CREATE <message>
KINESICS MAINTAIN
KINESICS CLEARSubtly altering the natural environment around you will allow you to leave a message that only Executors may read. This message will last only a few months, though you may maintain it to reset this timer. Alternatively, you may simply clear the present message. You may only clear messages you have placed.
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Bounding
DescriptionSyntax: BOUNDING
You are capable of moving through the forest with incredible ease, granting you bonus celerity in any natural outdoor environment and an additional bonus within forests.
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Inspirit
DescriptionSyntax: INSPIRIT
Usable only so often, you can call upon your inner reserves to refresh your body, granting you a temporary bonus to both your strength and constitution. If you use this skill within the limits of a city, you will also refresh a hefty portion of your endurance.
Cooldown: 60 minutes
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Tent
DescriptionSyntax: TENT SETUP
TENT COLLAPSE
TENT LOCATECommodities:
3 rope, 3 wood, and 3 cloth.With the right commodities you will be able to construct a simple tent. The tent can only be put up outside and in fitting environments, these being:
Forest, Valley, Hills, Plains, Desert, Mountains, Grassland and Jungle.When a tent is collapsed, you will only recover a portion of the commodities.
Patrons are permitted to change the descriptions of your tent, as long as the description maintains that you are indeed inside a small, simple tent.
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Campfire
DescriptionSyntax: CAMPFIRE BUILD
CAMPFIRE STOKECommodities:
3 wood to build
1 wood to stokeBy building a campfire, you can keep yourself and others warm in the cold. Additionally, your craftsmanship will help regenerate the endurance and willpower of those that linger by the flames.
When the fire starts to burn out, you may stoke it with extra wood to keep it alive.
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Gloam
DescriptionSyntax: GLOAM
While in a plant lush environment, you may call upon their natural shade to create a storm of dangerous, stinging shadow, damaging any enemy that is within your location. These thorns will additionally afflict your opponent with the loki venom.
You may use this ability in the following environments:
Forest, Jungle, Swamp, or Grasslands.It is possible to use gloam within a blighted location caused by an Alchemist, however you will find that the damage is reduced.
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Bloodlust
DescriptionSyntax: BLOODLUST
When you spill the blood of another, you will recover a portion of the damage you dealt as health. Critical hits do not affect the amount returned.
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Ascertain
DescriptionSyntax: ASCERTAIN
As in ancient days, it is easiest to track spellcasters by the way they affect the sites they have visited. By relying on this knowledge while standing in a natural environment, you are able to spot disturbances such as fires or exterminated plant-life in the local area.
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Trail
DescriptionSyntax: TRAIL <target>
While mounted on one of your summoned beasts, you may track to an outdoor opponent, moving you to their location after a short delay.
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Grit
DescriptionSyntax: GRIT
Gather your courage and press on, purging yourself of a random affliction.
Cooldown: 20 seconds
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Revivify
DescriptionSyntax: REVIVIFY
In elder days, Executors utilised a spell that allowed them to pass without trace and leave no evidence of camp or simple travel. Though much of that incantation is lost to time's amnesiac sands, yet some remains: the ability to restore damage of the land. Conveniently, this includes magical damage, allowing you to restore the state of a natural location that has been exterminated by a necromancer's sorcery.
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Vitality
DescriptionSyntax: VITALITY
Providing you have full health and mana, you can call upon your adrenal glands to heal you significantly should your health drop below a quarter of its maximum.
Cooldown (when triggered): 180 seconds
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Campsite
DescriptionSyntax: CAMPSITE CONSTRUCT
CAMPSITE REMOVE
SCOUTYou may convert your tent and campfire into a full campsite, granting you several bonuses exclusive to its presence. This process takes a bit of endurance and concentration as you set up the surrounding area, and may only be done in a forest environment.
You will receive the following effects while remaining at your campsite:
- Your campfire will no longer require stoking.
- The title of your location will be temporarily changed to match your site.
- Remaining in the treetops of your location will mask the presence of any allies, hiding them from sensing.
- You may SCOUT while in the treetops, discerning the presence of any outdoor denizen or animal in the area.A campsite will last for one Aetolian week.
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Facade
DescriptionSyntax: FABRICATE FACADE
You may hide your accomplices via rudimentary artifice, concealing them mostly from view.
