The Ravager of Aetolia

The Ravagers are Aetolia’s hellfire brawlers, a Shadow-tethered class in Bloodloch that wields Brutality (dirty martial arts with a butcher’s hook), Ravaging (soulfire channeled from the infernal realm of Perdition), and Egotism (will made manifest, drawn from Corrupt Chaos).
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Bloodloch |
| Guild | Carnifex (Patron: Bamathis, the Lost) |
| Skill sets | Brutality, Ravaging, Egotism |
| Mirror class | Zealot (Spirit) |
| Sister class in guild | Carnifex |
| Signature mechanic | Perdition hellfire and ego-driven attacks |
| Best for | Players who want a brawler with magic, attitude, and zero honour code |
The first Ravagers were forged in the year 504 of the Midnight Age when the Carnifex, led by Bamathis the Warlord, laid siege to the pocket realm of Perdition. They bent its hellfire to their own will, and a new fighting tradition was baptised in savagery and infernal flame.
If you want to play a bruiser who fights dirty, kicks in faces, drags souls out of a fiery prison realm, and bullies absolutely everyone weaker than you, the Ravager is one of Aetolia’s most distinctive Shadow classes.
Origin and lore
Ravagers came into being during the Second War of Night. The Carnifex, led by Bamathis the Warlord, invaded the pocket realm of Perdition: a hellscape originally created by Shadow General Sanaz as a place of fire, torture, and brutal interrogations. The Carnifex broke Sanaz’s hold on the realm and seized it for themselves. In doing so, they founded a new combat tradition built on hellfire, soul-burn, and the brutalising of tormented spirits.
Perdition still exists today as a conduit of power for every Ravager. Through it, a Ravager channels harrowing flames against enemies and can damn the weakest of them to the depths of the infernal realm itself.
A second discovery shaped the class. During a clash of wills with Siphelia, the Specter, Xenia Seirath, aided by Bamathis, learned to hone her ego against the very beings of Corrupt Chaos who first weaponised it. By dominating the Chaos Lords in their own court, the Carnifex learned that ego, raw self-certainty, could be expanded and weaponised on the Prime. This became the skill of Egotism. The Ravager carries both legacies: Perdition’s flame and the Court of Chaos’s will-made-real.
Skill sets
The Ravager skill sets are Brutality, Ravaging, and Egotism.
Brutality is the unarmed combat foundation. Ravagers fight with punches, kicks, and a butcher’s hook on a long chain. The style is openly dirty: no honour code, no formal stance, just whatever produces the most pain in the least time.
Ravaging is the soulfire art. A Ravager channels Perdition’s hellfire and uses it to inflict pain at range, to ignite enemies, and to brutalise the souls trapped in the infernal realm. Where Carnifex Deathlore captures and stores souls, Ravaging torments them directly.
Egotism is the third arm of the class: will made manifest. By honing their ego against Chaos Lords, Ravagers learned to project pure conceit as a palpable force. Egotism attacks are unsubtle and direct. As the RP file puts it, an ego strike is “as brutal and unsophisticated as a boot to the face.”
Skill abilities
Brutality
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Wounds
DescriptionSyntax: WOUNDS [target]
This ability will allow you to determine how badly damaged the limbs of your opponent are. If you specify no target, then you can check your own limbs.
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Attitude
DescriptionSyntax: ATTITUDE <type>
With the right attitude, you can receive a damage boost to a subset of abilities within the Brutality skillset.
The following attitudes are available to you:
Aggressive: Increases the damage of fist-based abilities.
Decisive: Increases the damage of foot-based abilities.
Cruel: Increases the damage of hook-based abilities. -
Oppose
DescriptionSyntax: OPPOSE <limb> or OPPOSE NOTHING
Using nothing but your raw strength, you can oppose attacks aimed at a specific limb. Both your hands must have nothing in them in order to oppose an attack.
You can oppose attacks to either the head, torso, left arm, right arm, left leg, or right leg.You will be unable to oppose attacks if you have paresis or become prone (see HELP PRONE). Being fallen is excluded from this list.
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Sprint
DescriptionSyntax: SPRINT <direction>
You can now sprint 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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Premeditation
DescriptionSyntax: PREMEDITATE <hook> WITH <EDGE|STOPPER>
Decide in advance how best to brutalise your victim by adjusting your hook to suit. You will need a piece of iron in your inventory, allowing you to either sharpen the edge of your hook to deal cutting damage, or blunt it with a stopper to deal blunt damage.
Without first preparing your hook in this manner, you will be unable to attack with it.
