The Predator of Aetolia

The Predator is Aetolia’s untethered knifeplay class, a clever and brutal profession that emerged after the Creators’ Monomachy from the dark forests of a world beyond Aetolia, wielding Knifeplay (with bone sitaras), Predation (esoteric survival), and Beastmastery (dominance over wild creatures).
| At a glance | |
|---|---|
| Tether | Untethered |
| City | None |
| Guild | None; apprentice from Sigurd Brynja in the Augerweald |
| Skill sets | Knifeplay, Predation, Beastmastery |
| Mirror class | None (untethered) |
| Sister class in guild | None |
| Signature mechanic | Sitara bone knives carved from fallen enemies |
| Best for | Players who want lethal grace, otherworld backstory, and animal companions |
Predators emerged into Aetolia immediately after the Creators’ Monomachy, an amnesiac cadre from somewhere beyond the borders of the Aetolian universe. Their leader, Sigurd Brynja, leads the first generation from the wintry Augerweald. The full history of the order is lost: the multiversal journey scrubbed their memories on the way through.
What they remember is a thirst for challenge, a campaign of vengeance against an unknown foe, and a phrase: the teachings of Qa-sital, the name they once used for their knifeplay. The rest is gone.
Origin and lore
Almost immediately following the conclusion of the Creators’ Monomachy, the amnesiac Predators set themselves to the task of testing Aetolia’s might. They sowed chaos across multiple continents in a quest to prove themselves as warriors capable of standing above all others. Eventually Sigurd Brynja made contact and offered to teach the trade to willing souls in exchange for information, aid, and supplies.
The cadre cannot reconstruct its own past. What they do still observe is the sitara ritual: a sturdy knife wrought from the bones of a fallen enemy. The Predator strikes down a foe suitable for the harvest, extracts the bone, cleans and dries it, and whittles it into a personal blade. Many add notches to count the conquests of their travels.
The Predator is one of Aetolia’s newer classes. It came in alongside the Siderealist and a handful of other post-Monomachy additions to the lineup. The trade has spread far enough that a player can apprentice into it now, but the original cadre still trains the line.
Skill sets
The Predator skill sets are Knifeplay, Predation, and Beastmastery.
Knifeplay is the martial discipline. The sitara is a small bone knife, sleek enough to slip into a tendon or sever a nerve, sharp enough to carve someone from hip to shoulder when the right force is applied. The fighting style is fluid, calculated, and brutally efficient. Predators eschew honour in favour of stark practicality, and they have learned ways to turn aside magic and deliver brutally efficient coups de grace.
Predation is the survival and resilience school. Submersing themselves in hostile climes to cultivate greater strength, a clever Predator employs dexterity and brawn in equal measure. They practice esoteric survival techniques and disparate disciplinary measures that allow them to overcome ailments and crushing pain.
Beastmastery rounds out the kit. Through raw dominating struggles and wise displays of animal kinship, an experienced Predator can bring Aetolia’s most dangerous creatures to heel. The result is dogged companions and dangerous accomplices on the field. Sleek wolves, burly orgyuk, savage orel, and venomous spiders accompany those who have proven themselves worthy of wild loyalty.
Skill abilities
Knifeplay
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Knifecrafting
DescriptionSyntax: STRIP <corpse>
CLEANUP <bone>
CARVE SITARA FROM <bone>The sitara is the primary tool of the powerful Predators and the most iconic weapon of their kit. Sitaras may be carved from the bones of almost any animal, although it is a long process that requires precision, time, and focus. You will also need a dagger on hand in order to do so.
Once carved, the sitara is a unique weapon to keep in mind. Due to its smooth bone surface, only a single venom will adhere to it at any time and another one cannot be applied to it mid-attack, however it can make use of the sumac and loki venoms unlike other weapons.
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It is also rumoured that magnificent sitaras with unique properties of ice and fire have been carved in past times, and even more obscure rumours mention the existence of sitaras that cause damage against which there is no protection.
Such rumours appear to hold no basis in reality, despite countless attempts to prove otherwise, and are often discredited as pure myth.
Some colour on the sitara can be achieved through the gutting of an adventurer's corpse, although it is not always guaranteed.
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Stances
DescriptionSyntax: CHANGESTANCE <stance>
Your stance is an important aspect of Knifeplay, helping you strike and flow between each blow without hesitation. These stances will also provide you with a substantial benefit to your attacks as per the list below.
Stances:
None - No benefit.
Gyanis - A stance which improves the trauma dealt by Knifeplay.
Vae-Sant - A nimble stance that speeds up all balance recovery.
Rizet - A powerful stance designed to increase sitara damage.
Ein-Fasit - A stance designed to bolster blunt and cutting resistance.
Laesan - An agile stance enabling an extra strike when it is last.Upon completion of an attack, a sitara wielder will flow from one stance to the next, dependent on their previous stance and the attack used. Not all attacks will be as efficient when used from certain stances.
You can verify your current stance on prompt at any time with the following command:
CONFIG PROMPT KNIFESTANCE <ON|OFF>Flow of stances is listed in the table below. A '---' value means that the attack will be slower while in that stance.
