The Earthcaller of Aetolia

The Earthcallers are Aetolia’s warrior-priests of the Earth, a Shadow-tethered class in Bloodloch that wields Subjugation (bone manipulation paired with shield and crozier), Apocalyptia (the holy verses of the Earthen Dirge), and Tectonics (lava and stone in battle).
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Bloodloch |
| Guild | Apostles (Patron: Arvelis, the Jackal) |
| Skill sets | Subjugation, Apocalyptia, Tectonics |
| Mirror class | Luminary (Spirit) |
| Sister class in guild | Teradrim |
| Signature mechanic | Apocalyptia dirge (psychic verses drawn from the Earthen collective) |
| Best for | Players who want a war-priest with bone magic and a holy text |
The Earthcaller order originated in the great city of Azvosh Rakar, a caste of warrior-priests serving the Earthen Lord through martial discipline and the weaving of holy verse. On the Prime they share the Apostles guild with their sister class, the Teradrim, and stand the same vigil: keeping the Sorcerer-Kings bound to the Pillars of the Earth so the world does not break.
If you want to play a warrior-cleric who fights with a shield and crozier, manipulates bone in combat, and sings verses from a holy text against enemies, the Earthcaller is one of Aetolia’s most distinctive religious classes.
Origin and lore
Earthcallers are jailers and wardens by calling. Their charge is to maintain a solemn vigil over the Pillars of the Earth and the Sorcerer-Kings bound there, guardian against the oblivion that would come should those prisoners break free and bring about the breaking of the world.
The theology is rooted in Azvosh, the Elemental Plane of Earth, the source of the elemental earth that forms part of the Prime Material Plane. Its nature is strength and absolute purity, glory in battle, violent conquest, and endurance without end. Ivoln, the Earthen Lord, instilled these values into the Earthen when He conquered the plane in ages past, and the modern Earthen memorialise that conquest through disciplined war dances.
The Pillars themselves are ancient cthonic structures formed in a long-forgotten age, residing in the yawning void between Azvosh and the Prime. They are the shoulders of the world: uncountable in number, fathomless in size, mighty monoliths that keep the two planes from colliding. The Sorcerer-Kings tried to steal the Pillars’ power for themselves. They were bound for eternity, drained of strength as they strive to break free, and the prison must be fed regular offerings of blood to stay stable.
Skill sets
The Earthcaller skill sets are Subjugation, Apocalyptia, and Tectonics. All three draw on the earth for strength in different ways.
Subjugation is the martial-and-bone discipline. An Earthcaller wields shield and crozier as weapons of choice, and uses the skill to call up fragments of bone from the earth and to manipulate bone directly: grafting, swarming, suffusing. The work is overtly forceful and direct.
Apocalyptia is the holy art. By tapping the collective memories of the Earthen, an Earthcaller joins their voice to the Earthen Dirge, an eternal, timeless song composed of the voices of all Earthen. The verses are drawn from the holy text of the same name, and the skill is largely psychic in nature, directed by exertion of mind. What audible verses exist range from whispered prayers to full-throated chants.
Tectonics is the lava and stone art. An Earthcaller rouses the earth itself to action, wielding stone and lava in battle. The skill operates with the same forceful, conspicuous register as Subjugation. Prolonged Tectonics work scars the body from extreme heat.
Skill abilities
Subjugation
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Count
DescriptionSyntax: OSSO COUNT
An Ossomancer can observe the power of their collected bones and the assaults they carry out with them with but a glance.
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Ossomancy
DescriptionSyntax: OSSO DRAW and OSSO RELEASE
OSSO CEASE <power>This ability will allow you to call forth fragments of bone from the very earth itself, drawing upon the remains of all who have been wrapped in its embrace.
Should you be utilising these bones for an ongoing power, you may cease its use.
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Swarm
DescriptionSyntax: OSSO SWARM
Fragment cost: 300Manipulate your collection into a swarm of fragments that engulf your immediate area, preventing anyone outside it from glancing in. This will drain your collection of fragments over time.
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Anointing
DescriptionSyntax: ANOINT RUNE OF <rune>
This ability will allow you to anoint your face with the Earthen runes of power to boost your abilities. The runes and inks required are:
- Geor: 1 goldink, 1 redink.
- Meath: 1 goldink, 1 yellowink.
- Ragh: 1 goldink, 1 purpleink.
- Baen: 1 goldink, 1 greenink.
- Zhop: 1 goldink, 1 blueink.These runes will imbue different bonuses, however you can only have one at a time. The bonuses are:
- Geor: Reduces impurity gained for Tectonics by 15%.
- Meath: Apocalyptia Revelation will act like an eye sigil.
- Ragh: When below 25% health, you will resist attacks by 10%.
- Baen: Provides a small bonus to endurance regeneration.
- Zhop: Provides a small bonus to willpower regeneration.To replace an old rune, simply anoint the new one you'd like.
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Dust
DescriptionSyntax: OSSO DUST <target>
Fragment cost: 150By shredding slivers of bone into fine dust and applying friction, you may cause an explosion around your target, setting them ablaze and causing any applied poultices to have a chance to fail for a short time - the sudden flare leaving the layer of skin that would typically absorb the salve seared.
