The Infiltrators of Aetolia
Centuries ago, Severn, God of Artifice chose a select few mortals to act as defenders of Spinesreach, bestowing upon them His gift of guile and deception. With a history steeped in tradition and mystery, the Syssin stand as the staunch defenders of the Spires today just as they did during the founding and height of the Ankyrean Order ages ago.
Though their training has now spread to all of Sapience, the Guild itself remains true to their historical roots of a close-knit, deeply loyal collection of men and women. As the fourth century of the Midnight Age approached and came to pass, the Syssin were given an additional charge by Severn, the Manipulator.
Following the emergence of the Shadowbound onto the Prime Material Plane, the Syssin were commanded by their Patron to oppose the advance of the fell creatures and their creator, the Shadow Mother. This ongoing war is mysterious to the continent as a whole, its details known only to the Syssin and their God.
Masters of stealth, the Syssin employ the skill of Subterfuge to live in the Shadows, effortlessly weaving in and out of the battlefield and gaining reconnaisance without their enemies' knowledge. Rather than rely on brute force in combat, Syssin instead prefer to act with finesse through the skill of Assassination, training in dirks, whips, and long-range bowmanship to kill with deadly precision. To further these ends, Syssin use their skill of Hypnosis to manipulate a victim's mind and body, implanting maladies and even defined actions into their brain.
As a result of the Creators' Monomachy, Severn's long-laid gambit in the Syssin class being proliferated was laid bare. Following that, and His demise, the class has now been renamed to Infiltrator, to acknowledge that there is no longer any God that holds sway over it.
Infiltrator Skills
Assassination is the practice of dirks, whips, and bows to quickly kill or subdue another, known by those of the Syssin. Methods include poisoning, choking the life out of someone with a whip, binding an unconscious target, or lynching the enemy within their own city. An assassin can be spotted by the metal fangs they wear in place of their canines, a tool of which that inspires stories of terror across the land.
Assassination
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
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Dash
DescriptionUsage: DASH <direction>
You can now dash in a particular direction, allowing you to move through multiple rooms at once. Adventurers will only follow you if they have the ability to pace themselves, or through some other means.
DetailsMax Distance 10 rooms
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes*
Mounts Follow Yes
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires both legs functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
Cannot be used while phased.
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Shiv
DescriptionSyntax: SHIV <target>
While wielding a dirk or stiletto in hand, you can perform a quick blow to your target by thrusting the blade of your weapon into their gut. This will deal a small amount of damage and, if they are an adventurer, it will knock them briefly off balance.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 50%
Weapon Damage Modifier (Denizen) 50%
Balance Upset 0.40 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Doublestab
DescriptionUsage: DSTAB <target> [<venom>] [<venom>]
If you are wielding a dirk or stiletto that has been envenomed with more than one venom, you can quickly prick your target twice and deliver two venoms simultaneously to them. The pricks are shallow and will deal no damage to the target, however it will cause them to bleed.
DetailsTarget Location Same location
Set Weapon Bleeding 60 bleeding per hit
Weapon Speed Modifier +0.40 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Flay
DescriptionSyntax: FLAY <target> [<defence>] [<venom>]
Using a whip, you will be able to flay a number of defences from an opponent. If you do not specify a defence, then it will strip one in the given order.
You can flay the following defences:
Shield, rebounding, fangbarrier, speed, and cloak.Additionally, it will deliver a venom to the opponent afterward, but keep in mind that it will not if:
* They are affected by hypnosis and you were unsuccessful in stripping a defence.
* They have either rebounding or shield after stripping a defence.DetailsTarget Location Same location
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Recuperating
DescriptionUsage: RECUPERATE
While standing in the shadows, you can regain endurance, willpower and health while also curing afflictions. It must either be night time or you must be surrounded by magical darkness.
DetailsChannel Effect Every 10 seconds
Channel Type Safe
Health Gain 150 to 250
Willpower Gain 100
Endurance Gain 100
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Warding
DescriptionUsage: WARDING
Those devout in prayer towards their fallen comrades will find their comrades will protect their bodies from harm. As a result, you will take less damage from physical and magic attacks.
DetailsDamage Type Cutting, Blunt, and Magic
Damage Resistance 10%
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
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Finesse
DescriptionUsage: FINESSE
By focusing on wielding your blade with finesse, you can quickly stop your attacks before they will bounce off a rebounding aura. This can protect you two times before the defence will fade.