| None Gyanis Vae-Sant Rizet Ein-Fasit Laesan
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Jab | Gyanis Rizet Gyanis --- Vae-Sant Rizet
Pinprick | Gyanis Rizet Rizet Vae-Sant --- Gyanis
Lateral | Gyanis Vae-Sant Ein-Fasit Ein-Fasit Laesan ---
Vertical | Laesan Laesan Rizet Ein-Fasit Vae-Sant ---
Crescentcut | Vae-Sant Ein-Fasit --- Laesan Gyanis Vae-Sant
Spinslash | Vae-Sant Vae-Sant Ein-Fasit Laesan --- Ein-Fasit
Lowhook | Vae-Sant Vae-Sant Gyanis --- Gyanis Gyanis
Butterfly | Rizet --- Gyanis Gyanis Laesan Rizet
Flashkick | Rizet Rizet Laesan --- Laesan Vae-Sant
Trip | Ein-Fasit Vae-Sant --- Gyanis Gyanis Rizet
Veinrip | --- Ein-Fasit Ein-Fasit Gyanis Laesan Vae-Sant
Feint | Ein-Fasit Ein-Fasit Laesan --- Gyanis Ein-Fasit
Raze | Laesan Laesan --- Vae-Sant Rizet Ein-Fasit
Gouge | Laesan Ein-Fasit Gyanis Vae-Sant Rizet ---
Bleed | --- Laesan Rizet Ein-Fasit --- Vae-Sant
Swiftkick | Gyanis Laesan Ein-Fasit --- Vae-Sant Rizet -
Ambidexterity
DescriptionThis ability is passive.
Should the hand holding your sitara become crippled, you will be able to switch it to a free hand in order to continue attacking providing you wield nothing else.
Additionally if you are not wielding a shield, your sitara attacks (except Crescentcut) will do additional damage.
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Series
DescriptionSyntax: SERIES <[ab] [param]> <...> <[ab] [param]> <target> [venom]
This ability allows you execute multiple Knifeplay attacks at once, within the same command. The attacks will be executed in the specified order against the chosen target, who can be a player or a denizen.
If the attack can be targetted against a particular limb, it needs to be specified immediately after the attack name. The Pheromones skill is used in a series with the word 'pheromones' instead of its actual syntax.
Optionally, the command can include a venom at the very end, which will be used for the first action within the combo that can deliver a venom. If no action can deliver a venom, then the venom will be ignored.
Examples: SERIES LATERAL VERTICAL LATERAL target
SERIES BLEED VERTICAL PHEROMONES target
SERIES LATERAL VERTICAL LATERAL target ACONITE
SERIES FEINT LEFT LEG CRESCENTCUT LOWHOOK RIGHT BLEED target
SERIES FLASHKICK FLASHKICK FLASHKICK target -
Twin
DescriptionThis ability is passive.
Through careful training, you now have gained the ability to brace yourself and deliver two Knifeplay attacks in a single balance. When combining attacks, the balance recovery will be equal to the slowest attack that is used after modifiers, by adding them up and applying them after each move.
You can also make use of the following attacks from Predation:
Pheromones, Mindnumb, and Pindown. -
Closecombat
DescriptionSyntax: CLOSECOMBAT [OFF]
Such is your skill with the knife that when you might miss an attack due to afflictions you are suffering from, any quickly following attacks after it will no longer miss for 1 second.
This ability will drain your endurance while you focus on perfecting your close combat.
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Notching
DescriptionSyntax: NOTCH SITARA
Carve a notch into the blade of your sitara to acknowledge your skill with the knife. The first notch on your knife can always be carved. Once carved, you can SHOWOFF the knife to others and they will be able to see it.
Apex bonus:
You can continue to carve notches up to your current apex streak, allowing you to keep a permanent reminder of your skill and intimidate others. -
Pommelwhip
DescriptionSyntax: SITARA POMMELWHIP <target>
While hiding in the shadows, you can leap out and strike with the pommel of your sitara at your target, causing a moderate blackout. This will then remove you from hiding.
This weapon attack will bypass the aura of rebounding.
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Fleshbane
DescriptionSyntax: FLESHBANE <target> [venom]
Utilizing your toxin-saturated spit, you may pass on the contagion known as fleshbane to a target, causing any trauma caused by your sitara to heal poorly in its wake.
As such, each time you deal an instance of cutting damage to your opponent with your sitara and rip open their skin, the wounds will periodically fester and reduce the potency of a restoration poultice applied to a limb.
Additionally, any non-natural healing of their health will be reduced for the duration of this effect.
You may use this ability while off equilibrium and can also deliver a venom with it.
This weapon attack will bypass the aura of rebounding.
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Triplet
DescriptionThis ability is passive.
Your abilities with the sitara have increased such that you are now able to perform three Knifeplay attacks in a single balance.
Please see AB KNIFEPLAY TWIN for more detailed information.
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Spacing
DescriptionSyntax: SPACING [OFF]
This ability will cause you to constantly attempt to keep your distance from a foe, allowing you be more resistant to blunt and cutting damage, and granting a small bonus to your chance to dodge.
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Teardown
DescriptionThis ability is passive.
Little chance does a fallen opponent have against deflecting a small, nimble weapon like your sitara. While they remain on the ground with a broken leg, you will be able to bypass any attempt at parrying your knife.
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Trueparry
DescriptionSyntax: TRUEPARRY [OFF]
With a careful eye and a wary pose, this ability will allow you to parry all of your limbs at once. Be warned however, that this defensive stance requires your full concentration. Should you act or become unconscious, you will cease to parry all your limbs.
This powerful defensive stance comes with a hefty drain to your endurance, and will be difficult to maintain for long stretches of time.
Apex bonus:
For each kill you have achieved, it will reduce the endurance upkeep cost of the skill by 5. -
Bloodscourge
DescriptionSyntax: BLOODSCOURGE <target> [venom]
Years of constant exposure to deadly venoms have tainted your blood to the point that it is toxic to other people. With this ability, you will coat your sitara with your own blood before plunging it into your target, inflicting them with bloodscourge.
Your target will then suffer from the recurring effects of your toxic blood, afflicting them periodically with random venoms, before the natural antidotes in their own bloodstream are enough to purge their body.
Having a high skillrank in Antidotes will grant a higher chance of finally purifying the blood of this effect.
You may use this ability while off equilibrium and can also deliver a venom with it.
This weapon attack will bypass the aura of rebounding.
