The Sylvan of Aetolia

The Sylvans are Aetolia’s Fae-bound warriors, a Spirit-tethered class in Duiran whose members are mortals transfigured into honourary Fae through a blood oath sworn to Life Herself. They wield Extirpation (a savage, brutal claws-and-fangs combat style practiced by Faekind), Caprice (the archaic language of High Fae), and Glamours (raw Dia’ruian Fae magic).
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Duiran |
| Guild | Praadi (Patron: Haern, the Hunter) |
| Skill sets | Extirpation, Caprice, Glamours |
| Mirror class | Praenomen (Shadow, jointly with Akkari) |
| Sister classes in guild | Shaman and Runecarver |
| Signature mechanic | Sworn blood oath to Dia’ruis; claws, fangs, and Fae magic |
| Best for | Players who want a brutal physical fighter with Fae transformation and binding-oath magic |
A Sylvan is a mortal who has sworn a blood oath to the plane of Life. The oath sustains them, transforms them, and binds them. In exchange for irrevocable service to the High Courts of the Fae, they gain claws, fangs, Fae magic, and the right to act as Dia’ruis’s fangs against any who would harm Her.
Origin and lore
The original sylvans were a classification of Fae who refused to serve any specific Guardian. Ancient Dendara allowed these children the freedom they craved, and they grew into bestial hunters who served all the courts of Fae. They were savage and fiercely loyal. They kidnapped, beguiled, hunted defilers of the wood, and shed blood for the ailing lirathyar. It is believed that every last original sylvan perished holding back ravenous Czjetija and its shadowy infection.
A modern Sylvan is something else: a mortal who has taken a binding oath of service to Dia’ruis, the vaguely sentient plane of Life. The promise is bound to the Sylvan’s blood and constantly sustained by the spirit running through their veins. The terms include propagating the Cycle, obeying the High Courts unilaterally, acting as a vessel of Life’s anger, and seeking redress for any offense given to Her.
The Sylvan is one of three Praadi classes alongside the Shaman and the Runecarver.
Skill sets
Extirpation is the savage, brutal form of combat practiced by Faekind. It requires claws and fangs to use to its full potential. Beyond raw combat, Extirpation allows precise control of a Sylvan’s own soul and limited access to Dia’ruian magic that can grow new life, useful when a Sylvan needs a new body.
Caprice is the archaic language of High Fae. Its terms are incomprehensible to mortal minds and spread madness rather than insight. A Sylvan may speak it under the oath, but speaking does not yield understanding. Its use is restricted to moments of danger; its written form is forbidden even to Primals under oath.
Glamours is the vast school of Fae magic. It is the rawest form of Dia’ruian sorcery, allowing a Sylvan to forge new oaths or impress a geas on an unsuspecting foe, trapping them in a baleful contract. At its most extreme, Glamours involves blood offerings to the High Courts in exchange for unfettered power, granted only when used to strike down a foe of blessed Dia’ruis.
Skill abilities
Extirpation
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Landbond
DescriptionSyntax: LANDBOND and REGROW
Should you choose to seek the warm embrace of the land beneath, you may shed your mortal form and meld your spirit within the protective arms of the natural earth. While bonded in this manner, the dark star and those beasts and creatures who roam wild and aggressive will all find that you are unable to be affected by their whims. When you are ready to return to the physical, you may REGROW your physical form.
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Nutrify
DescriptionSyntax: NUTRIFY <corpse>
Even in death, a fresh corpse still holds the last traces of lifeforce, and those remnants may be given back to the world through reverent rite. Simply place your hands upon a corpse - whether you hold it or it lies upon the ground - and offer what remains of its lifeforce unto the land, letting it flow into root and soil as tribute. In return, the magic of your oath is nourished, and your own vitality is replenished as proof of your covenant with She Who is Life and Her High Courts.
True nourishment is best drawn from the passing of a once-sentient soul. Lesser remnants may still answer the rite, but they are far less potent.
You may nutrify corpses even while outside your class. However, if you do so while within it, the offering will restore you more fully, and it will ease your need as though you had just eaten.
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Thrash
DescriptionSyntax: THRASH <target>
Let fly a ululating cry into the air as you bring down the brutal aspect of nature's devastation, beating your prey with blunt damage and a stunning strike. If they have had their blood effused, then the damage you deal against them is enhanced.
This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's body.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 230 + 11%
Base Damage (Denizen) 1044
Added Bonus Damage (Effused blood) x30%
Stun Duration 0.75 seconds
Limb Trauma Dealt 9.00%
Balance Recovery 2.70 seconds
Balance Recovery (Denizen) 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Petrify
DescriptionSyntax: PETRIFY <target>
Blood cost: 10Bring unto your prey the cold of that which damns Life, inflicting a freezing layer upon them.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Let not the darkness keep you from your prey; walk with the moon-blessed sight of the asrai, penetrating the utter black of midnight's curtain.
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Veering
DescriptionSyntax: VEERING [OFF]
Tap into a higher sense of the conflict between predator and prey, bringing about a preternatural state of mind. There is an upkeep cost of endurance to stay within this state and while in it your ability to dodge attacks directed at you is increased.
You can read HELP AVOIDANCE for more information.
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Hide
DescriptionSyntax: HIDE and EMERGE
Conceal yourself from view, hiding yourself from the eyes of others within the room. You may emerge if you wish to reveal yourself and cease to hide.