- You have the following accomplice abilities
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Illustrate
DescriptionSyntax: FABRICATE <accomplice>
DISMISS <accomplice>
CALL ACCOMPLICES
ACCOMPLICESExecutors of old displayed their grasp of fear and subtlety by way of fabricating beings that embodied such primal sensations. Utilising shadow and motion as reagents, this once-lost art forged dangerous accomplices that provided aid when conducting the Manipulator's assigned purposes.
Early students of this art are only capable of illustrating and commanding up to two accomplices at once. Consult AB ARTIFICE for a list of the accomplices you are capable of drawing into your employ. Fabricating an accomplice has no delay if used in a forest, as its shady gloam serves to heighten the binding process, but will otherwise impose a short delay if used in a non-urban environment, and a long delay otherwise.
If you get separated from your accomplices you can CALL ACCOMPLICES at any time to return them to your side. ACCOMPLICES will let you see what beings you have summoned, as well as their current location.
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Lurker
DescriptionUsage: FABRICATE LURKER
Call forth a tenebrous lurker to confound your enemies, playing upon their fears of getting lost or poor navigation. Its tricksome lantern light will occasionally instill idiocy into the poor sap that it surrounds.
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Wardpeeler
DescriptionUsage: FABRICATE WARDPEELER
An invasive little creature that plays upon physical discomfort or reticence for close proximity. The wardpeeler will try and strip away general defences. If they have the aura of rebounding, it will try and prioritise that first.
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Lightdrinker
DescriptionUsage: FABRICATE LIGHTDRINKER
The enigmatic lightdrinker is a frightful creature that dances upon the air and consumes light for its own nefarious purposes. Though it does so without your bidding, it will often reach the limits of its hunger and expel some of its stolen effulgence as waves of refreshing energy that will heal you and your allies in the same location as it. It will heal either health or mana - but not both - as long as you are below 90% of your respective maximum.
In addition, it will seek to protect other accomplices in your entourage, generating transient prismatic barriers that prevent aggression against them.
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Murder
DescriptionUsage: FABRICATE MURDER
A being of ancient and modern fear alike, this sleek accomplice evokes a cosmic fear: the shape of the Worldrender, Dejaani. Crafted from corvid parts and inky shadow, it will swoop down and occasionally succeed in knocking a foe off balance.
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Darkhound
DescriptionUsage: FABRICATE DARKHOUND
ORDER DARKHOUND LEAP <direction>The great darkhound will allow you to leap over any obstacle while mounted - should you also possess the Leaping ability in Horsemanship, it will become significantly faster.
Additionally it will maul your opponents when it attacks, causing large amounts of bleeding and damage.
Note that you cannot leap while inside of or into an indoors location.
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Pilferer
DescriptionUsage: FABRICATE PILFERER
While not as powerful as other accomplices, the pilferer plays to a common, childish fear: that of insects. It makes up for what it lacks in sheer strength with ingenuity - when an opponent attempts to consume a pill, it has a chance it will simply steal it away with its wicked pincers.
It will also bolster the chance of Entrapment slightly. Please see AB SUBVERSION ENTRAPMENT for more information on this skill.
Cooldown (on proc): 15 seconds
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Monstrosity
DescriptionUsage: FABRICATE MONSTROSITY
This slithering, serpentine accomplice of brutal tentacles acts as mount and surprisingly powerful minion both, and will periodically ram your opponents, knocking them to the ground. -
Throatripper
DescriptionUsage: FABRICATE THROATRIPPER
This aerial accomplice will not hesitate to lacerate your victims, cutting their flesh with deadly talons and causing disfigurement.
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Brutaliser
DescriptionUsage: FABRICATE BRUTALISER
ORDER BRUTALISER RAMPAGE <direction>
ORDER BRUTALISER RAMPAGE <person>This bristling beast of an accomplice serves a hulking mount and brutal enforcer alike, its inky constituency making it no less heavy when tossing around your marks.
While mounted, you may rampage a direction to bypass any blockers while simultaneously applying a stun to them. You can also choose to rampage a prone victim to deal blunt damage and cause a crippled limb, cracked ribs, or a crippled throat at random. This can give all of these afflictions at once, however it becomes less and less likely the more are given from a single rampage. About two is expected.