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Triad
DescriptionSyntax: PERFORM TRIAD
This ability will allow you to perform two random sitara attacks upon three random enemies within your location. If any of them are protected by the aura of rebounding or a magical shield, then you will attempt to destroy those defences first.
Triad can select from the following Knifeplay attacks:
Lateral, Vertical, Jab, Lowhook, Crescentcut, Spinslash, Gouge, Flashkick, and Trip. -
Bladesurge
DescriptionSyntax: BLADESURGE
If you receive a substantial amount of damage while this ability is active, an extra boost of adrenaline will heal you for a large amount of health and will grant you the benefits of all Knifeplay stances for a short period.
Cooldown (when triggered): 195 seconds
- You can combine the following knife attacks into a single balance
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Lateral
DescriptionSyntax: SITARA LATERAL <target>
A basic sitara slash, attacking the opponent and causing trauma to the target's torso.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 80%
Weapon Damage Modifier (Denizen) 55%
Set Weapon Trauma 6.00%
Weapon Speed Modifier 80%
RequirementsRequires balance and equilibrium.
Costs 10 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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Vertical
DescriptionSyntax: SITARA VERTICAL <target> [venom]
A slower, more damaging attack than the lateral. It does not target a body part, but it can deliver a venom.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 105%
Weapon Damage Modifier (Denizen) 65%
RequirementsRequires balance and equilibrium.
Costs 10 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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Swiftkick
DescriptionSyntax: SWIFTKICK <target>
This swift kick will do a small amount of blunt damage to your target and can strike through magical shields.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Agile
Base Damage 40 + 4%
Base Damage (Denizen) 200
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
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Trip
DescriptionSyntax: TRIP <target>
With a hook of the leg and a quick elbow, this ability will allow you to throw an opponent to the ground. If their head is broken, then the jarring impact of hitting the ground will deal blunt damage and leave them dazed.
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Jab
DescriptionSyntax: SITARA JAB <target> [LEFT|RIGHT]
This hooking attack will deal high trauma to the target's arm. If no side is selected, then one will be chosen at random.
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Feint
DescriptionSyntax: SITARA FEINT <target> <limb>
This attack will cause your target to shift their parry to the targeted limb and will briefly upset their balance.
Cooldown: 10 seconds
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Pinprick
DescriptionSyntax: SITARA PINPRICK <target>
This precise attack upon a target's nerves will damage them in a way that induces a brief bout of epilepsy.
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Raze
DescriptionSyntax: SITARA RAZE <target>
This ability will use your sitara to tear down defensive auras and abilities that protect your target.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defence -
Bleed
DescriptionSyntax: SITARA BLEED <target>
This quick, multiple lashing attack with your sitara will cause your target to begin to bleed for a light amount. This will cause two instances of damage and bleeding.
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Flashkick
DescriptionSyntax: FLASHKICK <target>
This quick kick to the face of your target will cause a random hidden affliction to the opponent, as well as dealing trauma to their head. If they are affected by all afflictions it can give, then it will cause a blackout of the senses.
This attack can give the following afflictions:
Confusion, dementia, weariness, stupidity, or dizziness. -
Crescentcut
DescriptionSyntax: SITARA CRESCENTCUT <target> [venom]
A slow, looping attack, this sitara attack is well known for its deadly potency and heavy damage when the opponent is hindered upon the floor. It can also deliver a venom if you so choose.
The following afflictions will boost its damage:
* (+10%) Each crippled leg
* (+15%) A writhe-based affliction
* (+15%) Paresis / paralysis
* (+25%) Fallen
* (+30%) Each broken torso/head
* (+35%) Each broken arm/leg
* (+40%) Shock
* (+50%) Each mangled torso/headThe afflictions are listed in order of what causes the least damage boost to the greatest, with each one stacking. Limb-based afflictions will stack for each individual one the target has.
This attack cannot be dodged or diverted through Avoidance.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 120%
Weapon Damage Modifier (Denizen) 100%
Leg Crippled Bonus +10% damage each
Writhe Bonus +15% damage
Paresis or Paralysis Bonus +15% damage
Fallen Bonus +25% damage
Head and Torso Broken Bonus +30% damage each
Arm and Leg Broken Bonus +35% damage each
Shock Bonus +40% damage
Head and Torso Mangled Bonus +50% damage each
Weapon Speed Modifier 150%
RequirementsRequires balance and equilibrium.
Costs 10 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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Lowhook
DescriptionSyntax: SITARA LOWHOOK <target> [LEFT|RIGHT]
This low, swooping attack will cause trauma to a target's legs with your sitara. If no side is selected, then one will be chosen at random.
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Veinrip
DescriptionSyntax: SITARA VEINRIP <target>
This vicious attack will aim at your opponent's throat, using the tip of the knife to rip apart an artery within. They will bleed rapidly over the next few moments, the sudden blood loss leaving them struck with weariness and dizziness when it finally subsides.
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Gouge
DescriptionSyntax: SITARA GOUGE <target>
The wound caused by this swift cut across the face will leave your foe with a disfigurement, turning any loyal minions against them. It will cause two instances of damage and trauma for one attack.
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Freefall
DescriptionSyntax: FREEFALL <target> [venom]
If your target is either in the skies or trees, and you are above them or next to them, you can dive upon them with your sitara, dragging them down to the ground. Once upon the ground, they will be thrown to the floor and stunned while you stab them multiple times. This will cause three instances of damage, the first of such delivering a venom.
While this ability can be combined with Knifeplay attacks, it can only be done at the beginning of a combo.
This weapon attack will bypass the aura of rebounding.
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Spinslash
DescriptionSyntax: SITARA SPINSLASH <target>
This confusing strike will randomly attack one of the arms or legs that your target is not parrying with your sitara, dealing trauma to that limb. It will cause two instances of damage and trauma for one attack.