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Ribcage
DescriptionSyntax: OSSO RIBCAGE [target]
Fragment cost: 100This ability will allow you to form a ribcage of hardened bone around whomever you choose. If you do not specify anyone, then you will raise the ribcage around yourself.
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Visage
DescriptionSyntax: OSSO VISAGE <target>
Fragment cost: 100Amass your bone fragments into a terrifying visage that will strike fear into the heart of your target. Should your opponent have a loose grip upon their weapons, they will drop them.
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Resorption
DescriptionSyntax: OSSO RESORPTION
Though a painful process, you may shave fragments of bone from your own skeleton to suffuse your accumulated mass. You may use this ability even when you have drawn no bones.
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Scatter
DescriptionSyntax: OSSO SCATTER
Fragment cost: 100At a constant drain to your assembled fragments, they will begin to alert you to the movements of your enemies in the local area. You will also get a status report each time you move into a new location.
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Hoard
DescriptionSyntax: OSSO HOARD
Hoard your fragments that remain, ceasing any currently active abilities they may be performing.
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Ossification
DescriptionSyntax: OSSO OSSIFICATION
Fragment cost: 10% of maximumYou may recall some of your accumulated bone fragments into your body, replenishing some of your health by means of ossification.
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Glean
DescriptionSyntax: OSSO GLEAN <target>
Fragment cost: 5You may attune your fragments to the resonance of an opponent's own bones to decipher the whereabouts of your target, regardless of where they might be. You will glean their location, health and mana levels, and the presence of any who many be with them.
Should your target be in the same room as you, then this ability will not cost equilibrium.
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Ossicle
DescriptionSyntax: OSSO OSSICLE
Launch a sliver of bone skyward to act as a beacon attuned to mental wavelengths, allowing you to decipher the tells that players in the room with you receive.
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Lurch
DescriptionSyntax: OSSO LURCH [target]
Fragment cost: 35This ability will allow you to violently pull upon the skeletons of those around you, causing them to lurch towards you. If you choose a specific target, then you will only pull that person in.
This ability will strip the rebounding defence if it is successful in moving the target, but only if it is targeted on a single opponent.
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Incisor
DescriptionSyntax: OSSO INCISOR <target>
Fragment cost: 35Congeal your fragments into an enormous incisor to assault your opponent's defences, stripping one. This ability will always strip rebounding first if they have it, otherwise it will strip a random defence.
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Clamour
DescriptionSyntax: OSSO CLAMOUR
Fragment cost: 15Clamour your bone fragments together to create a resonance that will reveal to you a list of all chaos entities currently on the Prime Material Plane.
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Puncture
DescriptionSyntax: OSSO PUNCTURE
Fragment cost: 15Send your fragments to puncture through any and all chaos entities in the room; they will try to resist, but if they fail, they will flee in fear.
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Spur
DescriptionSyntax: OSSO SPUR [target] <affliction>
Fragment cost: 25You may cause spurs of bone to periodically form from your opponent's skull, debilitating their mind in a myriad of ways as their brain is punctured at your command. While this does require your balance and equilibrium, it consumes neither. However, due to the focus required on this scale, you will need to wait a short while before using it again.
You may choose from the following afflictions:
Anorexia, stupidity, impatience, vertigo, ringing ears, self pity, mania, or migraine.If your fragments are in the process of infiltrating an opponent, then the next time they passively take effect it will use the spur affliction chosen and will mask it. There is no recovery time if it is used in this method.
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Disperse
DescriptionSyntax: OSSO DISPERSE
Fragment cost: 100You may disperse fragments of bone throughout the local area to assess that which is around you; you will discern all within the area, their location, and their current health and mana levels.
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Oracle
DescriptionSyntax: OSSO ORACLE <target>
Fragment cost: 25You may attune your fragments to your opponent's skeleton to create a resonance between it and you, revealing their steps within the local area. This will slowly drain your fragments of bone over time.
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Bleach
DescriptionSyntax: OSSO BLEACH <target>
Fragment cost: 30You may draw forth the nutrients from your opponent's bones, weakening them and diminishing their mental capacity. If they possess the accursed affliction, then the amount is increased.
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Contemplation
DescriptionSyntax: CONTEMPLATE <target>
Contemplate your opponent's mental state and discover their mana levels. -
Infiltrate
DescriptionSyntax: OSSO INFILTRATE <target>
Fragment cost: 75You may turn your fragments of bone into a fine dust that infiltrates your opponent's body and bloodstream to wreak havoc from within. The chosen affliction will be masked from your target's view.
A list of possible afflictions:
Anorexia, stupidity, impatience, vertigo, ringing ears, self pity, mania, or migraine.If your target has all of these afflictions, then the infiltration will drain your opponent's mana. This ability will drain bone fragments over time.
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Wyrmyard
DescriptionSyntax: OSSO WYRMYARD
Fragment cost: 300You may form your accumulated bone into a cocoon around you that is then called back to the earth as a place of refuge in its embrace.