When ordered to attack an opponent, it will deal some cutting damage. Should the brutaliser attack an opponent that is prone, its bulk will crush their chest and leave behind a light wound.
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Cohort
DescriptionThis ability is passive.
You may now fabricate and control up to three accomplices at a time.
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Mount
DescriptionUsage: MOUNT <accomplice>
You may now mount several of your larger accomplices to use them as a steed. Not only are they usable with any associated Horsemanship abilities, but several of the accomplices possess unique abilities only usable while mounted.
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Accost
DescriptionSyntax: ORDER <accomplice> ACCOST <target>
A quick command to your accomplice will cause them to assail your target's psyche, startling them with a mental affliction. Using this ability will open up the opportunity for a shadowdance brandish.
Darkhound: Claustrophobia
Brutaliser: Agoraphobia
Eviscerator: Loneliness
Terrifier: Mania -
Pester
DescriptionUsage: ORDER <accomplice> PESTER <target>
You may order a winged accomplice to swoop from above, striking your target and producing a specific effect depending on their type. Using this ability will open up the opportunity for a shadowdance brandish.
Throatripper: Bleeding
Lightdrinker: Upsets equilibrium
Murder: Upsets balance -
Eviscerator
DescriptionUsage: FABRICATE EVISCERATOR
The scything claws of this terrible eviscerator inflict not only physical trauma, but can weaken the target's very body, causing one of clumsiness or weariness. You may not control an eviscerator while a terrifier is in your entourage, for they are too opposed in nature to leave your coterie intact.
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Rimestalker
DescriptionUsage: FABRICATE RIMESTALKER
This accomplice born of ancient folklore will constantly plague your foe with chilling touches, causing cold damage while occasionally freezing them.
This creature's icy prowess is so great that it can freeze even the handsomest Minotaurs to death.
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Terrifier
DescriptionUsage: FABRICATE TERRIFIER
This horrifying accomplice, evocative of nyctophobian torment, assaults the mind of your enemy, instilling one of dizziness or epilepsy with each strike, alongside psychic harm. You may not control a terrifier while an eviscerator exists within your entourage, for their opposing natures would rend your coterie to shreds.
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Verglas
DescriptionUsage: ORDER RIMESTALKER VERGLAS <target>
You may command your rimestalker to project a cone of tundral wrath at someone, chilling your victim. Using this ability will open up the opportunity for a shadowdance brandish.
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Coterie
DescriptionThis ability is passive.
A master of shadow animation, you may now wilfully control up to four accomplices at a time.
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Exploit
DescriptionSyntax: EXPLOIT
For a limited duration you may order your accomplices to watch their target, looking for moments to strike. Their attack speed will be doubled for the duration of the effect.
Cooldown: 60 seconds
Subversion
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Bowmanship
DescriptionUsing a bow:
SHOOT <target> [type/venom]
SHOOT <denizen> <direction>
SWITCH <type>Using a quiver:
INSPECT QUIVER or IQ
INQ <amount> <type> ARROWS
OUTQ <amount> <type> ARROWSEvery hunter begins their journey with the basic longbow. First you must find yourself a bow, some arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default.
In addition to the regular venoms, you may also use the sumac and loki venoms with a bow.
Against denizens, you must also supply the direction that you wish to shoot in. You may only use normal arrows and no venoms when targeting a denizen.
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Adhere
DescriptionSyntax: SHOOT <target> <toxin>
You now possess the ability to adhere a toxin to your arrow, in order to coat your opponent with it. This will consume your normal arrows.
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Warningshot
DescriptionSyntax: WARNINGSHOT <target>
Fire a warning shot using your bow with the intent to threaten. This will consume your normal arrows.
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Bowstance
DescriptionSyntax: BOWSTANCE
While wearing a bow, fluidly move it into your hands.
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Fireshot
DescriptionSyntax: SHOOT <target> FIRESHOT
You may light your arrow before firing it, causing it to ignite any toxins on contact and set your target on fire. This will consume your normal arrows.
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Delivery
DescriptionSyntax: DELIVERYSHOT <target> <item>
Attach an item to your arrow, delivering it to your target. The item cannot be too heavy. This will consume your normal arrows.