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Guise
DescriptionSyntax: GUISE [OFF]
Blood cost: 100Additional syntax: DESCRIBE GUISED SELF <description>
The work of those oathsworn to the Fae stretches far and wide as they carry out acts in the name of Dia'ruian prosperity. You may adopt a guise to accomplish these acts, impersonating but one of countless living mortals to such a plausible state that none shall be able to glean your true nature. The gleaming nature of this magic allows you to alter how you appear to others.
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Barghest
DescriptionSyntax: BECOME BARGHEST and REVERT
Blood cost: 400Additional syntax: DASH <dir>
By tapping into your Faebound connection and allowing an animalistic instinct to overcome you, you may take on the form of the barghest which roam the distant, unconnected pieces of Dia'ruis. Your actions will be limited, but in return you shall be able to DASH like a midsummer's breeze across the land and escape any repercussions from the presence of the dark star.
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Trailing
DescriptionSyntax: FAETRAIL
Blood cost: 300From dusk til dawn, be as the elusive Fae by silencing your movements under the cover of night's reign. When the sun crests over the horizon once more, this effect will fade.
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Snarl
DescriptionSyntax: SNARL <target>
Lock eyes with your prey and utter a snarl that sets even the most staunch of beasts to a dreadful whimper, forcing your foe's body to betray itself and begin to sweat profusely. This will remove the fangbarrier defence and leave them with slickness.
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Clotting
DescriptionSyntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.
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Catching
DescriptionSyntax: CATCHING [OFF]
With this ability active, you have a chance to snatch arrows from the air before they strike you. There is an endurance upkeep associated with this ability in order to maintain your focus.
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Wound
DescriptionSyntax: WOUND <target>
Grab your foe by the throat and split their flesh open with two instances of cutting-based damage and bleeding.
If they are an adventurer, it will rip open a wound on their flesh giving them the rend affliction. If the flesh is already rended, then you will cause additional bleeding.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 55 + 5%
Base Damage (Denizen) 200
Base Bleeding 50
Bonus Bleeding (Rend) +50
Base Bleeding (Denizen) 25
Balance Recovery 3.60 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Indurate
DescriptionSyntax: INDURATE
Blood cost: 200The bounty of Dia'ruis is fathomless as you may drink deep of Her power, fortifying your physical form from harm. By claiming this boon, you may become inexorable in your predations upon the Manu and reduce the damage you take from cutting and blunt damage types as though you are wearing additional armour.
This bonus armour will become weaker the less blood you have.
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Sylph
DescriptionSyntax: BECOME SYLPH and REVERT
Blood cost: 400Additional syntax: FLY and LAND
Take to the skyline with the form of a sylph, a wispy form capable of FLYing through the skies with natural grace. While in this form, your actions will be severely limited, but the effects of the dark star will not find purchase upon you.
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Celerity
DescriptionSyntax: CELERITY
Blood cost: 150This will halve the time it takes for your movement limit to be reset, allowing you to move about the land considerably faster.
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Block
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location should they attempt to leave, providing you are not incapacited. Should you move, you will cease to block.
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Demolish
DescriptionThis ability is passive.
When THRASHing a target embraced by a magical shield, your predatory instincts will allow you to demolish the barrier that stands between you and cowering prey.
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Spiritwalk
DescriptionSyntax: SPIRITWALK
Though normally a state found only after your life has been cut short, you may now choose to depart mortal physicality and walk among the ethereal as but a roaming spirit. While in this form you will be immune to most attacks, and the effects of the dark star, but your actions will be severely limited.
To return to your body, you must bond with the land or return to your pactbound seedbed.
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Rejuvenation
DescriptionSyntax: REJUVENATION
Blood cost: 300Sacrifice a portion of your blood to call upon blessed renewal, healing your body's physical wounds in but an instant.
The less blood you have when you call upon this boon, the stronger your body will be healed.
Cooldown: 25 seconds
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Bloodscent
DescriptionSyntax: BLOODSCENT [OFF]
Blood cost: 200Call upon the magic of the barghest as you seek out the presence of others nearby with sharpened senses. This ability will only last a short time before its effects fade.
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Persist
DescriptionSyntax: PERSIST
Blood cost: 200Channel the will of Amitivis, the Fang of Vengeance to survive no matter its captivity, enwrapping yourself in his mystical coils for protection against magical type damage.
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Prowl
DescriptionSyntax: PROWL
Blood cost: 50Haunt the woods, the streets, the hills... swathe yourself in shadows and lurk unseen, hiding away from sight even when in the presence of others.
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Reap
DescriptionSyntax: REAP <target> [GENTLY]
It is not only by your claws and curses that your prey shall know your fury, as you may choose to wield a two-handed blade with which to take the reaper's toll of flesh from your foes. Should you overlay a venom upon your weapon, they shall taste its poisonous sting. This strike will do more damage than a standard blow from a weapon.
Should it fit your needs, you may hold back on the strike. This will reduce the damage you deal, but it will be quicker and can be performed while one of your arms is crippled.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>
With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>. -
Ragdoll
DescriptionSyntax: RAGDOLL <target>
Bound by duty as you are, you may forcefully cast aside those who stand in the way of your blessed hunt. Let fly a battlecry as you charge upon your steed and make of your challenged foe a ragdoll tossed skyward.
Gravity will become a natural ally when making use of this skill, assuming they cannot fly.