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Butterfly
DescriptionSyntax: SITARA BUTTERFLY <target> [venom]
This acrobatic and graceful attack will dismount you and let you move from an adjacent location to attack your target with your sitara, delivering a venom upon its blade.
This weapon attack will bypass the aura of rebounding.
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Tidalslash
DescriptionSyntax: ABSORPTION [OFF]
TIDALSLASH <target>This ability will allow you to absorb the harmful energies of magic-typed or arcane-sourced damage directed at you and store them in your sitara. Once your sitara has absorbed enough energy and begins to glow, you may attack your enemy with the deadly tidalslash, dealing a large amount of cutting damage and a small amount of unblockable damage. Death by this ability will not leave a corpse behind.
You may check to see how much magical energy your sitara has absorbed by checking it with WEAPONPROBE. Please see AB WEAPONRY WEAPONPROBE for more information on this skill.
Apex bonus:
For each kill you have racked up, the damage will be split more in favour of unblockable damage over cutting damage. It cannot be divided any further than 90% unblockable, 10% cutting.
Predation
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Hide
DescriptionSyntax: HIDE and EMERGE
Conceal yourself from view, hiding yourself from the eyes of others within the room. You may emerge if you wish to reveal yourself and cease to hide.
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Secondwind
DescriptionSyntax: SECONDWIND
Your physical and mental conditioning are such that when you attempt to awaken from the dreamworld, it will be more easy for you.
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Evade
DescriptionSyntax: EVADE <direction>
Silently slip away from your location, evading certain triggers and traps and bypassing those that might prevent you from leaving. Anyone following you when you do so will be lost.
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Secret
DescriptionSyntax: SECRET <item> TO <player>
Detection difficulty modifier: 0%Secretly slip an item to someone without them noticing.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
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Whitesight
DescriptionSyntax: WHITESIGHT
Training in the wilderness has left your senses enhanced under the pressures of survival in winter, allowing you to see in even the most severe of snowstorms.
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Shadow
DescriptionSyntax: SHADOW <target>
Detection difficulty modifier: +10%By stealthily slipping into pursuit from an adjacent location, you're able to shadow your target as they move about the land without their knowledge. This will also place you into hiding when successful.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
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Regeneration
DescriptionSyntax: REGENERATION <ON|OFF>
When you are wounded, you can force your body to heal itself at the cost of some mana and willpower. No action is needed on your behalf, it will happen passively once turned on.
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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>.
You can also in-line envenom your weapon as you attack. For example, SLASH <opponent> XENTIO will slash them with xentio, providing you have a rag with the venom of course.
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Fashion
DescriptionSyntax: FASHION DARTS
FASHION MASKRequires 1 wood and 1 iron for 40 darts.
A mainstay of the Predator, this ability will allow you to take some wood and iron and fashion them into small darts. They can then be placed within your cache for safekeeping.
Requires 1 cloth for a mask.
You can also fashion together a simple cloth mask from a piece of cloth, which can be worn to hide the face. The mask can be dyed with a dyekit so that it will take on a colour of your choice.
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Dartshot
DescriptionSyntax: DARTSHOT <target> [venom]
Requires 1 dart.
A long-time favourite of desert dwellers from another world, this ability will allow you to hurl a single dart from your inventory with a mere flick of the wrist at someone in your location or within line of sight.
The dart is subject to rebounding aura while you are in the same location as your opponent.
Apex bonus:
If you have racked up at least three kills, then you will be able to fling a single dart through the aura of rebounding. -
Pheromones
DescriptionSyntax: BLOW DUST AT <target>
Can be used as part of a Knifeplay combo.Knowledge of certain chemistries allows you to create a powder which may pheromonally alter a victim's perception of you when inhaled. As such, the intoxicating scent will cause your opponent to be stricken with a powerful infatuation for you.
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Mask
DescriptionSyntax: WEAR MASK and REMOVE MASK
Using a mask that you have fashioned together, your ability to remain somewhat out of attention allows you to conceal your identity while in front of others. You will be able to speak and perform certain actions without being revealed.
Placing the mask on your face requires you to be alone however, it won't be very useful if you are seen as it is put on.
While the mask is worn, guards will have a harder time recognising your face when on the watch for enemies. However, lingering in front of hostile guards will slowly rouse suspicion and eventually they will see through your obfuscation. If you have visible enemies with you, you will be less suspicious to the guards as they will focus upon them.
Performing aggressive actions in front of enemy guards will also greatly increase your suspicion, no matter what.
Lastly, your suspicion will be forgotten if you find a location without guards and spend some time there for a while. You won't be able to tell when it is completely gone - that is up to your own gut feeling.
This ability has an additional effect related to Persuasion: It will prevent certain persuasions from revelaing your name if you were wearing the mask at the time of doing the action that would've recorded your name, e.g. killing a denizen.
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Swifteye
DescriptionThis ability is passive.
With a careful eye, you can spot a lapse in defence and improve the balance time of the Dartshot and Twinshot abilities. As such, the following situations will cause you to speed up your strikes.
Each effect can stack for an increased reduction in balance time:
* You miss due to a loss of accuracy.
* The target has stupidity.
* The target has recklessness. -
Windwalk
DescriptionSyntax: WINDWALK [OFF]
With this in effect, you will now be able to move in and out of areas without notice. There is a minor willpower upkeep in order to maintain this ability.
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Grabhold
DescriptionSyntax: GRABHOLD <target|NONE>
With a trained eye, you can now predict the moment when your target will take to the skies, allowing you time to latch on to them and follow with them. Your focus will persist until it is used or turned off.
There is an endurance cost associated with this ability in order to maintain its focus.
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Entice
DescriptionSyntax: ENTICE <target>
Entice your prey into following behind you, allowing you to lead them astray.