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Crossbows
DescriptionThis ability is passive.
Known for its mechanical ingenity, the crossbow is the chosen weapon for assassins all around the land due to its short reload time and ease of use. It takes a knowledgable mind to fully appreciate and use the weapon, and your proficiency with traps has helped you learn it quicker than most.
Refer to AB SUBVERSION BOWMANSHIP on how to use the crossbow.
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Heavyshot
DescriptionSyntax: SHOOT <target> HEAVYSHOT
Attaching a lead weight to your arrow will push your target out of the room with the momentum of the arrow. This will consume your normal arrows.
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Scenttrails
DescriptionSyntax: SCENTTRAILS
A basic means of tracking, you can determine the location of those in the local area and in adjacent areas.
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Splatter
DescriptionSyntax: TOXIN SPLATTER <toxin> AT <target>
Quickly smear a toxin on someone in your location by heating it until you can splatter someone with it. This requires you to have a fire source in your inventory, such as a tinderbox.
If the opponent already has ignited toxin upon their body, then splattering a toxin upon them will smother the flames and consume the remaining toxin, as well as applying a new layer. Essentially this allows you to perform a reset.
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Aiming
DescriptionSyntax: AIM <target>
AIM <denizen> <direction>Increase the accuracy of your crossbow by aiming at your target first. As long as they remain within the trajectory of the arrow, it will always hit them, even if they move from their original location.
Against denizens, you must specify the direction to aim in.
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Powershot
DescriptionSyntax: SHOOT <target> POWERSHOT
By overdrawing your string, you can release a powerful shot that will stun your opponent briefly. This will consume your normal arrows.
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Kindle
DescriptionSyntax: TOXIN KINDLE <target>
By releasing a small cloud of volatile ignition agent, you will rapidly change the flashpoint of any toxins on your target, causing them to instantly combust. If the target already has a kindled toxin, then using this ability will cause the toxin to burn through three cycles worth of material, potentially causing a hot burn.
Using this ability will additionally open up the opportunity for a shadowdance brandish.
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Marksense
DescriptionSyntax: MARKSENSE
Once a toxin is ignited upon someone, you can track their location, health, and mana from anywhere in the local area. It will bypass any sort of cloaking they may have.
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Precision
DescriptionThis ability is passive.
Providing you are above the ground, such as in the trees or sky, your training and incredible sight allows you to aim and strike at anyone in the local area with your bow. Your arrows will take slightly longer to reach your target due to the distance and there is a slightly increased endurance cost to do so.
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Quickshot
DescriptionThis ability is passive.
As long as you have a bow on hand, you can shoot it as though you are wielding it.
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Deception
DescriptionSyntax: DECEIVE SENSES
At a periodic minor cost to your mana and willpower, you may mystically suppress your scent, preventing anyone from picking up on it.
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Efficiency
DescriptionSyntax: EFFICIENCY
This ability will prepare yourself to hunt your mark, granting nimble fingers when performing certain actions.
Whenever you next shoot an arrow, lay a trap, or splatter a toxin, it will cost significantly less balance in order to do so. This will last for three uses at which stage your efficiency shall be spent.
Note that any arrows you shoot will deal less damage then normal while under the effects of efficiency.
- You can use the following trap abilities
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Traps
DescriptionSyntax: TRAPS [ALL]
This ability will search for traps in the room, giving you information about them. You can also search for all traps in the land laid by you.
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Clothesline
DescriptionSyntax: LAY CLOTHESLINE <direction>
Commodities:
1 ropeThis trap will cut the jugular of any enemy of yours that passes by, slitting their neck and causing them to bleed.
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Darts
DescriptionSyntax: LAY DARTS <direction>
Commodities:
1 woodThe darts trap shoots out a dart when sprung, and then a second one a few moments later. It does no damage, but may be coated to poison the victim. This trap can only be sprung by your enemies.
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Coat
DescriptionSyntax: COAT <trap> <direction|HERE> WITH <substance>
WIPE OFF TRAP <direction|HERE>You now posess the ability to coat a trap in either venoms or deadly toxins. Only certain kinds of traps can be coated with either a venom or toxin.
In addition to the regular venoms, you may also use the sumac and loki venoms with your trap.