Cooldown: 30 seconds
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Hypergenesis
DescriptionSyntax: BURY SEEDBED, FASTBOND, and REGROW
Though you already find connections to Dia'ruis through your pact with the Fae, you may also encase a portion of yourself within the ground to further your bond and tie yourself into the very fabric of the land itself. After procuring a seedbed filled with natural soil large enough to fit your physical form, you must bury it somewhere with soft soil. You may only be linked to one such seedbed at a time.
Once so buried, you may sojourn through the ethereal to rest within it provided you are within the same area. This will allow you to heal yourself or regain your physical body much faster than a normal bond with the land. When you are ready to return to the land above, you must regrow your physical form.
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Slake
DescriptionSyntax: SLAKE <target> and RELEASE
Attempt to slake your bloodthirst in an grappling assault upon your prey, tearing rivers of sanguine offerings from their flesh with all your Fae ferocity. The target must be prone or suffering from paresis for this to take effect, and the fangbarrier defence will deter the brunt of such a frenzied act and make it ineffective.
Engaging in such a hallowed, savage hunt will sate the demands of your vow, replenishing its magics at the expense of the prey captured in your feral clutches until they either writhe free, you RELEASE them, or they perish.
While held within your grasp, they will also suffer cutting damage until they escape.
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Seedward
DescriptionSyntax: SEEDWARD
Blood cost: 1000After you have buried a seedbed within the soft earth, you may form a spiritual bond with it to ensure that you may fastbond from anywhere on the continent instead of merely its local area. While standing on the ground above it, you may slash open your palm and offer a sanguine gift to seal the bond.
Should you fastbond while outside your bound seedbed's local area, this bond will break and need to be established once more.
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Thrive
DescriptionSyntax: THRIVE <STRENGTH|INTELLIGENCE|CONSTITUTION|DEXTERITY|WISDOM>
Blood cost: 250The magic of your Fae pact allows you to choose a boon at will that will strengthen your blessed hunt, granting you an additional stat of your choice.
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Barbarity
DescriptionSyntax: BARBARITY <BALANCE|EQUILIBRIUM|DAMAGE>
Blood cost: 500The savage instincts of the wild grant you primal adaptability in combat. Your barbaric nature allows you to shift freely between speed enhancements for balance, equilibrium, or damage; however, you must have selected one of the three already.
For more information on enhancements, please see AB HUNTING ENHANCEMENT
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Escaping
DescriptionSyntax: ESCAPE <direction>
Even the most deadly of predators must know how to evade those who would seek to take them down and you are no different. Should you wish to escape from battle, you may disengage and bypass certain traps and triggers that might normally prevent you from leaving. Those following you will be lost, and any who see you depart will be unable to know in which direction.
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Reknit
DescriptionSyntax: REKNIT <body part>
Blood cost: 200Swipe aside the thoughts of pain and suffering that one of your limbs experiences by forcing transformative healing upon its structure. This ability will heal its trauma by 6%, restoring it toward its original form. You may heal the head, torso, left/right arm, or left/right leg.
This will only work while the limb is either broken or mangled.
Cooldown: 50 seconds
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Naturalise
DescriptionSyntax: NATURALISE
Blood cost: 250Call upon the nature of your pact to turn those afflictions that plague your body into mulch fit for Dia'ruis' growth while suffusing you with life's vitality. A single affliction will be cured instantly and another will be cured 2 seconds later. There is no prevention to this ability other than the initial mana cost and requiring balance and equilibrium to perform.
Cooldown: 20 seconds
Caprice
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Lifevision
DescriptionSyntax: LIFEVISION
Your keen senses allow you to see all living things within your sight, regardless if they are hidden or not. It will additionally provide some measure of protection against illusions, allowing you to occasionally tell if they are fake.
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Imprecate
DescriptionSyntax: IMPRECATE <affliction> <target>
Blood cost: 90 per cursed imprecationCurses that you imprecate upon your foes are the method by which you can layer mental maladies upon your prey, overwhelming their minds.
All imprecations may be performed off balance providing you have not fallen on the ground, allowing you to utilise an attack with fist or forged implement and then curse them with an additional affliction.
You will learn new curses as you progress in Caprice.
While imprecating curses is possible in many situations where normally you'd be unable to act, it is however difficult to do so while fallen and afflicted by stupidity, or while transfixed.
You can type AFFLICTION <name> to learn more about what an affliction from Caprice does.
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Deathsight
DescriptionSyntax: DEATHSIGHT [OFF]
Using this ability, you will be linked with the Underhalls, allowing you to sense those who perish and pass through it.
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Psycombat
DescriptionSyntax: PSYCHALLENGE <player>
Psychic combat is a telepathic battle between two players where the goal is to crumple your opponent's mind. There is no penalty for losing, however those with deathsight will feel the moment a game is decided. There are only seven commands associated with psychic combat that may be used, and when you accept you will be transported to a special location out of harm's way. Most other commands will not work until the game is complete.
You can do the following in psychic combat:
PSY BLAST:
Blast your opponent's mind and attack their mental fortitude.PSY BARRIER:
Erect a barrier that protects your mind from psychic blasts.PSY WHIP:
Tear away your opponent's mental barrier if they have one.PSY SURGE:
If your opponent has less than half of their mental energy, you can end the match in a surge of psychic power. This is costly to perform and could result in your own loss if misjudged.PSY PROBE:
Use your mind to determine your opponent's mental energy.PSY MEDITATE:
Meditate your mind in order to recover your mental energy. This is a slow process.PSY ESCAPE:
This takes some time, during which you may not do anything else. Once the ability is successful, an exit will open up, allowing you to escape. -
Assess
DescriptionSyntax: ASSESS <target>
Determine the physical state of another individual, discovering their current health levels. As a student of faebound Imprecation, you may additionally perform this ability off balance.
