The Akkari of Aetolia
Forged in the fires of war during the Age of Shadow upon the plane of spirit, the Akkari Host rose to purge the sickness that riddled their lands and drove their people to madness in eddying tides. Duamvi one and all, the Akkari are holy warriors and blessed hunters without measure that doggedly pursue their shadowbound prey.
Akkari Skills
First and foremost, Akkari are soldiers in the grand army of the light, warriors of the sacred flame, sworn to serve the cause of spirit above all else. In order to effectively combat the manifold forces that befoul the world with their fell machinations, an Akkari must hone their physical body to its maximum effectiveness.
Wielding the holy light as both sword and shield, physical acuity manifests in a slew of both offensive and defensive capabilities. One skilled in Ascendance will find themselves able to resist blows which would break mere mortals, to move with greater speed, to rekindle ravaged limbs, all while denouncing the wicked, hunting down heathens, and delivering them from their evil ways.
Ascendance is not only confined to corporeal prowess, however, but represents a greater bond with Rewh'va, the Plane of Spirit. Temporary bodies are a mere shell for the Akkari's ascended consciousness, the profound empathy with Spirit granting a variety of miraculous feats unknown to lesser mortality. The mission of the light is never ending, and so it must be with the Akkari; even in death, Ascendants shed their physical forms and manifest as raw, ascended conscious, calling upon the light to grant them a new body, that they may fight on eternal.
Ascendance
-
Deliver
DescriptionSyntax: DELIVER <corpse>
Perform the final rite upon a corpse, delivering them from their corporeal bonds and granting them peace. This holy purification will nourish you and your symbiote, restoring you in spirit.
Syntax: DELIVER <adventurer target>
Attempt to deliver a target from the evil which plagues them, coaxing their inner demons to come forth and face the light's judgement. The target must be prone or suffering from paresis for this to take effect, and will be unable to suffer the truth of their transgressions if they have the hardcoating defence. By performing such a holy act of purification, you will find yourself nourished in spirit, your life blood restored at the expense of the evildoer.
Look at HELP TYPES for more information on what is regarded as a physical affliction.
-
Inhume
DescriptionSyntax: INHUME and MANIFEST
You may inhume yourself and form an anchor with the stable ground of the Prime Material. While inhumed, the earth will shield you from the effects of the dark star, and from any roaming aggressive entities. When you are ready to return to the world, you may simply MANIFEST again.
-
Denounce
DescriptionSyntax: DENOUNCE <target>
Many are the crimes of the wicked, and ever must you stand against them. By concentrating your raw strength, you may deliver a denouncing strike of such force that they will be stunned.
The more you learn in Ascendance, the greater strength your denouncing strike will possess against another player.
This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's body.
-
Ague
DescriptionSyntax: AGUE <target>
Blood cost: 10Deny your opponent the warmth of fire and the comfort of light, freezing them by one stage.
-
Nightsight
DescriptionSyntax: NIGHTSIGHT
Those who stalk the night are among your most hated foes. Your eyes shall penetrate the darkness, allowing you to hunt them more efficiently.
-
Transience
DescriptionSyntax: TRANSIENCE [OFF]
By relaxing part of your ascended consciousness, you may, at a cost of endurance to maintain it, bring about a state of transience. While active, this will increase your ability to dodge attacks directed at you.
See HELP AVOIDANCE for more specific information.
-
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.
-
Impersonate
DescriptionSyntax: IMPERSONATE [OFF]
Blood cost: 100Additional syntax: DESCRIBE IMPERSONATED SELF <description>
There are times when you must walk among men and beasts without the bright radiance that is your ascended self. While so masked, impersonated as one of the common folk, none will be able to tell your status as a holy Akkari, and you may describe your state thusly as an alternate to your standard appearance.