Once this ability is used, after a small delay you will be transported to the wyrmyard, a cemetery for the great wyrms that exists beyond Azvosh in the Prime Material Plane. If you lose equilibrium or balance, or leave the location you are in before it completes, then the cocoon will shatter.
Those with the sanction benefits of the Apostles will be taken within the hollowed skull of one such wyrm, inaccessible by otherwise normal means.
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Graft
DescriptionSyntax: OSSO GRAFT
Fragment cost: 150With this ability you may graft fragments from your collected mass onto your skeleton to heal your physical wounds. This will slowly drain your fragments over time.
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Splinter
DescriptionSyntax: OSSO SPLINTER
Albeit mentally taxing to do so, you may shave splinters from your assembled bone fragments and grow them into new ones, increasing the number of them at your disposal.
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Endoskeleton
DescriptionSyntax: OSSO ENDOSKELETON
Fragment cost: 1000Though it will render the entirety of your collected fragments inert, you may create for yourself an entirely new and invigorated skeleton. This will completely restore your body and mind, and free yourself from all afflictions in the process. You will be unable to draw bones from the earth again for a short time afterwards.
Cooldown (Draw): 10 minutes
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Fragmentation
DescriptionSyntax: OSSO FRAGMENT <target>
Fragment cost: 500The zenith of your ossomancy abilities: the ability to turn your foe's skeleton into naught but bloodsoaked fragments. Should your opponent be below 45% of their maximum mana reserves, they will be utterly unable to resist your might, leaving you to pull their bones painfully through their flesh, killing them instantly.
This will also restore a portion of your assembled fragments, depending on the target's level, and can overflow your swarm's maximum power.
- You can use the following shield attacks
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Shieldplay
DescriptionThis ability is passive.
Shields are one of the main tools of the Earthcaller, second only to their calcified weapon. Most abilities that make use of your shield will have their damage and balance recovery times altered by the type of shield you use.
The simplest way to look at it is that smaller shields are faster, while bigger shields deal more damage. Some abilities may have more unique effects based on your shield type, however they will be described in the relevant AB help file for that ability.
Below is a list of shields from smallest to largest:
Buckler or Cavalry shield
Banded shield
Kite or Tower shieldAll shields can offer the same level of protection, the only thing that matters is the size for your abilities.
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Strike
DescriptionSyntax: SHIELD STRIKE <target>
Deal a simple strike with your shield, causing paresis in the target.
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Raze
DescriptionSyntax: SHIELD RAZE <target>
Strip away any protective barriers from your target, such as the rebounding aura or a magical shield.
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Horrification
DescriptionSyntax: SHIELD HORRIFY <target>
By holding your shield aloft, you may torment your foe with an image of their terrible fate: broken before you and reduced to ash. So powerful is your coalesced vision that they will be forced to look upon it, shattering the courage of your opponent.
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Crush
DescriptionSyntax: SHIELD CRUSH <target> <bodypart> AND <bodypart>
Strike with a swift combination of shield and calcified weapon aimed to crush your opponent's limbs. You may target the head, torso, legs, or arms of your enemy, but you may not target the same limb for both hits; your dexterity is not infinite.
The size of shield used will affect the amount of limb trauma dealt, with larger shields dealing more limb damage.
You will find you are unable to Subdue while off balance following this move.
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Facesmash
DescriptionSyntax: SHIELD FACESMASH <target>
Smash your shield into your target's face, causing them misery and shattering their courage.
You will find that you cannot Subdue while off balance following this move.
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Crash
DescriptionSyntax: SHIELD CRASH <target>
Crash your shield into your foe's head with a mighty blow. Should they suffer from two mental afflictions, this will leave their equilibrium disrupted.
You will find that you cannot Subdue while off balance following this move.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
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Punch
DescriptionSyntax: SHIELD PUNCH <target>
Punch your shield into your opponent's stomach, causing weariness.
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Deface
DescriptionSyntax: SHIELD DEFACE <target>
Effective only on a prone target, you may brutally deface them with a vicious amount of damage and bleeding, and knock them to the floor. Along side the standard benefits of shield size, smaller shields deal more bleeding, while larger shields inflict more health damage.
Should your opponent suffer from over five curable afflictions, their senses will be weakened and they will suffer increased damage. The damage will increase by 8% for each affliction over the initial five, and up to a maximum of 80%. Afflictions not given by you will only provide half the damage bonus.
Your overwhelming strength will ignore the aura of rebounding, and bypass any attempts to dodge.
- You may use the following crozier attacks
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Calcify
DescriptionSyntax: CALCIFY <weapon>
Drawing on your innate link to Azvosh, you may calcify an everyday crozier or warpick to your will, allowing you to utilise it for acts of Subjugation. The weapon will become altered in the process, dealing magic damage with each strike. Further, none but yourself may use it.
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Quash
DescriptionSyntax: QUASH <target>
Using your weapon, you may ruthlessly quash rebellion and quell falsehood from your foes, dealing damage to them. If they possess the accursed affliction, then the amount is increased. The weapon must first be calcified to enact this method of Subjugation.