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Disrupt
DescriptionSyntax: DISRUPT <target>
Blood cost: 100Should your opponent have two mental afflictions, you may disrupt them of their equilibrium. They will not be able to recover until they CONCENTRATE.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
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Deplete
DescriptionSyntax: DEPLETE <target>
Blood cost: 100With little effort, you can quickly steal mana from your opponent and bolster your own.
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Bewitch
DescriptionSyntax: BEWITCH <target>
Blood cost: 100Lock eyes with your prey and hiss a lilting curse, momentarily capturing their attention while in the heat of battle. While bewitched by you, it will transfix them in place and they will be unable to act. Should your foe be brimming with courage, your charm will simply fail.
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Twincurse
DescriptionSyntax: IMPRECATE <affliction> <affliction> <target>
Fated jinxes and bewildering hexes depart your lips in tandem, bewitching your target with two simultaneous curses in the same breath.
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Telesense
DescriptionSyntax: TELESENSE <ON|OFF>
Tune your senses to detect any telepathic attempts made on yourself or those in your location. Be warned, this will drain your mana while active.
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Spook
DescriptionSyntax: IMPRECATE SPOOK <target/mount>
Utter a dire mixture of curses and predatory sounds towards a creature, causing it to buck its rider off or flee outright from your presence. This curse cannot be combined with another via use of twincurse.
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Contemplation
DescriptionSyntax: CONTEMPLATE <target>
Contemplate your opponent's mental state and discover their mana levels.
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Execrate
DescriptionSyntax: EXECRATE <affliction> [affliction]
Let the sounds of your curses rain down unto all those you consider as enemies, imparting their deleterious effects upon those who exist within your location. You may overlay a secondary curse so long as you retain the knowledge of speaking twincurses.
Cooldown: 12 seconds
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Tempt
DescriptionSyntax: TEMPT <target>
Blood cost: 250Whisper a fleeting curse into the wind, disguising it as a tempting allure of Dia'ruian bounty. Should your target be within three rooms of you, they will mindlessly heed the call and stalk towards your location as if they moved of their own accord.
This ability will strip the rebounding defence if it is successful in moving the target.
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Dissociate
DescriptionSyntax: DISSOCIATE <target>
Blood cost: 300Should your prey find their mind addlepated and drained to having less than 35% of their maximum mana reserves, you can seize the moment to unhinge their feeble mental state even further and instantly slay them in the name of blessed Dia'ruis.
- You may bestow the following curses
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Confusion
DescriptionSyntax: IMPRECATE CONFUSION <target>
Plant confusing echoes and voices into the mind of your target, afflicting them with confusion.
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Fear
DescriptionSyntax: IMPRECATE FEAR <target>
Plant unnatural dread into the mind of your target, causing them to flee in fear until they compose themselves.
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Impatience
DescriptionSyntax: IMPRECATE IMPATIENCE <target>
Reduce the attention span of your opponent, making it difficult to focus and afflicting them with impatience.
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Paranoia
DescriptionSyntax: IMPRECATE PARANOIA <target>
Instill your opponent with irrational suspicion, afflicting them with paranoia.
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Stupidity
DescriptionSyntax: IMPRECATE STUPIDITY <target>
Stupefy and slow your opponent's mind, afflicting them with stupidity.
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Agoraphobia
DescriptionSyntax: IMPRECATE AGORAPHOBIA <target>
Instill your opponent with a fear of the outdoors, afflicting them with agoraphobia.
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Masochism
DescriptionSyntax: IMPRECATE MASOCHISM <target>
Afflict your opponent with masochism, causing them to periodically do themselves harm.
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Infatuation
DescriptionSyntax: IMPRECATE INFATUATION <target>
Weave fae glamour into their emotions, ensnaring them with unnatural longing and afflicting them with infatuation.
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Psychosis
DescriptionSyntax: IMPRECATE PSYCHOSIS <target>
Curse their mind with the maddening whispers of the fae courts, afflicting them with psychosis.
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Trickery
DescriptionSyntax: IMPRECATE TRICKERY <target>
Impart a measure of winsome Fae trickery against your foe's mental reserves, claiming them for yourself. This will last until they leave your presence for a short while.
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Epilepsy
DescriptionSyntax: IMPRECATE EPILEPSY <target>
Cause your opponent to spasm and twitch, afflicting them with epilepsy.
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Anorexia
DescriptionSyntax: IMPRECATE ANOREXIA <target>
Implant the fear of consumption into your opponent, afflicting them with anorexia.
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Amnesia
DescriptionSyntax: IMPRECATE AMNESIA <target>
Confuse the thoughts of your opponent, making them forget the next action they wish to perform.
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Loneliness
DescriptionSyntax: IMPRECATE LONELINESS <target>
Cause your opponent to crave the company of others, afflicting them with loneliness.
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Dementia
DescriptionSyntax: IMPRECATE DEMENTIA <target>
Subvert your opponent's facility for recognising their surroundings, afflicting them with dementia.
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Mania
DescriptionSyntax: IMPRECATE MANIA <target>
Channel the savage fury of the untamed wilds into your foe, afflicting them with mania.
