The Indorani of Aetolia
Once a great group of occultists whose history dated back epochs, the Indorani sought to bring about an end to all things save a sheer and utter dominion - a revival of the Dark Empire of old. Alas, the formidable guild succeeded in bringing about its own ruin, having succumbed to pride through betraying Sapience and the will of Severn, the Manipulator.
Though disbanded and scattered, the power of the Indorani lives on in spite of the shattered hopes of imperial revival. Associated with the City of Bloodloch, these dark sorcerers continue to meddle with dangerous forces in their efforts to sow despair and misery throughout the land.
Through the skill of Necromancy, Indorani manipulate life essence to despoil and ravage their enemies. Tarot allows them to invoke the Major Arcana for a diverse array of magic to heal or to harm. Their tertiary skill is perhaps the most feared and dangerous - Domination. This skill involves navigating the treacherous landscape of primal Chaos and negotiating with the Lords who hold sway there. In exchange, the Indorani gains the power to command an army of horrific chaos entities.
Adventurers seeking to learn the arts of the Indorani should seek out Empress Xa'azamit in the Chaos Plane. For a fee of 40 credits, the Empress of Corrupt Chaos will share her knowledge. Simply LEARN INDORANI FROM XA'AZAMIT at v24112.
While adventurers may practice these skills within their guilds, new Indorani who begin through the introduction cannot join a guild until they have met the relevant multiclassing prerequisites. Namely, they will require Virtuoso level of skill in Necromancy, Tarot, or Domination, or Transcendent level in two of the three.
Indorani Skills
Necromancy deals with the study of death and those who practice it work to manipulate life essence through the consumption of mortal hearts, as well as the various stages of decay. Assortments of nefarious abilities are granted to even the most novice student, and with further study the knowledge of cannibalism is obtained. It is this ability that has generally caused widespread fear of even the most docile necromancer for it is through cannibalism that one's life essence is increased, fuelling the higher necromantic abilities.
Necromancy
-
Essence
DescriptionSyntax: ESSENCE
Life essence fuels many of your abilities within Necromancy, and this will allow you at a glance to see how much you have remaining. Those that embrace undeath will find that they will consume less essence than those of the living.
You can also CONFIG this to show in your prompt.
-
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.
-
Decay
DescriptionSyntax: DECAY <target>
You have gained the magical touch of a necromancer, allowing you to wither the flesh of a chosen victim with a brush of the finger, causing magic damage. The amount of damage dealt will become more powerful if their life aura has been leeched away.
Decay does not scale as much with the target's max health, but has a high base damage, making it more effective against low max health then other skills. Additionally, the equilibrium time is reduced if the target's constitution is lower then their statpack default.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Base Damage 600 + 5%
Base Damage (Denizen) 1044
Added Bonus Damage (Leeched aura) x5%
Equilibrium Recovery 4.00 seconds
Equilibrium Recovery (Leeched aura) 3.00 seconds
Equilibrium Recovery (Denizen) 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 80 mana to use.
Costs 25 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
-
Dissect
DescriptionSyntax: DISSECT <organ> FROM <creature>
DISSECT <organ> INTO SLICES
AUTOPSY <creature>With a scalpel in hand, you can use this skill to extract organs from a fresh, undefiled denizen corpse. The organs can then be cut into smaller slices at your delight.
Performing an autopsy upon the corpse will let you know what kind of organs you can extract, although you will occasionally find a tumor instead of a organ.
The higher your skill in Necromancy, the more slices you can obtain when cutting up an organ.
The organs and slices have no mechanical benefit, and are mostly for your pleasure to do with as you please.
-
Chill
DescriptionSyntax: CHILL <target>
For firewalls:
CHILL <direction>
CHILL FIREWALL [direction]Summon a deep chill from the beyond and instill it into your target. This will slowly cause them to freeze over time, blooming three times before dissipating completely. You may also use this ability to put out firewalls.
-
Nightsight
DescriptionSyntax: NIGHTSIGHT
Nightsight will allow you to see normally while under the cover of darkness.
-
Sense
DescriptionSyntax: SENSE <player>
Seek out the very life essence of a player, gaining you the knowledge of his or her location. You can sense another from nearly anywhere in the realm.
-
Night
DescriptionSyntax: NIGHT
Draw forth the cover of darkness and swamp your location in magical shadows.