If you are skilled enough in Weaponry to know the Targeting ability, you may target a limb with your strike. See AB WEAPONRY TARGETING for details.
DetailsTarget Location Same location
Weapon Damage Modifier 150%
Weapon Damage Modifier (Denizen) 132%
Accursed Damage Bonus +50%
Weapon Trauma Modifier 100%
Weapon Speed Modifier -0.15 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Call
DescriptionSyntax: CALL <crozier|warpick>
If you have lost your calcified weapon, you may summon it to yourself.
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Subdue
DescriptionSyntax: SUBDUE <target> [affliction]
By levelling your calcified weapon at an enemy, you may invoke the power of the Earthen to subdue their mental faculties and strike them down with maladies. Your power is such that you may choose the affliction yourself or allow the earth to guide your hand. The jailer's subdual will not be effective unless you are also wielding a shield.
The afflictions available to you are:
Anorexia, dementia, hypochondria, lethargy, self loathing, justice, paranoia, recklessness, stupidity, or agony.Subduing a target only requires that you possess equilibrium, but should you use it while you also have full balance, the affliction will be concealed from the target. Should you attempt to subdue a foe that already labours beneath all your subjugated maladies, the earth will instead damage them in health.
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Beset
DescriptionSyntax: BESET <target>
Direct the might of the Earthen through your crozier, sending forth an unstoppable force that will slam into their chest with a powerful punch. This will deliver both asthma and haemophilia to your target.
If they already had haemophilia, then it will cause them bleed in its place.
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Obliterate
DescriptionSyntax: OBLITERATE <RIGHT|LEFT> <ARM|LEG> <target>
Focusing the fury of the earth into your calcified weapon, you may deliver a brutal assault to one of your enemy's arms or legs, dealing a large amount of trauma.
Cooldown: 6 seconds
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Execution
DescriptionSyntax: EXECUTE <target>
Some who would stand against are you truly irredeemable, and there is no sentence more befitting of such feckless scum than death. Executing a foe in this manner is a channelled action that will require almost all of your concentration. Should your foe not flee your solemn verdict in time, there will be no escape from the earth's justice.
Apocalyptia
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Fervour
DescriptionSyntax: DIRGE FERVOUR [target]
Maximum amount of fervour: 65,000Fervour is the resource that fuels many of your abilities in Apocalyptia. Without fervour, you possess little connection with the dirge and your powers will be subdued.
By invoking this verse of the eternal song, you may scrutinise the intensity of your fervour, or that of another. If you supply no target, then it will instead show your fervour by default.
Each dawn in Aetolia, 8000 of your fervour is restored whether you are online or not. Later on, you will be able to restore it through abilities that you will learn deeper into the skillset.
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Reinforce
DescriptionSyntax: DIRGE REINFORCE [target]
Fervour cost: 150The Earthen cannot falter, for in failure lies the doom of worlds. Should you or another be injured in glorious battle, you may call upon the earth for succour and healing. It will additionally heal a random affliction if the target is not yourself.
If your patient is a fellow Earthcaller, their wounds will close more quickly. Healing will have no effect upon the foul Duamvi, and be lessened against any who do not share your Tether.
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Diverge
DescriptionSyntax: DIRGE DIVERGE <direction>
Fervour cost: 100As the great warbands of Azvosh Rakar did rend the land, so too can you command the earth to splinter, diverting water away from the specified direction.
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Revelation
DescriptionSyntax: DIRGE REVELATION
Fervour cost: 100Azvosh eternal and brutality incarnate. By cleaving t'ward this fundamental truth, the Dirge shall banish falsehood and reveal illusions for what they are to you. There is a chance your truth will fade after seeing through an illusion.
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Verses
DescriptionSyntax: VERSES
You may now discern any active verses which have been sung into existence at your location.
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Battlehymn
DescriptionSyntax: DIRGE BATTLEHYMN
Fervour cost: 750By singing one of the mythical battle hymns of Azvosh Rakar, your body shall become a vessel of the unforgiving earth. Drink from the overflowing cup of its unfathomable might and grow powerful with increased strength.
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Euphoria
DescriptionSyntax: DIRGE EUPHORIA [target]
Fervour cost: 200The Earthen are the people of war, and by invoking the memories of ancient battles, the Dirge shall bestow a glimpse of true glory upon yourself or your target. Willpower and endurance shall be restored, so potent is the euphoric revelry.
The effects will fade after a certain amount of time, or until the target is attacked.
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Execration
DescriptionSyntax: DIRGE EXECRATION <target>
Fervour cost: 250Raw strength is the signature characteristic of the Earthen, and a demonstration of such is a simple feat. By calling on this verse of the eternal song, you may assail your pitiful foe with a blast of shadow energy, imposing more damage upon them should midnight grip the land.
Most magical barriers shall be powerless to withstand your assault, rendered ineffectual by so potent and focused a strike.