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Onslaught
DescriptionSyntax: ONSLAUGHT <target> <[ab] [param]> <[ab] [param]>
Savage your victim with a vicious onslaught of attacks at a reduced balance cost. You may optionally include a secondary parameter, such as left or right, when the ability requires one. Only two abilities may be used at once. This can be any two attacks from fist-based, foot-based, or hook-based abilities combined in whatever way you want to deliver pain.
Example: ONSLAUGHT BULROK BULLY LEFT CLOBBER PUNISH
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Velocity
DescriptionSyntax: VELOCITY [OFF]
Your bloodlust allows you to increase your celerity greatly, allowing you to move quickly across the land. This will slowly drain your endurance while it is active however.
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Predation
DescriptionSyntax: PREDATION [EXTEND]
Close in on your victim, observing the subtle shifts in their defences that will allow you to brutalise them without obstruction. When someone changes their parry within your location, you will see to which limb it is shifted to.
If you choose to extend this ability, the length it'll remain in effect is doubled, however it will drain your strength temporarily by 1 point as an additional cost.
If your strength is lowered by 4 points or more, then your arms will become weak and you will no longer be able to make use of Brutality strikes that utilise the fist.
Cooldown: 30 seconds
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Exhilarate
DescriptionSyntax: EXHILARATE and SOBER
Allow yourself to become lost to bloodlust and push your body beyond its limits in order to satisfy your cravings for carnage. This will allow you to periodically recover some of your lost balance or equilibrium, while draining your health slowly over time.
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Contempt
DescriptionSyntax: CONTEMPT
Show your contempt for your lessers by refusing to be held down, curing the paresis affliction or granting you a defence against it if you are not afflicted. However, this will strain your body in a way that it will reduce your strength temporarily by 1 point each time this ability is used.
If your strength is lowered by 4 points or more, then your arms will become weak and you will no longer be able to make use of Brutality strikes that utilise the fist. Contempt will also become unusable.
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Physique
DescriptionSyntax: PHYSIQUE
PHYSIQUE TRAIN
GRADE <person> PHYSIQUEThere is one true, time-tested way to improve your body: training. Push your body to the limit by undergoing a harsh training regime. Once your physique has been fully honed through this training, and graded by a veteran Ravager, you will find that your fist and foot techniques extra damage against adventurers when used.
Only someone who has already fully honed their physique may grade you.
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Assail
DescriptionSyntax: ASSAIL <target> <[ab] [param]>
By temporarily extending a portion of your soul, you can use it to manipulate your hook with ease, allowing it to attack independent of your hands. This will allow you to command your hook to assail your victim, using a secondary balance to do so.
You may only use hook-based abilities with this skill and only one at a time.
Example: ASSAIL BULROK WHIPLASH
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Seethe
DescriptionSyntax: SEETHE [HEIGHTEN]
Your anger makes you strong. Take a moment to seethe and bask in that rage, recovering some of your health in the process.
You can also choose to stew upon your dark thoughts, heightening your anger even further. This is a channeled action that, if uninterrupted, will heal you for additional health and restore your strength to its original might if it has been sapped.
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Contusion
DescriptionThis ability is passive.
When brutalising your victim with your feet or hands, there is a chance your blow will leave behind a reminder of the pain suffered in the form of a contusion. If it does and you strike that body part with your hook, your hook will deal a small amount of trauma to that limb.
In order to gain the bonus effect from a contusion, you must use:
Concussion -> Whiplash : for a contusion on the head.
Clobber -> Flog : for a contusion on the torso.
Bully -> Maim : for a contusion on either arm.
Kneecap -> Hobble : for a contusion on either leg.Only one contusion will appear on an opponent at a time, and it will naturally heal itself after several seconds if the contusion is left alone.
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Bait
DescriptionSyntax: BAIT <LEFT|RIGHT> <ARM|LEG>
Leave one of your limbs conspicuously open to an attack, baiting your victim in to strike it. This will protect your limb from the attack while punishing your opponent by knocking them over and stunning them. This effect is single use.
Using an attack that requires your hook while baiting a limb will remove the effect.
Cooldown: 10 seconds
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Reflexes
DescriptionSyntax: REFLEXES [OFF]
By heightening your reflexes, you will no longer suffer a malus to your dodge chance when using an ability that requires a channeling motion. There is an endurance drain associated with this ability.
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Rampage
DescriptionSyntax: RAMPAGE
Give yourself over to the battle, going on a rampage that will leave several of your enemies suffering greatly. When you rampage, you will quickly strike up to five different enemies within your location and adjacent to you over a short period of time, crippling limbs and dealing damage in the process.