Apex bonus:
For each kill that you have racked up, the balance time of entice will be reduced by 0.5 seconds. -
Preserval
DescriptionSyntax: PRESERVATION
Utilising your survival experience, you may now survive in harsh environments for extended periods of time without the threat of exposure. This ability increases your fire, cold, and electric resistance to damage, and will reduce the amount of endurance and willpower you lose in extreme temperatures.
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Arouse
DescriptionSyntax: AROUSE
Your practiced discipline in pacing yourself allows you to swiftly arouse your body with new wind in times of need. This will restore up to half your health.
Cooldown: 90 seconds
Apex bonus:
For each kill that you have racked up, the cooldown time will be reduced by 30 seconds. It cannot go any lower than 5 seconds. -
Mindnumb
DescriptionSyntax: MINDNUMB <target>
Can be used as part of a Knifeplay combo.With a swift elbow to the temple, leave your target with an impairment that makes it difficult to cope with situations that stun them.
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Goad
DescriptionSyntax: GOAD <target>
Your frustrating and confounding footwork will leave your victim goaded, causing them to lash out indiscriminately at others in their location when attacking for a short while. The target leaving the location will cause its effects to end early.
Apex bonus:
For each kill you have racked up, the length of your goading effect will be increased by 2 seconds. -
Ferocity
DescriptionSyntax: FEROCITY
Can be used as part of a Knifeplay combo.Your unwavering focus allows you to overcome the effects of a random affliction, purging it from your body.
While this ability can be combined with Knifeplay attacks, it can only be done at the beginning of a combo.
Cooldown: 20 seconds
Apex bonus:
For each kill that you have racked up past your first, you will purge yourself of an additional random affliction, providing each affliction that is cured was given by a different person or denizen. -
Aversion
DescriptionSyntax: AVERT EYES and AVERT OFF
By averting your eyes from directly peering over the top of your mask, you will keep your mind free of information around you. Through such effort, you can achieve an inner stillness which will protect you from the magical intrusions of glyphs and active aegis defences.
In doing so however, you will naturally be deprived of what you might normally see within a location.
There is a mana and willpower cost associated with maintaining your focus to keep yourself from accidentally looking at your surroundings.
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Pindown
DescriptionSyntax: PINDOWN <target>
Can be used as part of a Knifeplay combo.Requires 1 dart.
Should you find your opponent prone, you may utilise a dart to nail them to the ground, effectively disabling them for a short period of time until they manage to writhe free of it. Should they leave the current location by any means, they will be torn from the dart, removing it but dealing cutting damage to them in the process.
The time it takes to escape from the dart will be increased if their torso is mangled.
While this ability can be combined with Knifeplay attacks, it can only be done at the beginning of a combo.
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Daggerthrow
DescriptionSyntax: DAGGERTHROW <target> [dagger]
PULL DAGGER FROM BODYIf your target is in an adjacent location, you may throw a dagger from your inventory deep into their gut. Your opponent will begin to bleed profusely until they remove the knife from their body.
If they are bleeding for more than 450 points of health when the dagger is yet to be pulled, then they will become dazed from all the blood.
Only three daggers may be embedded in one person at a time, further daggers will fall to the ground.
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Quickassess
DescriptionSyntax: QUICKASSESS <target>
Quickly assess your target and find out how much health they have. While does not require neither balance nor equilibrium to use, it does have a steep mana cost instead.
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Defang
DescriptionSyntax: DEFANG [OFF]
If you successfully parry an opponent's attack, you will have a chance to additionally push them back and upset their balance.
This skill will drain your endurance over time in order to maintain its focus.
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Threadtrap
DescriptionSyntax: LAY THREADTRAP
Requires 1 cloth.
Using a spool of cloth, you can strip the threads and set them over all the locations directly adjacent to your current position. Should an enemy enter any of the rooms that you have trapped, you will pull them to you with a tug of the cunningly crafted threads, and they will be thrown to the ground before your feet. It will fail if they are weighted with density.
The trap will persist until you move from your location, at which point it will become useless.
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Twinshot
DescriptionSyntax: TWINSHOT <target> [venom] [venom]
Requires 2 darts.
Using this technique, you can fling two poisoned darts at your enemy at once, though it will take you longer to recover your balance than it would with only one. They can be either in your location or within line of sight.
The darts are subject to rebounding aura while you are in the same location as your opponent.
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Cirisosis
DescriptionSyntax: BLOODMIX <venom rag>
Known for its ability to synergise with other venoms already present in a target's system, this chimeric poison has earned the nickname "the morphing poison," and is treasured by those with the skill to wield it effectively.
Exclusive to the Predators, the creation of this particular mixture necessitates their unique blood for its formulation. Using a venom rag that has been soaked in loki venom, you must then slash open your palm to blend your own life essence into it to form the newborn poison.
Though its thick, erratic consistency makes it unsuitable for application on hand-held weapons, it is perfectly engineered for use with your darts.
Effects:
If your target is already grappling with three other venom-sourced afflictions when cirisosis is introduced into their bloodstream, the poison will begin to circulate their system, drawing venom into itself to make it more potent. As such, it will cure away one venom-sourced affliction from their body when the poison is delivered.
If the target's system harbors six or more venom-sourced afflictions after a brief period, the poison further morphs to assimilate another venom, triggering a burgeoning toxic overload within the victim.
Finally, if six or more venom-sourced afflictions persist beyond another short wait afterward, the poison escalates to its most potently lethal capabilities, devastating the victim's organs and ensuring imminent death.
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Hostage
DescriptionSyntax: TAKE <target> HOSTAGE
RELEASE HOSTAGE
EXECUTE HOSTAGE
RIFLE HOSTAGEDeceit difficulty modifier: +50%
Though it takes skill, patience, and time to pull off, taking a hostage can mean the difference between life and death in a situation which threatens your own well-being. While hiding and windwalking, you may execute this measure to try and take your target knifepoint unseen.