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Indifference
DescriptionSyntax: IMPRECATE INDIFFERENCE <target>
Induce disregard into your opponent's state of mind, giving them the indifference affliction. Such indolent prey will suffer increased limb trauma as apathy forestalls their defensive instincts.
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Vertigo
DescriptionSyntax: IMPRECATE VERTIGO <target>
Implant a fear of heights into your opponent, afflicting them with vertigo.
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Hoodwink
DescriptionSyntax: IMPRECATE HOODWINK <target>
Pull the proverbial wool over your target's eyes as you siphon off a shred of their vitality, claiming it for yourself. This effect will last until they leave your presence for a short while.
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Recklessness
DescriptionSyntax: IMPRECATE RECKLESSNESS <target>
Bring about a state of recklessness in your target, causing them to disregard their own state of health.
Glamours
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Geas
DescriptionThis ability is passive.
Blood is the essence of life and the currency of the old magics and it provides the necessary spirit to sustain those boons granted by your Fae geas. Utilising your pact magic draws directly upon the power in your blood, and thus the lifeforce it grants, rendering it a significant toll in exchange for your power. As you deplete your lifeforce, you will become more feral in strength, losing yourself to Her call for unending violence. However, this also leaves you susceptible to certain dangers.
The following is a list of attributes you will develop the less lifeforce you have:
- Major weakness to fire damage as the wild world asserts itself in your aspect
- Resistance to cold damage
- Resistance to asphyxiation damage
- Resistance to poison damage
- Resistance to electric damage
- Reduced intelligence
- Additional strengthAdditionally, you will no longer suffer the effects of less natural healing that applies when you have lost blood. You can read HELP BLOOD for more information.
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Expel
DescriptionSyntax: FAE EXPEL
Blood cost: 5% to 7%Your pact with the Fae courts grants you the power to willingly spill your own enchanted blood. This will cause a small amount of bleeding to yourself as well.
Be warned, should you expel all your blood, you will perish.
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Scavenge
DescriptionSyntax: FAE SCAVENGE
Attune your senses towards dead prey to scavenge from in the local area.
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Beguile
DescriptionSyntax: FAE PLY <villager> FOR LOCK
FAE BEGUILE <villager>
CALL PAWN
RELEASE PAWNBlood cost: 750
Though She raises no armies, blessed Dia'ruis recognises the need for soldiers and warriors. For this reason, you are empowered to conscript the commonfolk into your geas as servants and pawns, for all must pay their due to She Who Gives Life.
The power of your pawn will scale with your level, where the higher level you are, the more damage it will deal.
Any pawn already bewitched into your service must first be released to their mundane life before a new one can be bewitched, for the High Courts see no reason for thoughtless herds.
You can only bewitch common denizens from the following areas:
Abelaas, Aerie, Arbothia, Arurer Haven, Bihrkaen, Bravestarr, Cantor's Copse, Craneskull, El'Jazira, Jaru, Kald, Kornar, Masilia, Mitrine, Moghedu, Mournhold, Nuunva, Rimewatch, Salma, Saluria, Stormcaller Crag, Tainhelm, Torston, Vilimo, Vimuna, and Vintal Glade.You may also ply a villager for a lock of their hair, allowing you to call them to service at a future date through truly ancient compulsion magics.
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Sacraments
DescriptionSyntax: SACRAMENTS
Call upon the ancient sacraments of the wood, allowing you to perform elder rites from a time when the world's forces were rougher and less controllable. SACRAMENTS will provide more details on what knowledge yet remains to Sapience's sylvans.
Performing a miracle prayer:
INFUSE DRUM WITH SORCERYTo conduct a sacrament, you must stand before the Drum of Life and Death and infuse it with your vital sorcery. When this is done, you may whisper invocations and anoint the people, or the ground, in question.
Collecting blood:
COLLECT BLOOD FROM <target>
BLOODLISTAll of these sacred rites will require your own blood or that of the intended recipient in order to enact them. In order to collect said lifeblood, you will need to use a phial and their blood must be spilling freely, either via use of Extirpation Bloodbath or some other means.
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Bloodhunt
DescriptionSyntax: FAE BLOODHUNT [OFF]
Attune yourself with the blessed wolfine and smell those wounded, bleeding prey who dare tread near you. This will drain your blood reserves for as long as you have it active and allow you to sense how much others are bleeding for within your room.
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Command
DescriptionThis ability is passive.
When you beguile a new pawn, it will now be enlisted under your direct command - allowing you to issue orders. You may view HELP LOYALTY for more information.
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Tribute
DescriptionSyntax: FAE ANOINT <weapon>
Blood cost: 100Using your own blood to scribe runic markings, you may provide a large blade the ability to harvest the blood of others with each blessed strike you make, so long as they are not protected by the fangbarrier defence.
The amount of blood that will be harvested is based upon the penetration stat of your weapon, however, it will not harvest any further blood once your target has less than half their blood reserves left.
This ability can only be used on the large blade weapon class.
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Transfuse
DescriptionSyntax: FAE TRANSFUSE <target>
Blood transfer: 500Be evergiving of your own reserves, empowering a fellow Faebound with a direct transfusion of your blood.
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Venerate
DescriptionSyntax: FAE VENERATE
Blood cost: 3000Expend a large volume of your own enchanted blood to sanctify your surroundings as a meeting place for the Primal Courts. The venerable sanctification will disrupt all attempts to shed corporeal form while it lingers.