Traps that can be coated:
Darts, Spike, and Launcher -
Incendiary
DescriptionSyntax: LAY INCENDIARY <direction>
Commodities:
1 ironThis simple trap will burst into hot sharpel when an enemy treads on it, lighting them on fire and igniting toxins that have adhered to them. If burning toxins are already present on the target, then it will melt away the top layer and induce a hot burn.
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Disarming
DescriptionSyntax: DISARM <trap> <direction|HERE>
Using this ability, you will attempt to disarm a trap that has been laid.
If the trap was set by you, you will recollect the commodities used in its creation, if any were used.
If the trap was not laid by you, then it will take time and concentration to disarm it. You may not perform any actions while you disarm the trap, or it will be sprung upon you.
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Smokescreen
DescriptionSyntax: LAY SMOKESCREEN HERE
Commodities:
2 diamond dustAn explosive trap that lets loose a smokescreen, improving your ability to dodge and divert drastically by weaving through the smoke. This effect remains active for a short period within the room it is triggered in.
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Horseshoe
DescriptionSyntax: LAY HORSESHOE HERE
Commodities:
1 ironA few seconds after this trap has been sprung by an enemy, a horseshoe will fall down from above and strike them in the head, giving them a nasty stun for a short period.
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Noose
DescriptionSyntax: LAY NOOSE <direction>
Commodities:
2 ropeThis trap will snare your enemy in a noose, strangling them until they writhe free of its grasp.
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Catapult
DescriptionSyntax: LAY CATAPULT HERE <direction to launch>
LAY CATAPULT HERE SKYWARDSCommodities:
1 rope, 1 woodThe catapult trap launches an enemy in the specified direction or straight up into the sky, should they not have the density defence. Multiple catapults can be chained together to move an enemy a number of rooms, however only three catapults will activate in a single instance. Any further catapults triggered will break.
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Alarm
DescriptionSyntax: SET ALARM <direction|HERE>
You can set an alarm on your trap to notify you of who springs it or disarms it, including what kind of trap it was, and its location.
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Spike
DescriptionSyntax: LAY SPIKE HERE
Commodities:
1 rope, 1 wood, 1 ironThe spike trap is a delayed trap that activates after a few seconds, launching a iron-tipped spike into your opponent from below. It can be coated to poison your target as well.
DetailsDamage Type Cutting
Damage Source Knowledge
Base Damage 600 + 18%
Armour Modifier 20%
Bleeding 8.33% of damage
Base Damage (Denizen) 800
Spike Delay 4 seconds
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Cannot be used while phased.
Cannot be flying in the sky.
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Launcher
DescriptionSyntax: LAY LAUNCHER HERE
Commodities:
1 rope, 1 woodOnce coated with a toxin, this mechanical trap will launch its payload into the air when triggered. This will adhere one layer of toxin to not only the enemy who triggered it, but all enemies within the location as well.
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Entrapment
DescriptionThis ability is passive.
The skill with which you lay out a trap now allows you a chance to steer an opponent into it, should they dodge an attack. This will only work on traps laid in your location and not on traps that are armed upon exits.
This chance is increased if they are suffering from the arrhythmia affliction or a pilferer is aiding you.
Base chance: 30%
Arrhythmia: +30%
Pilferer assistance: +10% - You may create and use the following toxins
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Toxins
DescriptionSyntax: TOXIN PREPARE <type> IN <cauldron>
COLLECT SAP
FILL <vial> FROM <cauldron>
FLUIDCACHE CONSUME <cauldron>To begin preparing adhesive toxins, you must first have access to a preservation room, have a chunk of hardened plant sap and inks to use as a base, and a cauldron to house the resultant final product in.
First you must COLLECT yourself some toxic plants from any forest room, which will be enough for one mixture of toxic material. Each toxin will also require a specific amount of inks, which will depend on the toxin you are trying to make. Once you have these two ingredients, you can then begin to PREPARE your toxin, which will create the mixture in short order. Each batch will contain enough toxin to FILL three vials.
There are two layers which can be adhered to a target's body with one toxin application needed to create a single layer. The first layer, when ignited, will burn slowly and heat up over time, causing a negative effect on the target until it finishes burning. Once the first layer burns away, the second layer will ignite in a powerful reaction. This reaction is short lived and lasts little more then a couple seconds, but is generally more powerful.