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Proscription
DescriptionSyntax: DIRGE PROSCRIPTION <chaos entity>
Fervour cost: 750Servants of disorder have no place among the sublime perfection of the earth. None shall you suffer to roam free, and this verse will force them to submit for a period of time.
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Lull
DescriptionSyntax: DIRGE LULL <target>
Fervour cost: 150As the Sorcerer Kings of old were sapped of their power and will, so too shall your target be struck down by the curse of peace.
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Wardance
DescriptionSyntax: DIRGE WARDANCE
Mightiest of all the Gods, the Great Father did bring conquest to the ancient foes of old and subjugate them to His supernal will. Dance the dance of spears and swords before a holy shrine and be renewed of fervour. For all are but extensions of the Immortal Earth.
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Ground
DescriptionSyntax: DIRGE GROUND
Fervour cost: 900To be one with the earth is to enjoy strength unconquerable, and by drawing upon your unshakeable resolve, the earth shall anchor you in place. While you remain standing you will be nigh immovable, a true bulwark of stone and sand. To release the anchor you must call upon this verse a second time, and the earth shall set you free.
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Reckoning
DescriptionSyntax: DIRGE RECKONING <target>
Fervour cost: 600Open the mind of your foe, that they may look upon the unknowable empty and be granted a vision of the fate that awaits should you fail your duty. The weak cannot withstand prolonged exposure to hellsight, and they will be struck down with debilitating maladies.
Afflictions include:
Vomiting, dizziness, epilepsy, confusion, slickness, hallucinations, stupidity, and vertigo. -
Hysteria
DescriptionSyntax: DIRGE HYSTERIA <target>
Fervour cost: 250All with an affinity to earth have felt the touch of insanity brush against their minds. You may harness this madness and direct it at your wretched foe, atrophying their mind as confusion and dizziness take hold.
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Censor
DescriptionSyntax: DIRGE CENSOR <verse|ALL>
Though the song of war is an eternal one, not all its verses befit all situations. By invoking this ability, you may end all your verses of a certain type that exist in the world, or still them all entirely.
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Constitution
DescriptionSyntax: DIRGE CONSTITUTION
Fervour cost: 100It is said that the atrocities of war would turn the stomachs of all who look upon the carnage of the battlefield. By beseeching the earth for enhanced constitution, your gut shall never know the nausea endured by lesser beings.
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Ordain
DescriptionSyntax: DIRGE ORDAIN <target> <command>
Fervour cost: 2000The minds of the faithless are easily bent to your implacable will. Call forth the verse of ordination, and your foe shall obey your command. Magical barriers will be no obstacle to the earth, its solemn will be done.
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Paean
DescriptionSyntax: DIRGE PAEAN
Use the verses of the Dirge to drown out and destroy a random vibration within the room, granting a small amount of fervour in the process.
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Marshal
DescriptionSyntax: DIRGE MARSHAL <target>
Fervour cost: 1200The warbands of Azvosh Rakar are mighty indeed, and though you cannot match their legendary throngs, this verse of the Dirge shall resound across the continent and allow you to summon an allied soldier to your side.
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Imperishable
DescriptionSyntax: DIRGE IMPERISHABLE <target>
Fervour cost: 1000If you are not strong, then you are dead. Should one of the faithful fall, you may remake them in the mould of the earth, granting them a chance at redemption on the field of battle.
Their corpse must be in your possession in order to enact this verse, and should they fail to accept your offering in a timely manner, the body shall crumble to dust.
- You may recite the following verses
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Providence
DescriptionSyntax: DIRGE VERSE OF PROVIDENCE
Fervour cost: 1500Those who keep faith in the earth shall suffer neither hunger nor thirst, for the bounty of Azvosh will provide for its own. With a bowl in your possession, invoking this verse of the Dirge will fill it with bone broth and you will know great sustenance. The earth does not surrender its gifts frivolously, however, and you may not request sustenance again without first showing patience.
Cooldown: Until the Howling
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Earthcall
DescriptionSyntax: DIRGE VERSE OF EARTHCALL
DIRGE EARTHCALL <target>Fervour cost: 500 to create the verse, 750 for the act of travel
When the drums of war sound across the great expanse, none can resist the call to battle. Bring forth this verse within a location and, should you find yourself separated from the soldiers of your mighty warband, you may travel to any who stand within it.
Upon arrival, any allies in the location will be healed by a small amount of health and mana.
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Resolute
DescriptionSyntax: DIRGE VERSE OF RESOLUTE
Fervour cost: 200You are a jailer of the accursed; your solemn duty is without end. Resolute you must remain, and so shall this verse of the Dirge repel fatigue and turn back hunger while you stand within its embrace. So crucial is your vigilance that this verse will linger for longer than all others when invoked.
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Enervation
DescriptionSyntax: DIRGE VERSE OF ENERVATION
Fervour cost: 600The strength of the Sorcerer Kings must be kept sapped to slake the thirst of ages. By wielding a tithe of the earth's power, you may command the Dirge to leave behind an echo of this terrible sentence. Enemies who remain within it shall be assailed with shadow damage or drained of mana as they taste but a sample of the earth's vengeance.