-
Symayda
DescriptionSyntax: BECOME SYMAYDA and REVERT
Blood cost: 400Additional syntax: DASH <dir>
By altering your ascended consciousness just so, you may take on the form of the symayda, the great prowlers which guard the realm of Spirit. While your actions are limited in this form, you will find yourself able to DASH, and the dark star shall bring you no harm.
-
Muffle
DescriptionSyntax: MUFFLE
Blood cost: 300There are times when you must hunt with stealth as well as fervour. During the night, you may muffle your footsteps, becoming unseen when you move. At dawn, this effect will fade, for there is no need to hide from the light.
-
Penitence
DescriptionSyntax: PENITENCE <target>
By reciting a list of your target's crimes, you can induce within them a profound guilt that will make them sweat.
-
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.
-
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.
-
Bloodlet
DescriptionSyntax: BLOODLET <target>
Open bleeding wounds in your enemy's chest, rending their flesh. If the flesh is already rended, you will cause them to bleed more profusely.
-
Relentless
DescriptionSyntax: RELENTLESS
Blood cost: 200Your devotion is unrelenting, and thus you must endure. By fortifying your body against physical attacks, you may reduce the damage you take from cutting and blunt sources as though you were wearing additional armour.
This bonus armour will become weaker the less life-blood you have.
-
Hyriamah
DescriptionSyntax: BECOME HYRIAMAH and REVERT
Blood cost: 400Additional syntax: FLY and LAND
By assuming the form of the hyriamah, the great hawks of fire, you may take to the skies and FLY. While in this form, your actions will be severely limited, but the dark star will not harm you.
-
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.
-
Block
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location should they attempt to depart, providing you are not incapacited. Should you move, you will cease to block.
-
Quell
DescriptionThis ability is passive.
When denouncing a target who is protected by a magical shield, your zeal will drive you to greater fervour, quelling their defence in a single blow.
-
Dissipate
DescriptionSyntax: DISSIPATE
Typically only possible through death, you may now shed your body and return to your ascended consciousness. While in this form you will be immune to most attacks, and the effects of the dark star, but your actions will be severely limited.
To return to your body, you must inhume yourself or return to your bunker.
-
Vivify
DescriptionSyntax: VIVIFY
Blood cost: 300At the cost of some of your spirit, you will be able to mend a large amount of damage done to your body.
The amount of health this skill will heal will increase with the less life-blood you have.
Cooldown: 25 seconds
-
Acuity
DescriptionSyntax: ACUITY [OFF]
Blood cost: 200Your sharpened senses will allow you to detect when others are nearby. This ability will only last a short time before its effects fade.
-
Resolve
DescriptionSyntax: RESOLVE
Blood cost: 200By strengthening your resolve, you may ward yourself against magical attacks that would harm you, reducing their damage. The effectiveness of this ability will grow with your skill in Ascendance.
-
Dim
DescriptionSyntax: DIM
Blood cost: 50Though it may pain you to do so, you may suppress the fervour that burns bright within you, concealing you from sight even when beside others.
-
Censure
DescriptionSyntax: CENSURE <target> [LENIENT]
While wielding a two-handed blade, you may censure an evildoer with your weapon and gouge them open. This will poison them if there is venom present on the blade, and the strength of your zeal will ensure the strike does more damage than a standard blow from a weapon.
You can choose to show lenience in your censure if you wish. This will reduce the damage you deal, but it will be quicker and can be performed while one of your arms is crippled.
-
Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>
With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>. -
Crusade
DescriptionSyntax: CRUSADE <target>
At times, infidels may seek to bar you from your duty, and this simply cannot be permitted. While mounted, you may charge one such infidel and combine the momentum of your steed with your own strength to cast them aside, hurling them into the air. This will either slam them into the ceiling above or send them sailing into the sky.
Gravity will become a natural ally when making use of this skill, assuming they cannot fly.
Cooldown: 30 seconds
-
Bunker
DescriptionSyntax: BURY ICON, RETREAT, and MANIFEST
In order to establish a secure bunker, you must first purchase a holy icon, and bury it somewhere with soft soil, somewhere unlikely to be disturbed or dug up. You may only have one icon and one bunker at a time.