Additionally, it will enforce elemental equilibrium and deny any harmful effects of the dark stars, while regenerating a small amount of health for all sylvan who stand upon its hallowed soil.
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Weeping
DescriptionSyntax: FAE WEEPING <target>
Blood cost: 200Invoke ancient magic as you look upon your foe, sowing a promise of painful agony that shall bring about a crimson effusion of fresh blood.
Your prey will find they cannot cure this effect unless they first flee the proximity of your predatory hunger.
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Lifeforce
DescriptionSyntax: FAE LIFEFORCE <target>
Determine how much blood your target has remaining.
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Contingency
DescriptionSyntax: FAE CONTINGENCY
Blood cost: 500Reframe the terms of your bewitching geas to extend your pawn's service beyond their next visit to Crowned Death's Simulacrum. It will take some time before your pawn finds their way back, however.
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Mask
DescriptionSyntax: FAE MASK
Blood cost: 100Swathe your beguiled pawn in deceptive trickery, preventing its presence from being easily seen by prying eyes.
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Incantation
DescriptionSyntax: THRASH <target> <type>
Blood cost: 50For those moments where simply slaking your thirst for violence is not enough, you may empower your clawed strikes to enforce Fae curses upon them. This requires that your opponent is affected by the required affliction(s) beforehand, else your attempt to thrash will behave as normal.
Asrai:
Call forth the radiance of a lunar blessing onto your claws, draining your prey of mana should they have at least three depressant-healed afflictions.Soliad:
Providing your opponent has their blood effused, you will curse that process and cause a single affliction from weariness, clumsiness, or vomiting the next time the effusion affects them. The affliction is chosen in order, starting with weariness.Wolfine:
Bring forth the might of the sylvan to break the spirit of your lowly prey, throwing them to the ground and stripping their courage defence as long as they have at least three antipsychotic-healed afflictions.Undine:
Saddle your prey with the weight of rough currents and turbulent tides, sapping away their dexterity to use for yourself should they have at least three euphoriant-healed afflictions.You can view HELP CURE ORDER for information on the various curing trees.
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Badger
DescriptionSyntax: FAE BADGER <target>
Blood cost: 100Should your prey be unwilling to strike yet possess both balance and equilibrium, you may attempt to provoke them. If successful, you will trigger the instinct to fight back as you badger them into a provoked assault against yourself.
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Abundance
DescriptionSyntax: FAE ABUNDANCE
To remain on the hunt for an extended period of time, you may call upon a blessing to grant you the wisdom necessary to expend your blood more strategically.
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Covenant
DescriptionSyntax: FAE COVENANT <court>
Pledge your service to one of the Fae courts, offering your effort in exchange for their magical prowess. You may select from the Queensguard, those concerned with empowering their beguiled pawn, the Soliad, those Fae who impart physical acts to destroy the Manu, or the Asrai, those who provide manipulations of the blood and its magical properties. You can select NONE in order to return to a state lacking a covenant.
Each Covenant grants five new abilities, learned as part of Glamours:
Queensguard Soliad Asrai
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Disfavour Bloodthirst Bloodbath
Favour Wildfury Skulduggery
Greensong Winnow Nightbrand
Concealing Awe Redress
Dryad Savage SpellbindYou can type AB GLAMOURS <ability> to learn more about them.
Cooldown: 4 hours.
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Oathbind
DescriptionSyntax: FAE OATHBIND <ally>
FAE OATHBIND OFFBlood cost: 300
Use your own blood to scrawl a rune upon an ally, forming a pact betwixt you and they that dilutes the pain of attacks made against either of you should you remain within the same location.
While so pacted, you may perform acts typically reserved for those who bear oaths directly to you.
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Inexorable
DescriptionSyntax: FAE INEXORABLE
Blood cost: 500Work in the name of Dia'ruian vengeance, an extension of Her fury and fervour, even when death's maw looms just on the periphery. You may fall below zero health and still live, but this effect will only last for a short period, after which any further damage will slay you.
You cannot bleed while below zero health.
Cooldown: 20 seconds
- Your deepened covenant grants the following
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Disfavour
DescriptionSyntax: FAE DISFAVOUR <target>
Blood cost: 200By wielding your clout as a member of the Queensguard, you may deliver the terrible curse of Queen Titania's disfavour with a mere brush of your terrible claws, inducing sepsis. This curse will render their body slow to cure, extending the time it takes as long as at least one affliction is present within the antipsychotic, euphoriant, or depressant curing tree.
For each tree above that possesses an affliction, the more potent shall her disfavour become. This will only affect pill, poultice, and pipe balance recovery times.
You can view HELP CURE ORDER for information on the various curing trees.
You may use this ability while off balance.
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Bloodthirst
DescriptionThis ability is passive.
When making use of the Wound ability, you will begin a seamless, primal assault that flows like Her unending song. As such, the next single imprecation you utilise will have the equilibrium recovery time reduced.
The speed increase from Bloodthirst is refreshed each time you use this ability, and can stack up to five times. Two stacks are added instead if the target already has the rend affliction.
Please see AB EXTIRPATION WOUND for more information on this ability.
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Bloodbath
DescriptionSyntax: FAE BLOODBATH [OFF]
So terrible is your sylvan presence that raging violence churns about you as unseen tension, the gravity of your oath inflicting trauma upon those who would dare stand before you. As such, any enemies in your location will begin to slowly bleed and be stricken with haemophilia. While performing this act, the wick of your bloody vow shall burn down like a candle set aflame, inflicting an ongoing drain to your blood reserves.