During your rampage, others will not be able to target you directly until your rampage comes to an end.
You can only begin this ability with at least one visible enemy within your location.
Cooldown: 8 seconds
- You possess the following fist-based abilities
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Bully
DescriptionSyntax: BULLY <target> [LEFT|RIGHT]
Bully your victim with a relentless strike to the arm, so long as you have a hand free. This will deal blunt damage and inflict trauma to the arm in the process.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 200 + 6%
Base Damage (Denizen) 427
Armour Modifier 60%
Limb Trauma Dealt 9.50%
Arm Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Clobber
DescriptionSyntax: CLOBBER <target> [PUNISH]
Viciously clobber your victim in the chest with a hard strike, knocking them to the ground with the force of the blow.
You may choose to follow up with a punishing blow after knocking your opponent to the ground. This is a channeled action, and if they remain upon the ground when it completes, you will strike them in the face and daze them.
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Plexus
DescriptionSyntax: PLEXUS <target>
Drive a merciless fist into the plexus of your victim, dealing significant trauma to their torso. Should their torso be broken, it will aggravate the wound and cause extra bleeding.
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Bustup
DescriptionSyntax: BUSTUP <target> [LEFT|RIGHT]
In a cruel motion, you can seize hold of someone's arm and twist it with enough brute force to pop the limb from its socket. If the dislocation is not healed, eventually it will suffer permanent damage and become broken.
Since this deals no damage or trauma from attack itself, it cannot be parried by your opponent.
This skill has no effect upon a limb that is already broken.
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PressurePoint
DescriptionSyntax: PRESSURE <target>
Grab hold of your victim's neck and drive your thumbs into the pressure points, causing their body to convulse. This convulsion will cause limb stiffness and a bout of muscle spasms. While this deals no damage or trauma, it cannot be parried by your opponent.
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Haymaker
DescriptionSyntax: HAYMAKER <target>
Wind back your arm and use the momentum of your body to strike your victim with a powerful torso blow.
This is a channeled action, and should it succeed, it will deliver a deep wound that will turn ordinary bleeding into deep bleeding. If it is interrupted by your own fault or other means, a weaker blow will occur that will leave behind a light wound that will slightly increase the amount of bleeding caused when bleeding occurs.
- You possess the following foot-based abilities
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Kneecap
DescriptionSyntax: KNEECAP <target> [LEFT|RIGHT]
Deliver trauma and blunt damage to your victim's leg by way of a harsh strike at their kneecap.
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Concussion
DescriptionSyntax: CONCUSS <target>
Introduce your victim to your foot by way of a brutal high kick to the face. This will leave them to grapple with dizziness, stupidity, and plodding thoughts as it deals trauma to their skull.
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Rebound
DescriptionSyntax: REBOUND [target]
A momentary setback is not without an opportunity to inflict suffering upon your opponent. If you have been tripped or otherwise fallen to the ground, you may quickly rebound to your feet, delivering a swift knee to your victim's torso as you do so. This will upset their balance and deliver a small amount of trauma to the torso.
If you supply no target, then you can simply rebound from the ground, regardless if you were tripped or not.
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Overpower
DescriptionSyntax: OVERPOWER <target> <bodypart>
Ruthlessly overpower your victim with a series of three damaging kicks aimed at a bodypart of your choice, dealing trauma to it. You may not perform any action that utilises balance or equilibrium during this sequence, otherwise the attack will be interrupted. Each strike will deal more damage and trauma than the last, and the final hit will leave them stunned.
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Windpipe
DescriptionSyntax: WINDPIPE <target>
Drive your foot into their windpipe without mercy, trapping their voice behind a crippled throat and leaving them a stuttering mess with this blow to the head.
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Headstomp
DescriptionSyntax: HEADSTOMP <target>
Finish your opponent in a merciless blow designed to crush their skull. They must be fallen and have both arms amputated so that they cannot protect their head.
If you meet the requirements necessary, you will crush their skull between your foot and the ground, ending their life.
- You possess the following hook-based abilities
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Hobble
DescriptionSyntax: HOBBLE <target>
Hobble your victim with a fierce blow to the feet, ensuring they have difficulty getting away from you. This will give them a sore ankle, causing trauma to both of their legs when they move between locations.
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Slug
DescriptionSyntax: SLUG <target>
Catch your victim off-guard with a sudden slug to the face with your hook. This heavy attack will give them watery eyes.
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Flog
DescriptionSyntax: FLOG <target>
Leave your victim in excruciating pain by scourging their back with your hook. The pain inflicted will cause harsh backstrain, dealing trauma to their torso when they stand up from the ground.