This action will take time and focus to complete. Additionally, there is a chance you may be detected as you try take your target hostage, which will depend on your ability to be deceitful (see HELP DECEIT). Being seen will not stop your attempt however.
While you have your target held hostage, you may perform no aggressive actions, but neither may your hostage. Should your hostage attempt an aggressive action, you will give them one warning, that being your blade at their throat. Should they persist in their struggles, you will automatically slit their throat and throw them to the ground to leave them to die. Alternatively, you may expedite the process and simply execute your hostage outright.
It is possible to move your hostage with you by moving normally, however this will be a slow affair. You may also make use of the ENTER verb for movement, such as with portals.
You may also rifle through their possessions in an effort to steal a small amount of gold from them. However, while your attention is distracted, your hostage has a chance to escape your grip each time you do.
Apex bonus:
If you possess a kill count of at least three or more, you will no longer need to be hiding in order to take someone hostage. Your prowess as a killer will also create additional compliance in your hostage, lowering their chance to escape from you when rifling for gold. -
Culmination
DescriptionSyntax: CULMINATION
The culmination of all your training in being prepared to strike and hunt others has left you with an innate ability to react to dangers in the moment. When you make use of your Avoidance skill and choose to respond to all types of attacks, the penalty suffered to your chance rolls will only be half as much.
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Apex
DescriptionSyntax: APEX
Prove yourself as the apex fighter. The more bodies that you rack up under your name, the more powerful certain abilities will become within your kit. However, if you are slain yourself, then your body count will be reduced back to zero. You can use APEX to see how many adventurers you have recently killed.
Only kills in which you land the finishing blow will count. Kills in locations such as arenas or fighting pits are not counted. The same is true if you die.
The following abilities are affected by the Apex skill within your class:
Knifeplay: Notching, Trueparry, and Tidalslash.
Predation: Goad, Dartshot, Entice, Arouse, Ferocity, and Hostage.
Beastmastery: Roar, Dive, and Negate.You can use AB <skillset> <ability> to learn more about these abilities.
Beastmastery
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Direwolf
DescriptionSyntax: BEASTCALL DIREWOLF
MOUNT DIREWOLF
DISMISS DIREWOLFLong feared have been the wolves of the wild, though your time spent as a predator in your own right has given you a knowledge of how to handle them.
Once you've called of a direwolf from the wild, a dangerous practice, you can utilise it for many actions and ride upon it if needed. Though it will not passively fight for you, the direwolf's extraordinary sense of direction will allow you to teach it trails and commands in the future.
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Beastcall
DescriptionSyntax: BEASTCALL <animal>
DISMISS <animal>The most important ability of any beast master is to know how to call and gain the trust of wild animals. As you learn more of Beastmastery, you will gain the ability to call upon the aid of several distinct beasts; the direwolf, the orgyuk, the orel, and the spider.
While generally friendly when called upon, be warned that sometimes a summoned beast will be hostile and try to attack you instead.
You may only have one beast at your command at a time, except for the direwolf which will always remain by your side.
You may also wish to review HELP LOYALTY as it holds many commands that will be useful to you in ordering your beasts, although they cannot be ordered to attack others without specific commands from the Beastmastery skill.
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Status
DescriptionSyntax: BEAST STATUS
This ability allows you to discern the location and health of all the beasts under your command.
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Glance
DescriptionSyntax: BEAST <animal> GLANCE
This ability allows you to glance through the eyes of your loyal beast, to see what the beast sees. You may also remove BEAST from the syntax as a short hand.
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Soothe
DescriptionSyntax: BEAST <animal> SOOTHE
This ability allows you to soothe the wounds of your loyal beast, healing them of health. You also omit BEAST from the syntax as a short hand.
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Orel
DescriptionSyntax: BEASTCALL OREL
OREL FLY and OREL LAND
DISMISS ORELYou are now able to control the mighty orel. These airborne predators are capable of tracking other individuals, and with proper instruction can even lift them into the air and carry them back to you. It will not passively fight for you however, not without being given active commands.
Unlike your other beasts, the orel can act remotely from you, as long as it is an outdoors location in the same area as you.
FLY and LAND do not consume balance, but have a shared cooldown.
Cooldown (fly/land): 3 seconds
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Placate
DescriptionSyntax: BEASTCALL ALPHA
ALPHAHUNTThe beasts of the land are known to be a vicious sort and not easily tamed. However, there is one method in which someone who seeks dominance over a beast may obtain it.
Defeat an alpha of each kind, and that kind will bow to your will:
* Direwolf - the Augerweald
* Orgyuk - the Western Tundra
* Orel - Three Widows
* Spider - Luzith's LairCall out your challenge in the associated area above to summon an alpha beast, then defeat it in battle. You must deliver the final blow in order to claim the title of alpha from the beasts. The ALPHAHUNT command will show you which kinds you have defeated.
Once you have defeated an alpha of the beast you wish to summon, you will unlock the following benefits:
- That summoned animal will now arrive instantly to your call.
- There will no longer be a chance that the beast will be hostile on arrival and try to attack you.
- You will be able to customise your summoned beast (HELP CUSTOMIZATION). -
Orgyuk
DescriptionSyntax: BEASTCALL ORGYUK
DISMISS ORGYUKYou are now able to control the mighty orgyuk. These powerful beasts can cause great damage to their foes and, with proper instruction, can even viciously break apart limbs. It will not passively fight for you however, not without being given active commands.
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Spider
DescriptionSyntax: BEASTCALL SPIDER
DISMISS SPIDERYou are now able to control the venomous spiders. These elusive beasts can inflict several dangerous venoms to their victims and utilise a web to hinder an opponent. The spider will not passively fight for you, not without being given active commands.