Once the icon is buried, the act will consecrate the ground and become a bunker, allowing you to retreat to it provided you are within the same area. This will allow you to heal yourself or regain your physical body much faster than inhuming. When you are ready to return to the land above, you must manifest.
-
Entrench
DescriptionSyntax: ENTRENCH
Blood cost: 1000To utilise this ability you must have established an underground bunker. While standing atop it, you may link your spirit to it, allowing you to retreat to the dugout from anywhere on the continent, rather than only the local area. However, doing so at a distance will break the spiritual bond.
-
Ardour
DescriptionSyntax: ARDOUR <STRENGTH|INTELLIGENCE|CONSTITUTION|DEXTERITY|WISDOM>
Blood cost: 250The power of your faith and devotion to your sacred cause is such that you are able to take advantage of that burning ardour and enhance your physical form, granting you an additional stat of your choice.
-
Intuition
DescriptionSyntax: INTUITION <BALANCE|EQUILIBRIUM|DAMAGE>
Blood cost: 500Flexibility is the greatest tool at a warrior's disposal. Your honed intuition allows you to switch freely between speed enhancements for balance, equilibrium, or damage, however you must have selected one of the three already.
For more information on enhancements, please see AB HUNTING ENHANCEMENT.
-
Disengage
DescriptionSyntax: DISENGAGE <direction>
There are times when withdrawal is the sensible option, and you may now disengage from battle, evading certain triggers and traps and bypassing those that may prevent you from leaving. Those following you will be lost, and any who see you disengage will not know the direction.
-
Rekindle
DescriptionSyntax: REKINDLE <body part>
Blood cost: 200By force of will and expenditure of your life blood, you may renew a damaged body part, healing it of trauma by 6% and restoring it toward its original form. You may heal the head, torso, left or right arm, or left or right leg.
This will only work while the limb is either damaged or mutilated.
Cooldown: 50 seconds
-
Succour
DescriptionSyntax: SUCCOUR
Blood cost: 250Turn your pious spirit inwards, expunging one random affliction from your body, then another will be cured after 2 seconds. There is no prevention to this ability other than the initial mana cost and requiring balance and equilibrium to perform.
Cooldown: 20 seconds
Ready to play an Akkari?
Create your character and play for free today - no download required!
Roleplaying an Akkari
In the holy tongue of Spirit, the name duamvi means 'flawed one'. When the Triad sought to create new angels to fill the ranks lost in the war against Shadow, they drew forth the essence of light and spirit as their own creator had done, using it to create the first duamvi. Though their intention was to create boundless angels without physical form, their power to create was limited, and they found they were able to only create something still bound by the trappings of physicality, requiring the bonding of a willing vessel in order to manifest their power.
Akkari are ascended duamvi, warriors of the holy light sworn to serve the cause of good and uphold the ideals of all that is pure and righteous. Though the concept of duamvi was already known to Sapience, with numerous adventurers taking on the symbiote metamorphosis, it was not until the Year 504, during the Second War of Night, that the full powers of the Akkari's dauntless host manifested.
A way was discovered to ascend beyond the confines of the physical form, bringing them one step closer to the nature of angels, but still requiring some physicality to exist. Under the eyes of Exarchs Aban, Berrad, and Saebi, high-ranking officers in the Akkari's Dauntless Host and representatives of Ubarin, Nyasia, and Ael'mael of the Angelic Triad, the Templars of Enorian were the first to be granted training in the newfound art, following a slew of protracted battles against the forces of Ohlsana, the Shadow Mother.
What is Spirit?
Rewh'va, the Plane of Spirit is the source of elemental spirit which naturally forms part of the Prime Material Plane. At its core, spirit is the element of order, the natural opposite to destructive, disorderly shadow. Its nature is restoration, healing, and growth, and it is often associated with light. Blood is a manifestation of spirit in the body, its life-giving properties reflected in physical form. Access to Rewh'va is gated through Damariel, the Unbound, who acts as warden to the Spirit Plane on the Prime.