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Maim
DescriptionSyntax: MAIM <target>
Maim the hands of your victim, causing a sore wrist that will prevent them from holding their weapons properly. When they parry an attack, it will cause trauma to both of their arms.
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Lop
DescriptionSyntax: LOP <target>
Throw forth your hook and let it catch into an arm that is currently mangled. You will then yank the hook back to you, lopping the arm free of the body. This will amputate the arm in question, starting with the left.
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Butcher
DescriptionSyntax: BUTCHER <target>
Carve through flesh as your hook was meant to do, causing your victim to bleed profusely.
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Whiplash
DescriptionSyntax: WHIPLASH <target>
Let fly your hook to ensnare your victim's neck and yank it violently, leaving them with whiplash. This will cause damage to the head each time they sip an elixir.
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Tenderise
DescriptionSyntax: TENDERISE <target>
Properly tenderise your victim's flesh with a direct attack from your hook. If used in tandem with the Assail ability, then the hook will ignite with hellfire and deal fire damage instead.
Please see AB BRUTALITY ASSAIL for more information on the Assail ability.
Ravaging
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Vinculum
DescriptionSyntax: INVOKE VINCULUM
Before dealing with Perdition, you must first ensure your own soul's safety against the hellfires of that infernal realm. This ability will create a strong anchor upon your soul, binding it to Prime to ensure it is not consumed when acting as a conduit to Perdition.
This defence will also provide a measure of resistance against fire damage for as long as it is active.
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Wither
DescriptionSyntax: INVOKE WITHER <item>
Call forth the hellfires of Perdition to incinerate an item, leaving naught behind.
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Torment
DescriptionSyntax: INVOKE TORMENT <target>
Bring forth the torturous fires of Perdition to scourge your victim, setting them ablaze and dealing a small amount of fire damage. It will pass through any protective barriers they might have.
This ability cannot be used off-balance in tandem with Delirium against denizens.
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Distill
DescriptionSyntax: INVOKE DISTILL <liquid>
Sacrifice a soul trapped within Perdition, distilling its essence to turn a mundane liquid into a gut-wrenching round of alcoholic soulfire.
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Terrify
DescriptionSyntax: INVOKE TERRIFY <target>
Even a hint of the suffering embodied by those trapped within Perdition is enough to terrify the weak. The weakest of living creatures will not be able to handle the harrowing insight and will die upon the spot as their heart seizes from fright. Otherwise, they will be inflicted with fear.
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Suffering
DescriptionSyntax: INVOKE SUFFERING <target>
Determine the suffering inflicted upon your target by viewing the intensity of the flames engulfing them.
This ability does not consume neither equilibrium or balance to use.
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Prolong
DescriptionSyntax: INVOKE PROLONG <target>
Sometimes someone might be dying too quickly for your taste. In these situations, you can prolong their suffering by using hellfires to cauterise their wounds, reducing their bleeding. Ever resourceful, you can also turn this ability upon yourself to reduce your own bleeding.
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Smoulder
DescriptionSyntax: INVOKE SMOULDER
Press your inescapable hellfire into the earth below to scourge those that attempt to hide from you, forcing them to the surface if capable.
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Impressment
DescriptionSyntax: INVOKE IMPRESSMENT
CALL IMPRESSMENTBring forth a leashed soul from Perdition which can attack and deal fire damage to your opponent. You must have a piece of rope in your inventory in order to do this.
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Hood
DescriptionSyntax: INVOKE HOOD
Surround yourself with the fires of Perdition, creating a truly terrifying visage that will prevent others from discerning your true features or the things you wear.
The Hypersight skill will allow you to see past it. Please see AB VISION HYPERSIGHT for more information.
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Begrudge
DescriptionSyntax: INVOKE BEGRUDGE <target|ME>
Though it may pain you to do so, you can reluctantly fortify the weakness of your allies by drawing forth a tortured soul from Perdition and expending its energy to heal them.
This will slowly bounce between allies in the same location, healing them for a small amount of health and healing a random affliction. It can only bounce up to five times, at which point it will dissipate.
Bounces upon yourself will not heal you of an affliction.
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Ruthlessness
DescriptionSyntax: INVOKE RUTHLESSNESS
Hone your ruthlessness by momentarily allowing yourself to suffer the fires of Perdition and realise that no other pain can compare. This will increase your resistance against cutting and blunt damage.
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Ravage
DescriptionSyntax: INVOKE RAVAGE
For a short period, every blow from your fists will carry with it the flames of Perdition, setting your victims ablaze. It will last for a limited amount of time and can be activated without cost to your equilibrium or balance.