DetailsFinesse Stacks 2
Balance Recovery 1.50 seconds
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Yank
DescriptionUsage: YANK <target>
While wielding a whip, you can attempt to yank someone from an adjacent location into yours. Should the target be bound, the density defence will have no effect.
If you successfully pull them to you, it will upset their balance.
DetailsTarget Location Adjacent location
Movement Type Physical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Balance Upset 2.00 seconds
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
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Swinging
DescriptionUsage: SWING <UP|DOWN>
When in a location with either trees or in an urban setting, you may swing yourself up onto the rooftops or into the trees.
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Seize
DescriptionUsage: SEIZE <target>
While in the trees or on the rooftops, you may seize someone on the ground below you and bring them to your elevation. It will not be prevented by effects like density.
DetailsTarget Location Above or below your location
Movement Type Physical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Bowmanship
DescriptionUsing a bow:
SHOOT <target> [type/venom]
SWITCH <type>Using a quiver:
INSPECT QUIVER or IQ
INQ <amount> <type> ARROWS
OUTQ <amount> <type> ARROWSUse a longbow to shoot someone in a line-of-sight location from you. First you must find yourself a longbow, some arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default.
In addition to the regular venoms, you may also use the sumac, loki, epteth, and epseth venoms with a bow.
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Garrote
DescriptionUsage: GARROTE <target>
By using your whip, you can slip behind a target and choke the life out of them. Should your opponent be in a helpless state, then your damage will be amplified.
DetailsTarget Location Same location
Damage Type Asphyxiation
Weapon Damage Modifier 100%
Weapon Damage Modifier (Prone) 170%
Weapon Damage Modifier (Denizen) 122%
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Block
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location, providing you are not incapacitated or feared. Should you move, you will cease to block.DetailsRequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Cannot be used while phased.
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Bowstance
DescriptionUsage: BOWSTANCE
While wearing a bow, you can fluidly move it into your hands.
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Shove
DescriptionUsage: SHOVE <target>
While in the trees or on the rooftops, you may shove someone to the ground below, crippling their legs as they hit the ground, dealing blunt damage, and upsetting their balance. Should they be clinging to the trees, you will be unsuccessful.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source None
Armour Modifier 10%
Damage 100 + 15%
Bleeding 50 bleeding
Movement Type Physical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Upset Balance 3.00 seconds
Balance Recovery 4.00 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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Aiming
DescriptionUsage: AIM <target>
Increase the accuracy of your bow by aiming at your target first. As long as they remain within the trajectory of the arrow, it will always hit them, even if they move from their original location.
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Marking
DescriptionSyntax: MARK <target>
Direct your will to create a dark mark on your chosen foe, who must be in the same location as you. You can use this skill from above or below your opponent, in addition to being on the same elevation.
Once the mark is applied, the next time the foe takes damage from a non-passive source that is either yourself, or an ally, it will be a critical hit that results in double damage.
DetailsTarget Location Same location or different elevation
Marked Duration 30 seconds
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 300 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Fangs
DescriptionSyntax: BITE <target|ME> <venom>
The iconic assassin's fangs is the trademark calling card for the members of the Syssin. When worn, one can make use of any venoms within their fluidcache and inject them into an unwilling target, even if they are shielded. Those with the fang barrier defence will be immune to your fangs until the substance is removed.
Any venom may be used with your fangs, except for cirisosis. It is recommended you look into AB TOXICOLOGY to learn more about each venom. HELP TOXICOLOGY has a short-form list of what each venom does.
When it comes to using the sumac & camus venoms with your fangs:
- Damage from these venoms will be agile-sourced instead of none.
- Against denizens, these are the only two venoms you can use.You can additionally target your bites towards a limb by using the targeting ability within Weaponry.
DetailsTarget Location Same location
Damage Source Modifier Agile
Balance Recovery 2.00 seconds
Balance Recovery (Denizen) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 40 endurance to use.
(Denizen) Costs 30 endurance to use.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Camus
DescriptionSyntax: SHADOW INFUSE <rag>
An assassin has many tools and sometimes the basic venoms aren't enough. With this ability and a rag of sumac venom in hand, you can whisper a word of infusion and guide the shadows to corrupt the venom into a more potent version of itself - the camus venom.
While it cannot be applied to hand-held weapons, it can be utilised through your fangs and will cause poison damage over time on the target that you inflict it with.