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Skulduggery
DescriptionThis ability is passive.
Through tricksome asrai skulduggery, you can render your capricious curses silent to others 25% of the time, leaving them unaware of your baleful intent.
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Favour
DescriptionSyntax: FAE FAVOUR
Blood cost: 100Prepare and bolster the effectiveness of Weeping with Queen Titania's favour for when you place the curse upon another. As such, it will additionally become incurable while the target has masochism.
Please see AB GLAMOURS WEEPING for more information on this ability.
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Wildfury
DescriptionSyntax: FAE WILDFURY [OFF]
So boundless is Her fury that you may drink deep of its wellspring and become an unstoppable predator. While elevated to this state, you will additionally be able to brutally Slake your bloodthirst by assaulting someone if they have at least one physical affliction.
Should you also Slake or Savage someone, you will gain a short-lived boost to your balance and equilibrium from the fresh blood, for She provides for Her raging children without hesitation. This effect can stack for each time you are successful, and is more effective if you use Savage.
See AB EXTIRPATION SLAKE or AB GLAMOURS SAVAGE for more information on those skills, and HELP AFFLICTION TYPES for what is considered a physical affliction.
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Greensong
DescriptionSyntax: FAE GREENSONG <type>
By imbuing your pawn with a verse of the Greensong, you can grant them access to cursed magics that will make them more dangerous in battle.
Death: Their touch will cause paresis.
Ruin: They will cause haemophilia.
Life: They shall cause hallucinations.
Renewal: Your pawn will erode the fang barrier defense. -
Nightbrand
DescriptionSyntax: FAE NIGHTBRAND <target>
FAE EVOKE
Blood cost: 200By marking your target with an asrai curse mark, you may later evoke its power at any time for a small burst of health and mana damage.
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Winnow
DescriptionSyntax: FAE WINNOW <target>
Blood cost: 500Weak prey shall ever serve as food to fill Her gnashing maw, and it falls to you and your fellow sylvans to separate the wheat from the chaff accordingly. By speaking one of Her dire curses unto a victim, you can initially afflict them with ringing ears and strip the fangbarrier defence.
It will also do the following if they have certain afflictions:
* If they have sadness, it will give blisters.
* If they have misery, it will give impairment.
* If they have arrhythmia, it will give vomiting.While this is rather powerful ability, your curse will weaken your voice in the process, removing the Twincurse ability until the cooldown expires.
Please see AB CAPRICE TWINCURSE for more information.
Cooldown: 15 seconds
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Redress
DescriptionSyntax: FAE REDRESS
Blood cost: 200Weave the cold fury of midnight into a vengeful ward of moonlit frost around yourself. It will protect you by storing up damage dealt to you, then after a certain threshold has passed, it will strike out at the mana of the next person to harm you.
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Awe
DescriptionSyntax: FAE AWE [OFF]
Call upon those most courtly Fae that mortals have dreams and nightmares of, invoking their presence as manifestations that traipse alongside your form as a royal entourage, inducing fears and anxieties into the hearts and minds of your prey. This will affect up to two enemies at once, and will consume your blood at a continual rate while it remains active.
Your awe-inspiring aura of Fae nobility can cause the following afflictions:
Arrhythmia, misery, and sadness.If they have all three afflictions, then it will strip courage from them.
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Concealing
DescriptionSyntax: FAE CONCEAL
Blood cost: 400Call upon the hunting courts by which you claim your covenant to suffuse your visible weaknesses with concealing magics, keeping them from easy sight of your prey when they try to gauge your state of well-being.
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Dryad
DescriptionSyntax: FAE DRYAD
Blood cost: 2000At significant cost to the enchanted geas running throughout your veins, you may summon the aid of an elder dryad. While in the dryad's presence, anyone who receives bleeding will empower her terrible runes by a small amount.
Once 450 bleeding has been caused in her presence, the dryad's bark will flare with ancient curselight, re-afflicting them with the last affliction they cured.
They do not need to bleed in order for this effect to happen and any attack that creates bleeding will work.
Be warned that the dryad is not immune to the machinations of your enemies - she can be attacked and destroyed.
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Savage
DescriptionSyntax: FAE SAVAGE <target>
If you have successfully bewitched your prey with capricious curses, you may brutally savage them with the full force of Her granted fury, opening a large wound which will cause them to lose a mass amount of blood, dealing both cutting and blunt damage at the same. This action will sate Her thirst and that of your vow both, replenishing your lifeforce.
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Spellbind
DescriptionSyntax: FAE SPELLBIND <target>
Blood cost: 400Beseech the Lunar Courts for direct aid, wreathing your prey in glittering nightfury that shall ravage their sanity. It will scythe through their weak thoughts three times in a row, with the finale stunning them to their very core.
The amount of mental damage this will cause is proportionate to the amount of mental afflictions the target has each time they are drained of mana.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
Cooldown: 30 seconds
- You may command your court in the following ways
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Induct
DescriptionSyntax: FAE INDUCT <player>
VASSALS
BANISH VASSAL <name>Blood cost: 2000
This powerful ritual will allow you to induct one of the Primal sylvans into your court, binding their oath of service and the responsibilities therein to you and your purview - provided they do not belong to another Primal court, anyways. The necessary spirit to form such a pact renders it very difficult to break and thus should be initiated with full confidence and utmost caution.
Induction may be carried out regardless of whether you are currently in the sylvan class or not.