-
Shroud
DescriptionSyntax: SHROUD
Cover yourself in a shroud of concealment, preventing nearby eyes from discerning your actions. You will be able to leave and enter a location without notice, plus a few other common actions will be hidden.
-
Screech
DescriptionSyntax: SCREECH
Let loose a powerful screech with the might of the banshee. The sound will shatter the courage of those who possess it, and those who do not will be driven out from the location.
-
Belch
DescriptionSyntax: BELCH and INHALE CLOUD
Belch forth a cloud of noxious gas that will poison and asphyxiate everyone that breathes it in, including yourself. If you so wish, you may INHALE the cloud in order to remove it.
-
Taint
DescriptionSyntax: TAINT <target>
Essence cost: 250This ability will strike your enemy with shadows, dealing more damage the closer to midnight it is. It is worth noting that taint can be used through most forms of magical barriers.
-
Leech
DescriptionSyntax: LEECH <target> and LEECH RELEASE
Essence cost: 100Leech away the life aura of another, making them further vulnerable to your dark powers. You may only leech away one aura at a time.
Once leeched, it will take 5 seconds for the aura to fully dissipate into your grasp. At this point, their max health and mana will be reduced by 10%, and you'll be able to harm them with the full power of your sorcery.
If your aura has been leeched, you can MEDITATE to restore it or have the necromancer release it.
-
Bonedagger
DescriptionUsage: DRAW BONEDAGGER FROM <corpse>
FLICK BONEDAGGER AT <target> [<venom>]Your eldritch talents permit you to draw forth a bone dagger that may be envenomed to afflict your target with venoms, either in the same room or at a distance. The dagger must be wielded and bear your mark to be effective.
This skill cannot be dodged, nor is it affected by the aura of rebounding.
-
Lifevision
DescriptionSyntax: LIFEVISION
Your attunement with life essence allows 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.
-
Shrivel
DescriptionSyntax: SHRIVEL <target> <ARMS or LEGS>
SHRIVEL <target> <LEFT|RIGHT> <ARM|LEG>
SHRIVEL <target> THROATUse necromantic energies to shrivel the limbs or throat of your opponent. If you choose the more amibigious target of arms or legs, you will shrivel a random arm/leg that will be hidden to your opponent. Be warned that this comes with a slight increase to your equilibrium recovery.
-
Soulmask
DescriptionSyntax: SOULMASK
With this ability, you may mask your aura from those who would read it. It also provides some measure of protection against angels who might seek you out.
-
Cannibalism
DescriptionSyntax: DRAW HEART
CONSUME HEARTLife essence does not always come freely. If there is a corpse on the ground that has not been defiled, you may draw the heart from it and hold it in hand. Then, in an orgy of gastronomic pleasure, you may consume it to refill your life essence. The more experienced the adventurer you pull the heart from, the greater your gain in life essence will be. You can do this from any player corpse, it does not need to be one you personally slew.
-
Medium
DescriptionSyntax: GRAVETELL <person> <message>
REPLY <message>While you stand within a graveyard, you can use your closeness to death to communicate with recently-departed souls that yet linger within the Underhalls. They will not be able to communicate with you unless you initiate communication with them first. In order for one of the dead to speak back with you, they must make use of REPLY.
-
Ectoplasm
DescriptionSyntax: ECTOPLASM <item>
SENSE OBJECTEssence cost: 100
By coating an item you possess with your ectoplasm, you can sense the location it is within from anywhere across the realm. You can only coat one object at a time.
-
Putrefaction
DescriptionUsage: PUTREFACTION
SOLIDIFYEssence cost: 100
By turning your flesh into semi-liquid, rotting state, you can gain some measure of immunity against cutting and blunt-based attacks. This is less effective against blunt damage than it is against cutting damage. Your health will slowly drain away for as long as you have it active.
-
Drain
DescriptionSyntax: DRAIN <necromancer>
With this ability you can transfer life essence from yourself to another necromancer. Unfortunately, it is not a perfect transfer and some life essence will be lost in the process.
-
Deathaura
DescriptionSyntax: DEATHAURA [OFF]
Essence cost: 100This ability will create an aura of death and evil that will harm your enemies around you. The damage caused by this skill won't awaken sleeping opponents. This will drain your mental reserves for as long as it is active.