If you bite a limb with the camus venom, it will deal trauma to that limb.
Against denizens, it will simply deal all its damage at once.
DetailsDamage Type Poison
Damage Source None
Armour Modifier 30%
Initial Damage 300 + 10%
Initial Damage (Denizen) 930
Limb Trauma Dealt 11.00%
Poisoned Timer Every 3 seconds
Poisoned Instances 3
Poisoned Damage 85 + 4%
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Slit
DescriptionUsage: SLIT <target>
While wielding either a dirk or stiletto, you can slit the throat of an opponent who is prone. This will cause a large amount of bleeding based upon their maximum health and can deliver a venom.
Additionally, for each affliction below the bleeding will be increased:
Asleep, hypersomnia, narcolepsy, and writhe bind.DetailsTarget Location Same location
Base Bleeding 4% bleeding
Bonus Bleeding +4% bleeding per affliction
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Binding
DescriptionUsage: BIND <target>
If your target is sleeping or unconscious, and you have a length of rope ready, you can hog-tie your opponent.
DetailsTarget Location Same location
Balance Recovery 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Scaling
DescriptionUsage: SCALE <direction>
If there is some kind of wall in your way, you can quickly scale over it and to the other side. If there is water in your current location, you won't be able to scale the wall.
DetailsMovement Type Ignore walls
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Pacing
DescriptionUsage: PACING <ON|OFF>
At a constant endurance drain, you will be able to tense yourself to follow those that take off in a sudden dash.
DetailsBalance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
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Shrugging
DescriptionUsage: SHRUG VENOM
Your experience with poisons allows you to shrug off one of many afflictions that can occur from a venom, the affliction does not need to be sourced from a venom however.
Please see HELP AFFLICTION TYPES for more information on venom-type afflictions.
Cooldown: 20 seconds
DetailsCooldown 20 seconds
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 endurance to use.
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Scan
DescriptionUsage: SCAN
While in the trees or on the rooftops, you can scan the area and spot those upon the ground.
DetailsBalance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
RestrictionsCannot be blind.
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Darkbows
DescriptionThis ability is passive.
The famous darkbows are both expensive and powerful, requiring well-refined technique in order to use competently. Your proficiency in the arts of the assassin has granted you the skill to use it.
Refer to AB ASSASSINATION BOWMANSHIP on how to use a bow.
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Noose
DescriptionUsage: CRAFT NOOSE
NOOSE <target>In order to noose someone, you must first craft yourself one using a piece of rope in your inventory. Once you have crafted a noose, you can attempt to hang a target by climbing above them either in the trees or on the nearby rooftops and quietly slipping the rope around their neck. This will take time to complete, and should you be successful, they will be hoisted from the ground and left unable to defend themselves.
This cannot be performed if there is anyone else but your target present during the attempt.
DetailsTarget Location Above or below your location
Channel Time 12 seconds
Channel Intervals 4
Channel Interrupt Type All
Damage Type Asphyxiation
Damage Source None
Damage 0 + 80%
Armour Modifier 10%
Damage Timer Every 3 seconds
Damage Instances 10
Balance Recovery 10.00 seconds
RequirementsRequires both arms functional.
Requires balance and equilibrium.
Costs 20 endurance to use.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Does not bounce off magical shields.
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Weaving
DescriptionSyntax: WEAVING <ON|OFF>
At the cost of your mental reserves, you can mimic the cobra and boost your ability to dodge an attack. Read HELP AVOIDANCE for more information.
DetailsDodge Chance Bonus +15%
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
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Backstab
DescriptionUsage: BACKSTAB <target>
While wielding a dirk or stiletto, you may plunge your weapon into the back of an unsuspecting victim. As your victim recovers from the attack, their movement will be crippled for a short time.
The first backstab to land will deal unblockable damage. Subsequent blows while they are crippled will cause it to default to the weapon's damage type.
Lastly, whenever a victim falls by your hand by any method, if your Backstab ability is on cooldown, the cooldown will be reset. You must have your dirk or stiletto in hand.
Cooldown: 30 seconds
DetailsTarget Location Same location
Damage Type Unblockable
Set Weapon Damage 0 + 17%
Set Weapon Damage (Denizen) 1020
Set Weapon Bleeding 200 bleeding
Set Weapon Speed 2.25 seconds
Backstab Duration 15 seconds
Cooldown 30 seconds
RequirementsRequires balance and equilibrium.