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Transgressions
DescriptionSyntax: DIRGE VERSE OF TRANSGRESSIONS
Fervour cost: 300Ever must we cast our gaze upon the inscrutable empty and maintain watch over an insidious, unrelenting foe. While this verse persists, enemies who trespass upon your hallowed ground shall alert you of their coming.
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Sentencing
DescriptionSyntax: DIRGE VERSE OF SENTENCING
DIRGE SENTENCE <target>Fervour cost: 1000 to create the verse, 100 for the summoning
Those who trespass against the earth shall not go unpunished. Any who remain within the location of this manifested verse may be summoned and after a short delay, will stand before you to face judgement. The density defence shall forestall your imminent sentencing, though the attempt will remove it from the accused.
Should you fail six times, the verse shall fade and be no more.
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Empowerment
DescriptionSyntax: DIRGE VERSE OF EMPOWERMENT
Fervour cost: 600The earth must remain pure, free of taint and toxins that would mar its fathomless perfection. While you or your allies stand within the Verse of Empowerment, afflictions shall on occasion be driven from your bodies.
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Dogma
DescriptionSyntax: DIRGE VERSE OF DOGMA
The Dirge began at the dawn and transcends time. At the sunrise, you may recount the dogmatic verses, granting experience to all who attend and blessing them with restored fervour. Larger audiences to behold the glory of earth shall convey correspondingly larger amounts of experience and renewed fervour.
Should you proclaim the dogmatic verses before one of the five great monoliths, you will be blessed with an ongoing bonus to experience and increased celerity.
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Primordial
DescriptionSyntax: DIRGE VERSE OF PRIMORDIAL
Fervour cost: 750The consequence for failure is oblivion, and it must never come to pass. By bringing forth the death knell of the worldspine, your verse will periodically destroy an unprotected entity of chaos and return it to the primordial whence it came.
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Libation
DescriptionSyntax: DIRGE VERSE OF LIBATION
Fervour cost: 2000The earth must be fed, for it is a vast and hungry beast, pitiless and cold. While this verse lingers, the corpses of all who fall shall be swallowed by the jaws of Azvosh, and be denied revival. None are exempt from the blood price, and the earth will feast indiscriminately, even on one of its own.
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Eternity
DescriptionSyntax: DIRGE VERSE OF ETERNITY
DIRGE ETERNITYFervour cost: 500 for the verse creation, 250 for the summoning
Battle unending is the dream of the Earthen, and so shall it be made manifest. By focusing your energies and extending your fervour outwards, all active verses that linger amidst a Verse of Eternity will be brought to you, then all verses in your location will have their timers refreshed.
And war shall reap its harvest evermore.
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Imprisonment
DescriptionSyntax: DIRGE VERSE OF IMPRISONMENT
Fervour cost: 1000From blood and bone is the everlasting prison of the damned forged. You may attempt to fashion a gaol of your own making through this verse of the Dirge. The earth will attempt to hold your foes in place and deny them escape for as long as the shackle abides.
The chance that this will occur varies:
Chance Requirement
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20% - If you have broken your vigil and fled the scene of their incarceration.
60% - If you stand present and command a corporeal form.
80% - If your foe suffers from six or more afflictions and you stand before them whole.
Tectonics
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Impurities
DescriptionSyntax: IMPURITIES
Using many of your Tectonic abilities will increase the impurities of the earth, and the maximum amount of impurity you can sustain will scale with your constitution.
Once you reach complete impurity, you will be unable to make use of your tectonic might. Using this ability will let you see how impure you are.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
The plane of Azvosh is a place of unwielding darkness, with little natural light beyond its lava flows. An Earthcaller is adapted to the darkness, able to see in low light that most others cannot.
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Pressurise
DescriptionSyntax: TECTONIC PRESSURISE
Impurity gained: 70Crush a rock within your mighty grasp, putting it under such immense pressure that it will become superheated and brighten the location. Anyone present will be able to see despite the dark.
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Spew
DescriptionSyntax: TECTONIC SPEW <target> [SHIELD|AURA]
Impurity gained: 20Bring about a fracture in the earth and cause gouts of lava to spew forth to eradicate any protective barriers surrounding your target. The molten onslaught will also set your opponent on fire in the process.
You may specify which barrier your lava should assail first, if you so choose.
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Heatshield
DescriptionSyntax: TECTONIC HEATSHIELD
Impurity gained: 300Tap into your tectonic power to release an aura of heated pressure around you, protecting you from magic, electricity and fire damage.
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Stabilise
DescriptionSyntax: TECTONIC STABILISE <monolith>
Before one of the great monoliths of Azvosh, you will be able to banish the encroaching impurities from your form, allowing you greater capacity to wield Tectonics powers.
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Smothering
DescriptionSyntax: TECTONIC SMOTHERING
Impurity gained: 30In this state, you can prevent yourself from being set ablaze half of the time as your tectonic activity smothers them out.
Additionally, should the skill prevent the flames, you will demonstrate the superiority of earth over a lesser element and reduce your impurity.