For each toxin, you can view their corresponding help file (AB SUBVERSION <toxin>) to find out more.
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Flammable
DescriptionInks: 3 red
A basic toxin taught to all beginners, the flammable toxin is well known for being able to burn for long periods of time, gaining intensity the longer it is alight. This was especially effective for burning down settlements or charring away all evidence from the scene of a crime.
Cold burn effect (12 cycles):
Flammable toxins will scorch the lungs with heated fumes periodically, dealing fire damage.Hot burn effect:
The toxin will combust in a tower of horrific flames, burning the unfortunate victim coated in it. The less health they have when it activates, the more damage they will take. -
Coagulating
DescriptionInks: 2 purple, 1 blue
Unlike others in its classification, this toxin emits no heat or fumes when burnt. However, it will quickly harden and form a tough shell, making movement difficult. In ancient times of the first Executors, this toxin was employed to restrict the movement of arms at the wrist, ensuring somatic spellcasting could not proceed.
Cold burn effect (8 cycles):
A tough shell will begin to form, reducing the target's ability to dodge and divert while it burns. It will also improve accuracy against the target by 10%.Hot burn effect:
The toxin will rapidly harden into a solid state, forming a shell that will hinder movement for a few seconds before breaking away. -
Hallucinatory
DescriptionInks: 3 yellow
This slick toxin produces powerful fumes when ignited, causing harmful effects to those that inhale it. As it reaches high temperature, the fumes become powerfully toxic to a weakened mind. Large swathes of this toxin were often employed to disable Ankyrean renegades, ensuring their destructive magics did not obliterate teams of Executors trailing them.
Cold burn effect (9 cycles):
If the opponent is suffering from dizziness, then the fumes will cause the faintness affliction.Hot burn effect:
The toxin will release powerful toxic fumes as it burns away, applying a stun to the target for a time based on each euphoriant cured affliction they have yet to heal. -
Adhesive
DescriptionInks: 3 blue
Highly viscuous in nature and slow to burn, adhesive toxins will reveal minute motions of the target through its smoky fumes. It has been known to deeply char the skin once it reaches high temperatures. The Executors of old would often employ this toxin in an attempt to hamper the intense healing capabilities of their demigod adversaries, though records as to its effectiveness look to be scoured away by the sands of time.
Cold burn effect (14 cycles):
The smoky fumes will reveal which limb the target shifts their parry to.Hot burn effect:
Burns the skin deeply, giving the burnt skin affliction making poultices useless until cured. -
Choking
DescriptionInks: 2 red, 1 yellow
This strangulating toxin is a potent chemical that releases a thick, choking smoke as it burns. The smog will cause an irritant that will agitate the effects of allergies, increasing its potency while the resin remains. At higher temperatures where it reaches a vapor point, it will completely knock out the senses. Combined with large sources of fire, Executors often employed this toxin to create a narrow window of opportunity to assassinate their marks in one fell swoop before grand arcana could be turned upon them.
Cold burn effect (10 cycles):
The tarry smoke will increase the severity of allergies by one extra stack each time it painfully spreads its rash. This effect only works during the first stage of allergies, before it becomes particularly severe.Hot burn effect:
Induces a short-lived blackout in the target. -
Septic
DescriptionInks: 1 green, 2 yellow
This toxin possesses a uniquely low melting point, ensuring that it will liquify and seep into any open wounds on the target while burning and react with left over traces of venom. Though their marks were resilient demigods, ancient Executors employed this toxin in hopes of outlasting and overwhelming their foes.
Cold burn effect (8 cycles):
The target will take increasing poison damage, proportional to the amount of venom-sourced afflictions present.Hot burn effect:
For each venom-sourced affliction present on the target, they will become afflicted with an instance of loki. You will be informed of each venom it delivers and it won't give afflictions the target already has. -
Paralytic
DescriptionInks: 2 red 1 purple
Though this toxin possesses a saccharine scent, the fumes from the concoction are known to induce a muscle-clenching physiological reaction in those that breathe them in. As the toxin climbs in temperature, the fumes can begin to mess with the target's mind. Swift to combust into conflagrant potency, Executors trusted this toxin to hamper the complex gestures and intense focus necessary for their mark's spellcasting.