- You possess the following abilities with the direwolf
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Flank
DescriptionSyntax: WOLF FLANK <denizen>
With a thought, you can have your direwolf flank an injured denizen and bite at their hind. The denizen must not be at full health in order to be successful.
This attack cannot score a critical hit and does not consume either balance or equilibrium.
Cooldown: 8 seconds
DetailsTarget Location Same location
Damage Type Cutting
Damage Source None
Base Damage (Denizen) 5% of maxhealth
Minimum Damage 1
Maximum Damage 300
Cooldown 8 seconds
RequirementsCosts 5 endurance to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
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Redeyes
DescriptionSyntax: WOLF REDEYES <target>
If your target is in your location or within line of sight of you, then you can command your direwolf to gaze at them with their red eyes. This petrifying gaze will destroy their cloak defence and leave them heavily stunned, but only if they have recently fled combat.
Cooldown: 8 seconds
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Heirloom
DescriptionSyntax: WOLF ACCUSTOM <item> [REPLACING <item>]
BURY <item>
WOLF RETURN <item>
HEIRLOOM LIST
HEIRLOOM <id> ALIAS <alias>This will allow you to accustom your direwolf to the appearance and scent of any object you so please, to the point that it can locate it anywhere in the realms, as long as it is outdoors and buried. Burying it will keep it somewhat hidden and allow you to use it as a beacon for your beast, making it possible to travel back to that point from anywhere on the continent, as long as you are riding your direwolf.
For easier remembrance, you can then assign an alias to each of your heirlooms, and use it in other skills.
If your heirloom is not in the same area, it will take you quite a bit longer to reach it.
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Hunt
DescriptionSyntax: WOLF HUNT <object>
Accommodating your companion to an item's scent will allow it to track down the last person who handled the object, making it rather simple to track down an enemy should one be anywhere outdoors.
If they are not in the same area, it will take you quite a bit longer to reach your target.
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Swifttrack
DescriptionSyntax: WOLF SWIFTTRACK <target>
Your direwolf has become so well-trained and mature in the ways of the wild that it can track down another, living or dead, so long as your target is outdoors and considers you their ally.
If they are not in the same area, it will take you quite a bit longer to reach your target.
- You possess the following abilities with the orel
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Traverse
DescriptionSyntax: OREL TRAVERSE <target>
OREL TRAVERSE MEYou can order your orel to seek out any individual within the same area and outdoors, and to traverse to them. You need to be in the same area as the orel to be able to successfully issue this order. This will place the orel in the skies above them.
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Dive
DescriptionSyntax: OREL DIVE <target>
Order your orel to dive your target, tearing at their throat with its beak. The attack will deal a mix of asphyixation and cutting damage.
Apex bonus:
If you have a kill streak of three or more, your raptor's strike will leave them with a crippled throat - though this will initially be hidden from the victim. -
Swoop
DescriptionSyntax: OREL SWOOP <target>
ENVENOM TALONS OF OREL WITH <1st venom> AND <2nd venom>
OREL INSPECT
OREL WIPE OFFYour skill as a Predator is now such that you are able to apply a thin coat of venom to the talons of an orel under your command. Only the deft touch of one as highly skilled as yourself is able to measure out the proper amount of venom to allow for maximum effectiveness, but not harm your loyal companion.
Once the bird is near your prey, you can order it to swoop down upon the unlucky victim after a short delay, causing damage and delivering the two venoms upon its talons.
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Hoist
DescriptionSyntax: OREL HOIST <target|ME>
OREL RELEASE
OREL DEPOSITIf your orel is circling above another individual, you can order it to attempt to lift him off the ground. If successful, the orel can then be ordered to traverse back to you, or to another individual within the same area, dragging the unlucky victim along.
You can also order the orel to hoist yourself and have it drag you along just like any other victim. You can also order your orel to fly around while grasping you in its talons.
The orel is able to either deposit its victim safely back to the ground, or to release its grip, causing a nasty fall to those who are not capable of flying.
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Pursue
DescriptionSyntax: OREL PURSUE <target>
OREL PURSUE OFFYou can order your orel to seek out any individual within the same area and outdoors, and to continue pursuing their movements from the sky. As long as the target remains outdoors and not too far away from the orel, it will follow its quarry around.
Should the target move indoors or too far, the order will not be cancelled - the orel will instead wait for the target to get into its range again.
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Deathroll
DescriptionSyntax: OREL DEATHROLL <target>
If your orel has a target in skies, either following a successful hoist or simply being next to it, this ability will have the orel drag them down in a death roll and slam them into the ground.
- You possess the following abilities with the orgyuk
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Rake
DescriptionSyntax: ORGYUK RAKE <target>
You can order your orgyuk to rake another individual, attacking them four times in a row with the orgyuk's vicious claws. The final blow from your orgyuk will upset their balance and clear their parry.
Should either arm of your target be broken when the last attack is made, then the balance upset is tripled.
The location the target is in is bloody, then the scent of blood will drive your orgyuk into a rage and double the amount of damage it deals.
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Swipe
DescriptionSyntax: ORGYUK SWIPE <target>
Your orgyuk can swipe its paws across the skin of its victim, stripping him or her of their heightened courage.
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Throw
DescriptionSyntax: ORGYUK THROW <target>
ORGYUK THROW <target> <direction>Your orgyuk can lift its victim into the air and slam them against the ground, causing severe damage. The orgyuk can also throw its prey to an adjacent room instead. If the target is protected by the density defence, however, the orgyuk will not be able to lift them.
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Roar
DescriptionSyntax: ORGYUK ROAR
Order your orgyuk to let forth a terrifying roar that will scatter all those who lack courage before it in a stampede of fear. It will take a short period for the orgyuk to prepare itself, and should it be attacked before it completes its roar the effect will fail.