Additionally, it will give your enemies one of the following afflictions:
Vomiting, dizziness, or dementia. -
Bonehelm
DescriptionSyntax: DRAW HELM FROM <corpse>
A powerfully enchanted helm of charred bone pulled from the corpse of something dead, this may be worn to bolster your resistance slightly against all forms of damage.
-
Deform
DescriptionSyntax: DEFORM <target>
Essence cost: 300For each affliction upon your target, you will further deform their body and sap their constitution, leaving them enfeebled under shadow's grasp. This drain cannot remove more than 12 points of constitution, and will also give the withering affliction, providing at least one point of constitution is drained.
You must leech away the life aura of your target first before you can use this ability.
-
Gravehands
DescriptionSyntax: SUMMON HANDS OF THE GRAVE
Essence cost: 100The ability will cause rotting hands to rise up from the ground to grab at the ankles of any enemy who tries to escape for a limited time. The hands of the dead will persist even if you perish.
The chance it will hold them still is dependant on the following:
Chance Requirement
========================================
10% - Summoner is fleeing combat, there or not
30% - Summoner is not present
50% - Summoner is present and corporealIf this ability is used in a graveyard environment, then the hands of the dead will remain under your command for considerably longer.
-
Gravechill
DescriptionSyntax: GRAVECHILL [OFF]
Empower your necromantic arts with the chilling power of the grave. When you use the Decay ability on another, it will be transformed into cold damage and have a chance to freeze your opponent.
While you have this defence active, you will also receive bonus resistance against fire damage.
-
Rot
DescriptionSyntax: ROT <player>
Essence cost: 1000Expel a vicious cloud that will bestow perhaps what is one of the most terrible of curses: Farag's Rot. This curse will cause the flesh to decompose under a powerful toxin that will circulate the blood stream.
If they should perish while under its effects, then they will be unable to save themselves with abilities that protect one from death and leave behind a defiled body.
Once dead, the curse will then spread to an ally of the deceased in the location, cutting the duration in half. If the duration is lower then five seconds, then it won't spread.
-
Desecration
DescriptionUsage: DESECRATE THE DEAD
SENSE GRAVEYARDAt specific graveyards, you may desecrate the dead and steal the dormant life essence within their decaying bodies in order to empower your own. This will slowly regenerate your life essence until it is full.
In order to find a graveyard suitable to this purpose, you can SENSE GRAVEYARD to find the closest one in your area, assuming one exists.
-
Vengeance
DescriptionSyntax: VENGEANCE
Essence cost: 400Upon your full death, if you have activated this ability, you will exact revenge on all enemies in the room, impaling them with spears of bone. It will always strike the person who slew you, regardless of declaring them an enemy.
This ability will also trigger when you are saved from death by the Soulcage skill. Please see AB NECROMANCY SOULCAGE for more information on this ability.
-
Regeneration
DescriptionSyntax: REGENERATE <player>
Essence cost: 500Using the inherent power of the necromancer, you may instill life essence into the corpse of a fallen combatant to raise them from the dead.
If they choose to not accept the resurrection in a timely manner, then the body will crumble away.
-
Blackwind
DescriptionSyntax: BLACKWIND and HUMAN
CHOKE <target>Essence cost: 500
This allows you to shed your corporeal body and take the form of the deadly blackwind. Although you find your freedom is severly limited, there is very little that interact with you in a harmful way. You can also choke another if you so choose by slipping into their lungs and depriving them of their breath.
This ability is incredibly taxing upon your willpower and it will quickly drain. Should you run out of willpower, then you will lose the ability to return to your body and become scattered upon the wind. You may return to normal by using HUMAN at any time.
-
Vivisect
DescriptionSyntax: VIVISECT <target>
If you have successfully leeched away the life aura of your target and have withered all four limbs, you may release them from this life by splitting your victim from chin to belly and pinning them to the ground with their own sternum.
-
Soulcage
DescriptionSyntax: SOULCAGE
Essence cost: 3000This is perhaps the greatest of the necromantic abilities, and carries with it the greatest life essence cost. It allows you to spin a web of life essence around your very soul, protecting it in the off chance that you suffer death. You will be restored back to full health and mana, and any afflictions upon you will be cured, effectively granting you a second chance at life.
You will not be able to use this skill if you are protected from death already, or are in cooldown from use of the starburst tattoo.