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Insulation
DescriptionSyntax: TECTONIC INSULATION
Impurity gained: 20Coat your body in a thin layer of earth that will insulate your body against the cold.
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Lavacoat
DescriptionSyntax: TECTONIC LAVACOAT <weapon>
EXTINGUISH <weapon>
Impurity gained: 40Coat your weapons in a layer of lava, causing it to ignite those that you strike. You will be unable to apply venoms to the weapon while it is coated.
Anyone may extinguish their weapon if it is coated.
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Crumble
DescriptionSyntax: TECTONIC CRUMBLE <direction>
Impurity gained: 20By stomping the ground, your power is such that you may generate a potent shockwave, causing walls of ice to crumble before your might.
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Fossilise
DescriptionSyntax: TECTONIC FOSSILISE <target>
Impurity gained: 40By wielding a precise flow of superheated lava, coat your opponent's pipes in magma such that their contents become fossilised and deprived of useful substance.
Cooldown: 15 seconds
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Spray
DescriptionSyntax: TECTONIC SPRAY <ME|target>
Impurity gained: 15By opening a narrow crack in the earth and forcing a tapered stream of lava through it, you may direct it in a focused spray and blind your opponent.
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Traps
DescriptionSyntax: TRAPS
With your tectonic senses, you can easily locate any hidden traps within the room.
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Mould
DescriptionSyntax: TECTONIC MOULD
Impurity gained: 30Mould your body with the earth, allowing it to heal your wounds to restore a portion of your health and mana reserves.
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Geyser
DescriptionSyntax: TECTONIC GEYSER
Impurity gained: 100Force a lingering geyser of lava from the earth, setting the surroundings awash with a bright light that will destroy any magical darkness within the room.
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Dominance
DescriptionSyntax: TECTONIC DOMINANCE FIRE
TECTONIC DOMINANCE FIREWALL <direction>Prove that earth is the mightiest element by using it to smother a fire raging within the room. Demonstrating dominance in this form strengthens the earth, reducing your impurities.
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Seismicity
DescriptionSyntax: TECTONIC SEISMICITY [END]
Impurity gained: 80Using your tectonic power, you can turn your very body into a bastion of seismic activity. While active, you will emit pressure waves that will superheat the air near your enemies, burning them.
Additionally, your pressure waves will cause one of the following afflictions:
Disfigurement, dizziness, stiffness, weariness, and ablaze. -
Thermics
DescriptionSyntax: TECTONIC THERMICS
Impurity gained: 40Release a gout of thermic energy from the ground to briefly engulf you, quickly raising your body temperature to boil away a random affliction that you have.
Cooldown: 25 seconds
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Vent
DescriptionSyntax: TECTONIC VENT <target>
Impurity gained: 40Vent heated gases trapped within the earth, burning your foe and afflicting their mind with hallucinations and mania. This ability can bypass the magical shield defence.
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Unbending
DescriptionSyntax: TECTONIC UNBENDING [OFF]
Impurity gained: 100Becoming unbending like the very earth itself, granting you immunity to accuracy lowering effects when using shield attacks in Subjugation.
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Firewall
DescriptionSyntax: TECTONIC FIREWALL <direction>
Impurity gained: 40Split open a pit upon the ground, allowing a wall of fire to erupt forth across a chosen direction.
Any that choose to pass through it will be burned and ignited in the process, setting them ablaze and burning away any additional density they might possess.
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Rumbling
DescriptionSyntax: TECTONIC RUMBLING
Impurity gained: 70Since the dawn of time, all animals have gained a primal instinct to flee when the earth quakes. Send a rumbling through the location to elicit this effect, making non-sentient denizens flee in terror. Those that are loyal to an adventurer won't budge if their owner is standing with them.
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Motions
DescriptionSyntax: TECTONIC MOTIONS
Impurity gained: 200Pay attention to the vibrations caused by others, revealing to you all beings within your location regardless of their elevation or ability to hide.
You can also detect beings out of phase with reality using this ability, however you will not know who or how many.
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Pyroclasm
DescriptionSyntax: TECTONIC PYROCLASM
Impurity gained: 500By drawing masses of fragments from the earth and whirling them on an axis, you may generate immense heat and speed before finally unleashing it in a harrowing pyroclasm to scourge all who stand before you. Once you have summoned the earth, your fire resistance will be completely neutralised and you will suffer damage at your own hand in the process.
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Ashfall
DescriptionSyntax: TECTONIC ASHFALL <target>
Impurity gained: 50Cause a thick cloud of heated ash to fall upon your opponent, generating volcanic lightning that will strike them with electric damage. If they are an adventurer, it will also stun them briefly, and give them the allergies affliction.
There is no impurity gained when you target a denizen with this ability.
DetailsTarget Location Same location
Impurity Gained 50 impurity
Damage Type Electric
Damage Source Arcane
Damage 300 + 14%
Damage (Denizen) 900
Stun Duration 0.25 seconds
Equilibrium Recovery 3.50 seconds
Equilibrium Recovery (Denizen) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 30 willpower 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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Swallow
DescriptionSyntax: TECTONIC SWALLOW <denizen>
Impurity gained: 40Call upon the earth to consume any creature that has been bound in servitude through blood.