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Measure
DescriptionSyntax: FAE MEASURE <vassal>
Blood cost: 100Glance through the eyes of a chosen vassal, measuring their locale with a keen gaze.
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Charm
DescriptionSyntax: FAE CHARM <vassal> <image>
Blood cost: 200Charm your bound vassals into seeing what isn't there, regardless of where they may be.
Note: You can add a new line into your illusion by using the tag $nl within the text, however there is a limit in that you may only do this five times.
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Convene
DescriptionSyntax: FAE CONVENE <vassal>
Blood cost: 500Issue an edict of convocation, summoning a vassal to your court - physically - from anywhere on the continent.
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Edict
DescriptionSyntax: FAE EDICT <vassal> <command>
Blood cost: 300Lay down a courtly order, commanding one of your vassals to perform to the letter of your demand so long as they are in the same location as you, or adjacent.
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Hivemind
DescriptionSyntax: FAE HIVEMIND <ON|OFF>
Blood cost: 100Concentrate on your court, becoming one with their thoughts. If you are present in the location with them, you may hear anything they THINK.
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Snoop
DescriptionSyntax: FAE SNOOP <vassal>
Blood cost: 100By way of the clause allowing the High Courts to observe your wildhunts, you may directly oversee the activities of your vassals for a limited time.
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Hallow
DescriptionSyntax: FAE HALLOW
Blood cost: 95%Bolster the strength of all in your court, granting them extra protection from the attacks of denizens. This may only be used at the dead of Midnight, also known as the witching hour.
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Wisdom
DescriptionSyntax: FAE WISDOM
Blood cost: 95%Confer the gift of the High Courts upon all within your own court, granting them a boost to their experience gain for one hour. This may only be used at the dead of Midnight, when the old sorceries of the wood are at their apex.
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Wildhunt
DescriptionSyntax: FAE WILDHUNT
Blood cost: 500 per person affectedOrganise your vassals for the hunt to come. All in court from yourself downwards will gain the defences of Abundance, Concealing, and Redress, at no cost to themselves.
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Pactbind
DescriptionSyntax: FAE PACTBIND <target>
VASSALSBlood cost: 5000
With this ability, you help someone recite the oath of the sylvan, binding you to the geas. This process is quite draining on both the oathbearer and their oathsworn, and the newly accepted sworn will suffer an extreme need to vent their newborn fury and sate their bloodlust soon after.
At this stage, you are not bound in any lasting way to the oathbearer who binds you. See AB GLAMOURS INDUCT for more information.
Visual style and identity
Sylvans are imposing figures. They carry the ethereal grace of the Fae, which makes them equal parts glorious and eldritch. Their weapons are colossal: bastard swords, scythes, greatspears, and other two-handed blades, anointed with bloody runes that catch the subtle emerald glow of Dia’ruian spellcraft.
Combat is savage and forceful but also swift and graceful. The rage of Dia’ruis often overtakes a Sylvan mid-fight, contorting their expression into the wrathful image enshrined in old folklore.
Side effects of the work
A Sylvan lives and dies by the oath. Powered by the spirit in their blood, they must take care at night when the dark stars are most prominent. The radiation of those shadowy apertures abrades the enchantment in their blood and brings pain or illness, similar to what the undying Akkari Host endure.
The oath also intensifies emotion. A Sylvan carries some of Dia’ruis’s infinite rage as part of being Her outlet. Outbursts come easily. The oath grows sharp claws and gleaming fangs as part of the transfiguration, and there is no known way for mortals to break the geas of the High Courts. A Sylvan is bound for life.
Who plays this class
The Sylvan fits players who want a brutal physical fighter with magical transformation and binding-oath magic. The combat identity is closer to a werefolk warrior than to a city-trained knight, and the roleplay frame demands genuine commitment to the oath.
Mechanically, Extirpation is a heavy-blade close-range style with claws and fangs as supplementary weapons. Glamours adds binding-oath utility that no other Aetolia class offers in quite the same form.
City and guild
The Sylvan guild is the Praadi, anchored in Duiran, the Spirit Tether’s forest city. Patron: Haern, the Hunter. Sister classes are the Shaman and the Runecarver.
Joining as a Sylvan commits you to Spirit. You can multiclass into other Spirit classes or the seven untethered classes. Race is independent of class, so a Sylvan can be any Aetolia race.
The Sylvan jointly mirrors the Praenomen (Bloodloch’s vampires) alongside the Akkari of Enorian. The shared theme across all three is transfigured warriors bound by oath to a higher power: Sylvans to Life, Akkari to the Triad and Dejaani, Praenomen to the Blood and the Consanguine bloodline.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Sylvan profile. Or see all 32 Aetolia classes for the rest of the roster.
Shaman
Sylvan’s sister class in the Praadi. Spirit-summoning priest of the Cycle with primal elemental power. Pick Shaman if you want the same guild and patron but a more arcane and elemental kit rather than savage Fae combat.
Akkari
Joint mirror with the Sylvan. Duamvi warriors from the Spirit Plane, bound by their own oath to the Triad of Angels. Pick Akkari if you like the transfigured-warrior frame but want Enorian’s holy-warrior context instead of Duiran’s wild Fae fury.
Sentinel
Duiran neighbor in the Pride guild. Skirmisher with a bonded animal companion. Pick Sentinel if you want to stay in Duiran and Spirit but prefer a ranger-style chassis to heavy two-handed Fae combat.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Sylvan and play free