Cooldown Soulcage (when triggered): 15 minutes
Ready to play an Indorani?
Create your character and play for free today - no download required!
Roleplaying an Indorani
Indorani are dark sorcerers, whose traditions date back across the epochs. Historically committed to the formation of a single, continent-spanning Dark Empire, they have forged contracts with Chaos, and mastered the manipulation of ambient shadow essence, as means by which to power their arts. Across the centuries, they have experienced successive waves of unification and dissolution, giving rise to countless occult traditions across the Sapient southwest.
What is Corrupt Chaos?
Corrupt Chaos is a subplane of Chaos, that which winds through and around existence like an amorphous shell. This realm has been ruled by Chakrasul, the Dark Mother, since the conquest and division of Sapient Chaos in the year 481 MA, and consists of impossible architecture, menacing surroundings, and no small number of chaotic entities. Most notably, Corrupt Chaos is the dwelling place of the Chaos Lords with whom the Indorani bargain for favor.
The rise and fall of the Indorani
The modern Indorani were formed by members of the Occultists' guild of Ashtan, who embraced their historical roots and journeyed to the city of Bloodloch no later than the year 116 MA to reconstruct their ancient traditions. After centuries of devoted service to their cause, the Indorani guild fell to ruin in the year 476 MA, cursed by Severn, the Manipulator for their betrayal of Sapience and the Prime. Their remnants have since spread across the continent, lacking centralized authority and serving many different causes of Shadow.
Life essence
Life essence is drawn from the Inner Spark of the dead, a wellspring of spirit and fire that is either passively absorbed or else taken from an Indorani's victims. Although the Inner Spark is more accessible to the living, even undead Sapients possess it, albeit buried and stifled beneath the higher concentrations of elemental shadow which animate their forms. In the process of absorbing life essence, the Indorani subconsciously denatures it, bonding it with elemental shadow so as to make more efficient use of it at a later date.
The sources of the Indorani's arts include:
- Life essence, drawn from the Inner Spark of their victims or absorbed from the dead, which is used in Necromancy and Domination.
- The manipulation and structuring of ambient shadow in Necromancy.
- The infusion of ambient shadow into symbolic cards to produce magical effects through Tarot.
- Bargaining with the Chaos Lords, demonic denizens of Corrupt Chaos, to summon chaos entities via Domination.
Indorani are defined by a broad, versatile command of magic, and are able to draw upon potent effects with sufficient power. They harvest hearts and life essence from their victims in order to fuel their dark arts, pushing their spellcraft beyond both mortal constraints and the moral pale.
Visual style of the class
As embodiments of Chakrasulian Despair, the Indorani's spells and gestures are chosen for dramatic, intimidating effect, consisting in gruesome displays of decay, destruction, and corruption of their foes' physical and mental stability. Fell light and choking shadow intermingle in their sorcery, smearing the very air around them to a chaotic blur and making them difficult to distinguish. Their entities often ambush their marks from the shadows, revealing themselves in the instant of attack before fading away again.
Side effects of the class
Repeated use of the element of shadow results in physical changes that cannot be easily hidden. The eyes will become black and nearly solid, and the corruption will be visible in the veins sprawling outwards from them. Fingertips will also darken, and skin texture may change from something porous and organic to something strange and irregular. There are chances of whispering voices becoming more present in the back of the head in a language you don't understand, and the world slowly losing its sense of color. Across decades of use, color blindness of varying severity can set in.
Roleplaying the class
Indorani may comprise a wide range of archetypes, ranging from occultists to warlocks and witches. They are closely associated with Chakrasul, the Dark Mother, and although not all Indorani are Chakrasulian, it is undeniable that Her values of decay and despair inform their practices at a fundamental level. These ties firmly align the Indorani and their arts with the cause of Shadow. Past this, the values that individual Indorani hold may differ starkly from one another in the absence of a central tradition.
Entity lore
The Chaos entities summoned by Indorani are comprised of a myriad number of 'individuals' - chaotic creatures which have united into a single whole. Most have been shaped by the Indorani's predilections and trades, as well as the Dark Mother's conquest of Corrupt Chaos. Though possessed of animal sentience, they are incapable of maintaining cohesive form without their summoner. Several countermeasures have been devised by the Indorani's enemies to banish entities back to their realm of origin.