What is the Angelic Triad?
Known as Nyasia, Sage of the Host, Ubarin, Shield of the Host, and Ael'mael, Blade of the Host, the Angelic Triad are the three children of Dejaani, Guardian of the First Flame. Beings of pure, unfettered spirit, they are immensely powerful, akin to Gods and, though they are not explicitly Gods, they are nevertheless worshipped as such by denizens of Rewh'va. The Triad hold stewardship over the Plane of Spirit, ruling on behalf of Dejaani as exemplars of the holy light without peer.
It is by the grace of the Triad, through an accord formed with Idar Karif in an age long past, that Sapient Luminaries are able to summon angels - spiritual projections from Rewh'va - to their cause. While only able to transiently manifest on the Prime Material, the desperate plea of Enorian in the Year 504 resulted in the destruction of Shadow General Isalemei, the corrupted Djinn obliterated by the Triad's holy, but utterly merciless light.
How are the powers of the class accessed?
All of an Akkari's powers derive from Rewh'va, the Triad, and by extension, Dejaani, whose worship in the Spirit Plane is ubiquitous. While they do not channel elemental spirit in the same subtle ways as trained Mages, they do nonetheless wield the holy light as a weapon of raw might and smiting fury, drawing on faith, not elemental acuity, in order to do their works. Ascendance and Discipline are where this religious mysticism is most prominent, while the skill of Dictum is one of precision and charisma.
Visual style of the class:
By its nature, wielding the powers of the light carries with it a bright radiance. In battle, the Akkari's primary choice of weapon is the twin-bladed manta, a dual-edged sword capable of spilling great deals of heretic blood. Akkari are often seen surrounded by a glowing aura, and their holy works commonly involve reciting prayers, undertaking sacraments, condemning heathens, and other zealous activities.
Higher arts take this concept to an extreme, specialist workings allowing for the declaration of a holy inquisition, performing difficult exorcisms, and even bringing forth brilliant fonts of light to battle on their behalf. These powers can even manifest on the environment, through shimmering prisms and other expressions of faith.
Side effects of use:
Becoming jaded and cynical is a very real risk for an Akkari in the Midnight Age. The forces of evil are so prolific and vast that the endless nature of holy crusade requires a similarly deep well of faith and longevity in order to endure. Straying from the path of the light can incite deep despair, while wielding it in battle can become almost addictive; it is for this reason that most Akkari balance their direct miracle-workings with oratory, dictation, and physical exercise.
Native duamvi from Rewh'va are more heavily in tune with spirit in terms of body make-up than Primal duamvi. This is, fundamentally, what allows them to utilise Akkari abilities while Primal duamvi cannot.
It is for this reason that the nighttime phenomenon of the dark star, an unnatural, physical embodiment of shadow, causes Akkari physical harm.
Becoming ascended for a Primal duamvi gives them a greater font of spirit, allowing them to properly utilise Akkari abilities, but also leaving them susceptible to the dark star if their spirit falls too low.
Roleplaying the class:
While Akkari are all united by their deep reverence for the light, and their unwavering devotion to the cause of spirit, zeal is of course a spectrum and the Akkari way allows for multiple avenues of expression. The three Sects (Dosan, Naarak, and Il'ahji) represent these varying outlooks and differing extremes. The Akkari way allows for mercy and justice, but equally allows for zealous, obstinate fanaticism. Those who go to the extremes tend to be inquisitors, witchhunters, crusaders, and justicars, unwilling to compromise for any reason.
Invariably however, Akkari loathe the forces of darkness and are willing to do almost anything in order to eradicate those that would bring harm to the good and the light. At the core, Akkari are soldiers in the army of the light, and comport themselves with the military discipline and ardent devotion expected of those sworn to so august and sacred a cause.