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Scoria
DescriptionSyntax: TECTONIC SCORIA
Impurity gained: 40By invoking tectonic force, you can suffuse your limbs with the endurance of volcanic rock, reducing any trauma you receive by half for a short period of time. You must have at least 95% of your health and mana to cast it.
Effects that cause instant breaks are unaffected.
Cooldown: 120 seconds
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Transfixion
DescriptionSyntax: TECTONIC TRANSFIXION <target>
Impurity gained: 100By creating oscillating patterns upon the earth, you can force the gaze of your opponent and transfix them into inaction. If they possess a heightened sense of courage, then the ability will fail.
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Fault
DescriptionSyntax: TECTONIC FAULT <target>
Impurity gained: 100If your foe suffers from the agony or accursed affliction, you may amplify their torture by revealing the impurities of their existence. In this state, the tree tattoo, a symbol of life and impure earth, will cease to function for them.
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Ashcloud
DescriptionSyntax: TECTONIC ASHCLOUD and REFORM
Impurity gained: 500Incite the air around you to become pressurised with sweltering friction, allowing you to slough away your prison of flesh and bone and become ash. While your freedom is significantly limited in the form of the ash cloud, you will be protected from harm by almost all standard means. Maintaining this form incurs a significant toll on your willpower reserves; should you find yourself bereft, you will soon find yourself dead.
You may REFORM to be restored to your lesser body at any time.
Visual style and identity
The earth prizes strength above all else, and the Earthcaller embodies that in every skill. Subjugation and Tectonics are overtly forceful and direct in execution, eliciting very noticeable and conspicuous effects whenever they fire.
Apocalyptia runs differently. The Dirge is almost wholly psychic in nature, directed by less overt gestures and wielded largely through looks and exertion of the mind. Prolonged recitation takes a toll on the psyche, requiring willpower and resolve to push through fatigue. The Earthcaller silhouette pairs both: a heavy-shield warrior with a crozier in hand, and a head bent in psychic communion with an ancient holy text.
Side effects of the work
Connection to Azvosh carries the same innate risk as Teradrim practice: the threat of succumbing to the madness that plagues the Sorcerer-Kings. The earth is hungry, demanding respect and consistent offerings of blood to maintain favour. Disrespecting the earth breaks the bond, and the Earthcaller who breaks faith finds themselves bereft of strength.
Subjugation’s ossomancy can be an imprecise art. In-the-moment bone grafts and manipulations carry real cost, and incorrect work leaves an Earthcaller with dislocations or misshapen bone structure. Prolonged Tectonics use introduces impurities into the body, and constant lava work scars the skin from heat exposure. The Dirge has its own cost: an Earthcaller who strays too long without joining their voice to the song suffers withdrawal effects that resemble madness.
Who plays this class
The Earthcaller attracts players who want a war-priest archetype with weight. The roleplay frame asks for a strong sense of duty, a love of conflict and conquest, and a deep, pious reverence for the earth and for Ivoln, known to the Earthen as the Great Father. Undeath is viewed as the purest expression of Azvosh’s gift, so many long-term Earthcallers cross over.
Mechanically, the class rewards players who enjoy a blended kit: shield-and-crozier martial work, bone-based area pressure, lava strikes for tempo, and a psychic dirge layer that punishes patience as much as aggression.
City and guild
The Earthcaller guild is the Apostles of Bloodloch, the Shadow Tether’s city of undeath. Patron: Arvelis, the Jackal. The Apostles house both the Earthcaller class and its sister class, the Teradrim, earth warrior-mages who lean on golems, flails, and direct elementalism.
Joining as an Earthcaller means committing to Shadow. You cannot actively hold 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 Earthcaller of any Aetolia race.
The Earthcaller mirror is the Luminary, Enorian’s Light-faith warrior-priests of the Illuminai. Both are religious classes built around martial duty and faith, just on opposite sides of the tether. Earthcallers fight for the earth and Ivoln; Luminaries fight for Spirit and the Light.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Earthcaller profile. Or see the full Aetolia class roster.
Teradrim
Earthcaller’s sister class in the Apostles. Earth warrior-mages who wield Terramancy, Animation (golems), and Desiccation. Pick Teradrim if you like the Apostles guild and earth theology but prefer a flail, a golem companion, and pure elementalism over religious verses.
Luminary
The Earthcaller’s mirror across the Spirit-Shadow divide. Enorian warrior-priests of Light and Spirit, wielding Spirituality, Devotion, and Illumination with mace, shield, and a guardian angel. Pick Luminary if you like the war-priest chassis but want to fight for the Light.
Runecarver
Duiran’s priests of mortality, decay, and the rot beneath life. Malediction, Runecarving, Sporulation. Pick Runecarver if you like the nature-priest archetype with a ritual edge but want to serve the Cycle on the Spirit side rather than vigil duty on the Shadow side.
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