Apex bonus:
If you have a kill streak of two or more, the effect will ignore their given courage. -
Weaken
DescriptionSyntax: ORGYUK WEAKEN <target>
Your orgyuk can unleash a mighty roar, temporarily reducing the strength of its target.
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Pummel
DescriptionSyntax: ORGYUK PUMMEL <target> <body part>
The orgyuk can crash its paws down at a specific body part of its victim, causing blunt damage and and large amount of trauma.
If you direct the attack on the target's torso, it will also leave them with cracked ribs.
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Mawcrush
DescriptionSyntax: ORGYUK MAWCRUSH <target>
This powerful bite requires that the target's torso is broken in order to land. If it is, it will deal cutting and blunt damage to the target, a large amount of bleeding, and will reduce their blood reserves into a bloody spray across the ground.
Successfully parrying the torso will prevent this ability from landing.
- You possess the following abilities with the spider
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Web
DescriptionSyntax: SPIDER WEB <target>
Order your spider to trap its target in an ensnaring web, requiring them to writhe free before they can act again.
Cooldown: 20 seconds
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Intoxicate
DescriptionSyntax: SPIDER INTOXICATE <target>
SPIDER INTOXICATE OFFYou can order your spider to start attacking its target periodically, delivering a poison that renders its victim intoxicated, distorting their perception of venoms. As such, the next venom that the target is affected with from a weapon attack will become difficult for them distinguish from others.
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Strands
DescriptionSyntax: SPIDER STRANDS <target>
The spider is now capable of holding down its victim, preventing them from escaping the location through the use of fine strands of web. This will only interfere with normal movement attempts and not otherwise, and only one spider may weave strands around an individual at a time.
Each time the spider blocks the target from leaving, there is a chance that the strands will cease to have an effect, although it can be resumed if you so wish.
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Negate
DescriptionSyntax: SPIDER NEGATE <target>
Causes the spider to bite its target with a special venom that reduces the target's ability to resist cutting and blunt damage for a short period.
Apex bonus:
For each kill you have made, it will slightly increase the reduction provided by this ability. -
Acid
DescriptionSyntax: SPIDER ACID <target>
Causes the spider to bite its target with a dose of acid that causes effects of Bloodscourge to not wear off while the acid is present. The effect will last for a short while before it will naturally wear off.
Visual style and identity
Predators are often clad in furs, pelts, and the kind of clothing necessary for harsh and unforgiving journeys throughout hostile lands. They dress light to remain flexible in combat, but their attire is otherwise as varied as the personalities that adopt the profession. Trinkets of bone or trophies taken from fallen victims often decorate their person, speaking to the violent end of those proven as prey.
In combat, a Predator moves with a savage grace otherwise only seen in wild struggles between wolf and caribou, lion and gazelle, or tiger and boar. They exhibit overwhelming strength and stoic, unshakeable will. The intent is always clear: cast aside those who cannot rise to the challenge.
Predators are often seen with their beast companions in tow. Their arrival within Aetolia required adaptation to new creatures within an unknown landscape, ensuring they are never alone even in the heat of battle.
Side effects of the work
While many of Aetolia’s professions adventure for glory, honour, and renown, Predators tend to seek greater tests of their boundless might and cunning. This can often mean they are competitive and boastful. They are a profession almost entirely reliant on physicality and thus will exhibit some muscle due to the constant rigours of their demanding fighting style and training techniques.
Known as violent warriors and dastardly sneaks both, Predators deal with nearly as much distrust as an Infiltrator might, especially because of the dubious, otherworldly origins of their trade. Their constant search for greater challenges keeps them away from civilisation for vast tracts of time, ensuring a certain brand of ferality in the most brutish amongst the profession.
Who plays this class
Predators do not possess any sacred traditions, long-winded philosophical creeds, or stringent codes of honour. They recall only a thirst for challenge and the need to constantly improve themselves in the face of a hostile world. Those who grow into this profession might display prodigious ambition or even a lust for battle.
Predators are as calculating as they are swift and will often exhibit a penchant for stratagem or exceptional critical thinking. They embrace the value of stealth and reject chivalric notions, viewing the world with a pragmatic eye focused upon survival and strength. Some among their kind take trophies such as fingers, ears, eyes, or teeth, revealing a near-desperate desire to prove their victory over each foe.
If you want a beast-companion class with deep wilderness roleplay, look at the Sentinel. If you want the same lone-killer feel without the wilderness, look at the Infiltrator. If you want a knife-fighter from a forgotten world who carves his blades from his enemies, this is the class.
Origin and apprenticeship
The Predator has no city affiliation and no guild on Sapience. The first generation of Aetolian Predators resides within the wintry Augerweald, led by the mysterious pale warrior Sigurd Brynja. Apprenticeship costs 40 credits and is the only way into the class.
Because the Predator is untethered, you can multiclass freely with either Spirit or Shadow classes and move between cities without losing the class. Race choice is independent of class, so you can play a Predator of any Aetolia race.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Predator profile. Or see Aetolia’s full class list for the rest of the roster.
Sentinel
Duiran’s forestal hunter, mirror class of the Executor. Pick Sentinel if you like the wilderness fighter with an animal companion, but want the Spirit-side roleplay of Duiran and the Pride guild structure rather than the lone wanderer frame of the Predator.
Wayfarer
Untethered hardy warrior from Albedos. Pick Wayfarer if you want a similar lone-wanderer profile with handaxe combat and Fury battle-rage, plus survival skills, but prefer the Albedi wasteland heritage to the otherworld Augerweald origin.
Shapeshifter
Untethered beast-form fighter that joins one of five Packmoot factions. Pick Shapeshifter if you want to become the wild creature rather than command one. Zero lesson investment to start, total beast-form flexibility.
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