Costs 200 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Snipe
DescriptionUsage: SNIPE <target> [type/venom]
Your ability to sharpshoot has improved, allowing you to use your bow quickly and efficiently on the fly. Sniping will grant you all the bonuses of using AIM as well as granting a small amount of extra damage. If you manage to slay your mark, then you will be left anonymous to their eye and others.
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Keeneye
DescriptionThis ability is passive.
Your perceptive abilities have reached such a point that you are now able to passively discern the effects of random curing abilities used in the room with you.
You can additionally view HELP LONGFORM AFFS to see a list of afflictions with altered names utilised by Keeneye.
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Roleplaying an Infiltrator
By far the most covert of professions, Syssin are rogues, spies, assassins, and occasionally thieves. Slippery in battle and subtle in execution, Syssin work in the shadows, often choosing their own terms of engagement by dint of their peerless ability to traverse secret ways and means where others fumble in the dark.
History
The origin of the Syssin lies with the Shadowsnakes, an experiment of the ancient Ankyreans created as a workforce to defend their city of Spinesreach. In their original incarnation, Shadowsnakes were incredibly snake-like, able to create venoms from glands in their own bodies. Devised as a fiercely loyal cadre of covert operatives, much of this loyalty - to Spinesreach, and to Severn in particular - survives into the present day.
Oaths given in ages past yet hold firm, cultivating a deep reverence for the dead and to the past of the guild which, through many incarnations, remains a bastion of service to the Spires.
How are the powers of the class accessed?
No longer physically serpentine like their forebears, modern Syssin derive much of their power from Severn, the Manipulator - Lord of Artifice and Warden of Shadow on the Prime. This manifests through various abilities allowing Syssin to manipulate ambient shadow in order to conjure illusions, bedazzle and beguile others, and of course, their signature ability to phase completely out of reality and walk the world unseen and near-inviolate.
Conversely, a majority of the Syssin talents are martial and - comparatively - mundane in nature. Much of Assassination and Subterfuge centre around physical prowess and dexterity, as well as subtlety, legerdemain, and sleight of hand that to an ignorant onlooker may indeed appear like magic.
This is a deliberate and stark contrast to Spinesreach's other native professions, the Sciomancers and Archivists; where the former strive to wield the magics of Shadow and the latter seek to unravel the world's mysteries, Syssin work towards understanding people. This takes place through both direct and indirect observation and interaction, as well as a much deeper understanding achieved through hypnotism and the mental manipulation conducted via post-hypnotic suggestion.
Visual style of the class
Given their nature, a singular visual style is somewhat difficult to define. Despite the archetypal presence as rogues, training is what truly defines a Syssin, and a brawny Minotaur (indeed, the Lord of Artifice is perhaps the most renowned wielder of the subtle arts in history, yet dwells in the form of one such) is equally capable of the same subtlety and guile as an agile Mhun.
Though their purpose is frequently toted as the defence of Spinesreach, Syssin are not honourable knights or chivalrous warriors. Wielding dirk and wearing scale, their style is a subtle and tricky one, favouring wit, precision, and cunning over the application of raw strength or direct confrontation. In everyday life, many attempt to go unnoticed and blend in while others are flamboyant and eye-catching -- whether naturally or as part of some kind of scheme.
Side effects of use
While many of Aetolia's professions adventure for glory, honour, and renown, Syssin tend to be the opposite, and often keep to themselves. This can create something of a lonely, isolated existence for those who choose not to ply their trade through gossip and networking.
Syssin also deal with a significant amount of distrust and suspicion from those outside their close-knit groups, and this can foster similar mistrust in return. Few Syssin enjoy the company or spectacle of large crowds and are often more at home stalking a single target than partaking in the social niceties or groups.
Roleplaying the class
Fanatical loyalty to Spinesreach is the overarching theme connecting the often disparate members of the Guild. Individualism remains key to this, however, and the means by which that oath to the Spires is fulfilled spans a large spectrum of styles and themes. Whether outside the Guild or part of its cadre, however, there exists a similarly wide spectrum of approaches that Syssin can employ.
Typically these fall under one of several umbrellas that the Guild still uses to this day: Artifice, Influence, and Intimidation. Rare do two Syssin imitate one another, and classical, sneaky saboteurs are as common as the charming, influential rogue and the invisible assassin. Sweet talking, espionage, and observation are as valid as the knife in the back.