Ravage will work with the following abilities:
Bully, Clobber, Plexus, Haymaker, and Fisticuffs (Punch).Cooldown: 80 seconds
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Denial
DescriptionSyntax: INVOKE DENIAL
Inflicting torment can often be hindered by those that would strike you down. Let none deter your work by forming an aura of rebounding around you from the flames of Perdition, deflecting weapon attacks directed at you until destroyed or you make an agressive action.
A pending aura of rebounding from smoking a pipe will be cancelled if this ability is used successfully.
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Intensify
DescriptionSyntax: INVOKE INTENSIFY <target>
Should your victim be ablaze, you may bring their anguish to new heights by instantly increasing the intensity of the flames torturing them by three levels.
You can check AFFLICT ABLAZE for more information on increasing intensity.
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Infuse
DescriptionSyntax: INVOKE INFUSE <hook>
Requires a hook.Draw forth a tortured soul from Perdition and give it new purpose by infusing its energy within your hook. This will grant you some resistance against non-physical damage while the hook is worn.
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Bedevil
DescriptionSyntax: INVOKE BEDEVIL <target> [REVERSE]
Ensure your victim does not grow so used to their torment that it becomes ineffective, by shifting the trauma suffered upon their limbs in a clockwise direction, giving them a new perspective on the pain. This ability only affects the arms and legs.
For example, it will move a broken left arm to the right arm, and a broken right arm to the right leg. You may choose to do this anti-clockwise by using the reverse keyword.
Cooldown: 20 seconds
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Impenetrable
DescriptionSyntax: INVOKE IMPENETRABLE
Surround yourself in a palpable aura of malice that will repel any projectiles aimed towards you, causing them to drop uselessly to the ground. There is another chance you will deflect them entirely, returning the arrow from whence it came.
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Lancing
DescriptionSyntax: INVOKE LANCE <target>
While your victim is aflame, you can invoke a spear of shadowy flame to lance them through. This dark spear of heat will ensure their suffering cannot abate, preventing their flames from being cured until the heatspear is.
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Criticality
DescriptionSyntax: INVOKE CRITICALITY
Deepen your understanding of pain to further your art of inflicting suffering upon others. Where others would falter when their pain reaches a critical threshold, you will instead feel refreshed, your wounds healing.
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Branding
DescriptionSyntax: INVOKE BRANDING <target>
If your victim is suffering from a broken torso, you can brand the seal of the Infernal upon their ravaged body which will occasionally burst into flames and set them on fire.
If you should fully damage and break any body part of your opponent while they are under the effects of the Seal, then a deadly shroud of flame will begin to form around them. When they move between locations the shroud will flare up and burn them, setting them ablaze and dealing fire damage. Additionally, if they try to form a magical shield, then the fiery shroud around them will burn it down and remove it.
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Delirium
DescriptionSyntax: INVOKE DELIRIUM
Surrender your physical form to the unforgiving intensity of Perdition as it slowly builds within your mortal coil, threatening to turn your body to ash. As you teeter on the brink of overwhelming hellfire, you will cure one random affliction, and certain abilities will no longer require balance.
This state can be reached sooner by moving between locations, as long as it isn't the direction you just came from and you are not fleeing combat.
Once you have reached delirium, the following abilities will no longer require balance:
Vinculum, Torment, Prolong, Lancing, Branding, Intensify, Hellfire. -
Shear
DescriptionSyntax: INVOKE SHEAR <target> <affliction>
Cut away a random-curable affliction your victim suffers from and form it into a skein of sheared psyche so that you may share it with another. You can then THROW the skein at someone to inflict another with the affliction you just removed, which will be masked in the process.
Please see HELP RANDOM CURES for what is considered randomly curable.
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Extinguish
DescriptionSyntax: INVOKE EXTINGUISH <target>
When your victim's suffering has reached a critical peak, you can extinguish their life in a final moment of excruciating torment. In order for this to succeed, the target must be ablaze and possess at least twelve stacks of intensity.
You can check AFFLICT ABLAZE for more information on flame intensity.
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Bedlam
DescriptionSyntax: INVOKE BEDLAM
Bring your location and Perdition closer together, allowing the torturous realm to be felt by any who enter the room. This will lower their maximum health, mana, and limb health by half so long as they remain. The effect can be broken by anyone at anytime by invoking the Kalsu word 'vontovo' aloud.
This ability does not alter your current health and mana, only the maximum values.