Cold burn effect (6 cycles):
Reduces the time of paresis to transform into paralysis by half.Hot burn effect:
Powerful fumes will leave the target with paresis, impatience, and confusion.If they already have paresis, it will give an arrhythmia instead.
If they have impatience, it will give hallucinations instead.
If they have confusion, it will give stupidity instead.
Visual style and identity
Executors clothe themselves for clandestine operations. No hanging fabric, nothing that snags during infiltration, sturdy footwear meant for long journeys. Jewellery and trinkets that make a wearer identifiable were forbidden in the elder days. The modern era allows magical rings or amulets as a compromise, but cosmetic embellishment stays minimal. They favour dark materials that blend into the shadows they manipulate, including the metal of their ringblades.
In combat, an Executor moves with chilling grace and terrifying efficiency. Every movement serves a purpose, because each movement manipulates the shadow that is their silent companion. Flourishes, heel turns, clever feints, and trickster slashes conspire into the ancient shadowdance, tearing an opponent into bloody tatters with successive strikes. The fighter’s shadow shifts independently, creating distractions and confusion that allow yet more dangerous assaults.
Each Executor is accompanied by constructs born from mortality’s primal fears. They lurk within the master’s shadow as a fierce coterie, capable of breaking the body, mind, and spirit of whomever the Executor stands against.
Side effects of the work
The constant association with primal embodiments of terror takes a toll. An Executor might display behaviour others would describe as unnerving or on edge. Haunted by the constant presence of these beings, they often grow desensitised to normally terrifying displays or topics. They are utterly at home in darkness and might recognise shapes or patterns where there is naught but absolute black.
Subversion’s constant ambush-craft means Executors tend toward single-minded, mechanical thinking. Early students find their hands burn or scar from freshly concocted toxins, or they injure their fingers when catching them in trap components.
The need for stealth and subtlety often leaves Executors as private, closed-off individuals who divulge very little of their feelings, thoughts, or plans. This can make them standoffish in social situations.
Who plays this class
The Executor suits players who want a fluid, partner-based fighting style and don’t mind the psychological dressing of summoned terrors. The kit is graceful where the Carnifex is brutal. Both kill efficiently, but the Executor does so with grace.
Roleplay-wise, Executors are soldiers in service to the Theocracy. They are not chivalrous. They do not negotiate. They are dispatched, and they finish the job. Some Executors maintain ties to a god or goddess as an echo of the days when Severn dictated every move. Others operate freelance within the guild’s broader mandate.
If you want a frontline brawler, look at the Carnifex or the Ravager. If you want to be the surgeon Spinesreach sends after a single named target, this is the class.
City and guild
The Syssin guild is anchored in Spinesreach, the Shadow-tethered Republic of the north. Patron: Tanixalthas, the Sun Drinker. The guild houses both the Executor class and its sister class, the Infiltrator, Severn’s older line of city defenders.
Joining the Executor class means committing to Shadow. You cannot actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the seven untethered classes. Race choice is independent of class, so you can play an Executor of any Aetolia race.
The Executor mirror is the Sentinel, Duiran’s forestal hunter. Both are graceful, mobile killers with companion mechanics. Executors use ringblades, partner-paired shadow work, and inked creatures from primal fear. Sentinels use the dual-bladed dhurive, bows and traps, and feral animal companions from the wild. Same combat chassis, opposite ideology.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Executor profile. Or see every Aetolia class for the rest of the roster.
Infiltrator
Executor’s sister class in the Syssin guild. Pick Infiltrator if you like Spinesreach and the Syssin culture but prefer the untethered Hypnosis-and-bow style over Shadowdancing ringblades and inked-creature conjuration.
Sentinel
The Executor mirror on the Spirit side, anchored in Duiran’s forests. Pick Sentinel if you want graceful skirmisher combat with an animal companion but prefer the wild and the Cycle to Shadow and Severn’s legacy.
Bard
Untethered performer-assassin from Djeir’s Theater of Shadows. Pick Bard if you like the assassin frame and acrobatic combat but want falchion work, Songcalling magic, and the Grace of the Empress instead of shadow conjuration.
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