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Hellfire
DescriptionSyntax: INVOKE HELLFIRE
This powerful feat will continually cause hellfire to spew forth from the realm of Perdition and scour your enemies. This effect will follow you as you move.
If one of their legs are crippled, then the flames will unbalance and knock them over. If they are shielded, then it will destroy the shield under the heat.
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Contest
DescriptionSyntax: INVOKE CONTEST <target>
Encircle your target and yourself within a ring of inescapable flame, trapping the both of you until one or the other is dead. In order for this effect to become binding, the challenged must AGREE to the terms, otherwise little will come of it.
Both parties must have near full health in order to invoke and agree to the terms.
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Immurement
DescriptionSyntax: INVOKE IMMUREMENT
Yawn open a rift to the realm of Perdition, trapping those that would strike others in its location.
Opening the rift will require an act of concentration for you, which during this time you may not make any actions that consume balance or equilibrium, or your focus will be lost.
Once complete, all those within your location that have committed an act of violence within the last minute will be drawn into the infernal realm of Perdition where they will be trapped until they find a way to escape.
Egotism
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Check
DescriptionSyntax: EGO CHECK
Measure how strong your ego stands. As ego and psyche are intrinsically linked, your maximum ego is proportional to your maximum mana. Abilities will either increase your ego or decrease it.
Based upon the percent of ego you hold, your abilities will be altered in strength. The lower it is, the faster the move becomes and the less damage they deal, whereas the higher it is, the more damage it will deal and the slower it will become.
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Deathsight
DescriptionSyntax: DEATHSIGHT [OFF]
Using this ability, you will be linked with the Underhalls, allowing you to sense those that just weren't good enough.
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Aura
DescriptionSyntax: EGO AURA <target>
View their defenses and orchestrate their downfall.
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Awareness
DescriptionThis ability is passive.
Even while meditating or sleeping, no secrets can be kept from you. You will be able to see the actions and words of others as though you were fully aware.
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Moderate
DescriptionSyntax: EGO MODERATE <1-200%>
You will be able to moderate your ego levels in order to prevent burnout, or mental breakdown. Specifying a value will allow your mind to passively shift your ego levels to your desired value.
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Pinpoint
DescriptionSyntax: EGO PINPOINT <target>
You can easily pinpoint the location of an inferior and broadcast their ineptitude to those in your location.
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Haul
DescriptionSyntax: EGO HAUL <target>
Snatch up their puny psyche and deposit them at your feet. You will be unable to haul someone who is protected by the cloak defence.
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Peak
DescriptionSyntax: EGO PEAK
So perturbed are others by your peaking ego, they will become momentarily afflicted with flash blindness by the sheer audacity of it.
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Reconcile
DescriptionSyntax: EGO RECONCILE
If you have set a value with Moderate, you may actively reconcile your ego levels. This will shift it towards your desired value by consuming equilibrium.
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Belittle
DescriptionSyntax: EGO TELL <person> <message>
REPLY <message>You are able to communicate easily with the fallen, providing they haven't left the Underhalls. You will have to initiate communications with them first, of course. Can't have the unworthy pestering you. In order for the deceased to respond, they must make use of the REPLY command.
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Redress
DescriptionSyntax: EGO REDRESS <target>
Simple defences of the mind are no match for your psyche. With a single thought, snatch away the paltry defences their mind shelters behind. In addition, this will negate the effects of their levitation and speed elixir.
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Trip
DescriptionSyntax: EGO TRIP <target>
A basic, offensive ability that will bring to light the inadequacies of your enemies, playing upon the weakness of their mind. Able to affect them even if they are in an adjacent room, your opponent will suffer a burst of magical damage.
The damage will be increased for every ability that your opponent has on cooldown that is counted in seconds.
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Exhibit
DescriptionSyntax: EGO EXHIBIT <item>
So powerful is your strength of psyche that you are able to force inanimate objects to follow in your wake. How heavy an item you can keep in tow is dependant upon your intelligence stat.
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Inadequacy
DescriptionSyntax: EGO INADEQUACY <target>
With just a subtle alteration of your ego, you can make your target feel inadequate in comparison to you, instilling them with indifference. This will be buried deep in their psyche, going unnoticed by them.
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Boost
DescriptionSyntax: EGO BOOST
Dismiss that which would negatively affect you with a single thought, removing a random mental affliction should you have one.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
Cooldown: 20 seconds
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Boast
DescriptionSyntax: EGO BOAST <target>
Show them what a real ego looks like and boastfully envelop their entire mental space with your personality. This will afflict them with both agoraphobia and claustrophobia at the same time.
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Expose
DescriptionSyntax: EGO EXPOSE <item>
Expose the secrets of an item in your inventory and it will show you who the last person to hold it was.
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Reign
DescriptionSyntax: EGO REIGN and LAND
With the sheer power of your ego, you can lift yourself from the ground and take flight in order to reign above your lessers.
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Monopolise
DescriptionSyntax: EGO MONOPOLISE <target>
Snatch a resource from your opponent and empower your own psyche in the process. What resource this ability will drain depends on the class of the target.
What it will drain is based on the below:
Alchemist - Volatility.
Archivist - Bio energy.
Carnifex - Stolen soul.
Ravager - Ego.
Revenant - Shadow essence.
Shaman - Primal energy.
Templar - Blade charge.
Teradrim - Sandstorm power.
Tidesage - Apparition power.
Monk - Kai energy.
Predator - Absorbed magic.
Voidseer - Insight.
Warden - Displaced soul.
Wayfarer - Fury.
Zealot - Psi.If the none of the above applies to the opponent, then it will drain their mana.
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Sizeup
DescriptionSyntax: EGO SIZEUP <target>
Gain complete understanding of another by probing their (inferior) strengths and (overwhelming) weaknesses. This will allow you to see their current resistances plus a few other tidbits of information.
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Dethrone
DescriptionSyntax: EGO DETHRONE <target>
If your lesser thinks to stand above you, you may remove the space between you and them and bring them crashing back to their rightful place. This will cripple both of their legs in the process.
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Narcissism
DescriptionThis ability is passive.
When someone attempts to seek out your location with an ability, you will feel their gaze for the moment it takes for them to gather the information needed to reveal your whereabouts.
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Trauma
DescriptionSyntax: EGO TRAUMA <target>
Direct your considerable psyche towards an opponent in your location and allow it to feed upon a mental ailment in order to deal psychic damage. This will cure the mental affliction in the process. You may perform this action while off balance.
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Menace
DescriptionSyntax: EGO MENACE
So strong is your ego that you can force your inferiors to flee beneath its unfathomable weight. This will inflict your enemies with the fear affliction.
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Pry
DescriptionSyntax: EGO PRY <target>
Detection difficulty modifier: 0%Keep an eye on your lessers by subtly prying the secrets from their inferior mind. Exuding the smallest part of your considerable mental prowess will allow you to tell when they are near, as well as providing insight into their menial thoughts when they use the THINK command. This will fade after a period of time if they are not in the same room as you.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
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Inflate
DescriptionSyntax: EGO INFLATE
Most of the dull masses wouldn't know the full potential of their minds if it bit them in the arse. You're different. With this ability, you can inflate your already considerable psyche, granting you the clarity of mind that so many live without. This will grant a bonus to your intelligence stat.
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Kneel
DescriptionSyntax: EGO KNEEL <target>
By pressing the vastness of your mind against your target, you will cause them to remember their place should they attempt to shirk away from your greatness. Should you or your opponent move more than two locations away from each other, they will suffer psychic damage as a result.
If your opponent is the one to flee, then they will be knocked unconscious and the damage is increased.
Cooldown (when triggered): 10 seconds
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Skip
DescriptionSyntax: EGO SKIP <dead target> and ENTER GATEWAY
Open a gateway to the location of someone's dead body, which you can then enter. -
Untouchable
DescriptionSyntax: EGO UNTOUCHABLE [OFF]
So great is your sense of self that you can turn back the paltry ranged damage of your lessers, and reduce their dismal attack, providing they attempt to do so from a distance. If they are in the same location as you, it will have little effect.
It will also help you resist telepathic attempts to form a lock upon your mind, making their efforts take longer until they succeed.
This effect will drain your willpower over time.
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Press
DescriptionSyntax: EGO PRESS [RELEASE]
Press your considerable ego upon your current location and you will be able to hear any spoken word within it for a limited time.
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Guts
DescriptionSyntax: EGO GUTS
Should your ego ever fall short, Gods forbid, call upon those last vestiges of confidence, allowing you to increase it by 80% in trade for temporarily lowering your constitution by 2 points. This can exceed your maximum limit of your ego, but the excess will quickly drain away.
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Humiliate
DescriptionSyntax: EGO HUMILIATE [OFF]
Bestow utmost humiliation onto anyone that attempts to shed their corporeal form within your location, preventing them from such a cowardly display. The demand upon your mind to perform such a feat will greatly tax your mana and willpower.
This power can also be projected forth, locking down those in the same room as your ego form.
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Narrow
DescriptionSyntax: EGO NARROW <target>
Narrow the distance between yourself and your target with a mere thought, allowing you to act immediately after your feat of mind. You can travel up to three rooms away by default, but this can be further changed up (or down) by the amount of ego you have.
The monolith sigil will not block your attempts, however you may not step into a stockroom.
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Outlaw
DescriptionSyntax: EGO OUTLAW <target> <skillset> <ability>
Convince your lesser for a short period of time to abandon the use of a specific ability of your choice, if they are currently prone. You may not disable core abilities to a class such as, for example, Doublestab for Syssin.
Cooldown: 90 seconds
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Double
DescriptionSyntax: EGO DOUBLE and EGO RETURN
Additional syntax: EGO FORM <ability> [target]
Gather enough of your considerable psyche and project it into a second entity altogether, becoming the walking embodiment of pure ego. While in this state, you will be able to speak with others and move as though normal. You also may perform a limited amount of your egotism abilities while in this form.
Make sure to omit the EGO syntax from the ability when using it with form. Example: EGO FORM TRIP <target>
You may perform the following actions while in ego form:
Aura, Peak, Redress, Trip, Inadequacy, Boast, Sizeup, Trauma, Menace, Pry, Press, Narrow, Outlaw, and Humiliate.You can also perform the following abilities from Vision:
Aura, Sacral, Vibrations, and Traps.You will not be able to cross into an adjacent area while in your embodiment of ego, as the distance between you and your body will be too far to maintain a connection. However, if your body stands on the threshold between two areas, you will be able to cross into it providing it is not a one-way exit.
Lastly, while in this state, your body will be vulnerable to the whims of others. Ensure that you leave your body behind in a safe location, or you can gamble the risks.
Visual style and identity
Ravagers are loud, crass, and undeniable on the battlefield. Their punches and kicks are savage and cruel, their butcher’s hooks swing on long chains, and hellfire follows in their wake. When a Ravager channels Perdition, you sometimes see flickers of the realm itself and hear the screams of the souls tormented inside it.
Their physical work is rough rather than disciplined. Even Egotism, though a mental art, leans away from subtlety. Most ego attacks land like a boot to the face. Ravagers know it. They prefer it that way.
Side effects of the work
Perdition leaves visible marks on those who channel it too recklessly. Burn scars are common. Many Ravagers also develop an accentuated intolerance for weakness, an attitude already present in their Carnifex peers but amplified by hellfire exposure.
Ego carries its own costs. A practitioner can develop a sense of self-confidence so vast that the smallest slight triggers a rage response. There is also the danger of becoming so intoxicated by one’s own will that allies turn away. The class rewards a certain kind of player. Quiet humility is not part of the package.
Who plays this class
The Ravager attracts players who want a brawler-style combat kit fused with raw infernal magic. The roleplay frame is loud, opinionated, and unapologetic. You are not a misunderstood antihero. You are a bully with hellfire, and you enjoy the work.
Mechanically, Ravagers reward aggression and tempo. Brutality gives you a fast melee attack chain. Ravaging pours damage at range when an enemy creates distance. Egotism layers pressure on top, turning your own attitude into a weapon. The kit is not subtle. If you want subtle, pick a different class.
City and guild
The Ravager guild is the Carnifex of Bloodloch, the Shadow Tether’s city of undeath. Patron: Bamathis, the Lost. The guild hosts both Ravagers and their sister class, the Carnifex, the soul-magic death knights who originally founded it.
Joining as a Ravager means committing to Shadow. You cannot actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the seven untethered classes. Race choice is independent of class, so you can play a Ravager of any Aetolia race.
The Ravager mirror is the Zealot, Enorian’s martial devotee of the Illuminai. Both are Shadow-and-Spirit reflections of the same brawler chassis: one drawing on Perdition and ego, the other on the Daru monastic tradition and the Light. Same fight, opposite philosophy.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Ravager profile. Or see Aetolia’s class hub for the rest of the roster.
Carnifex
Ravager’s sister class in the same guild. Heavy martial combat fused with soul magic. Pick Carnifex if you like the Ravager city and lore but want methodical soul-trapping and halberds instead of fists and hellfire.
Zealot
The Ravager’s mirror across the Spirit-Shadow divide. Enorian martial devotees of the Illuminai who fuse Tekura monk training with Duamvi martial work. Pick Zealot if you like the Ravager combat chassis but want to fight for the Light instead of for Perdition.
Predator
An untethered brawler from a world beyond Aetolia. Knifeplay, Predation, and Beastmastery. Pick Predator if you like the dirty-fight ethos of a Ravager but want freedom from city and tether commitments.
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