The Revenants of Aetolia
Revenants are warriors trained in the manipulation of shadow, an element that is naturally present in the Prime Material Plane. They are known for their martial discipline and magical acuity, and their skills reflect a deeper understanding of reality and the element of shadow. Revenants are tasked with protecting the Prime Material Plane from the dangerous Plane of Shadow, which is accessed through Severn, the Manipulator, and guarded by the Revenants to prevent the Shadow Mother, Ohlsana, from escaping.
Revenants access their powers through Riving, Chirography, and Manifestation, and are known for their brutal, uncompromising style of fighting. They also have the ability to create phantasms, ethereal creatures of shadow that serve them, but these creatures are not very intelligent and may not always follow orders.
Revenant Skills
The Revenants are well-known for the art of Riving, a brutal combination of martial discipline and ambient shadow, in order to achieve their mastery over weapons. Broadly trained in various forms of weaponry and armor to inflict bleeding wounds, broken bones, and many other horrific and disgusting injuries, they couple these physical feats with shadow itself to make their presence upon the battlefield truly unparalleled.
Riving
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Irongrip
DescriptionSyntax: IRONGRIP and RELAX IRONGRIP
By gripping your weapons tightly, you can prevent others from disarming you of your precious weapons. -
Clotting
DescriptionSyntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
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Sturdiness
DescriptionSyntax: STAND FIRM
By concentrating on increasing your mass, you are able to gain immunity from most physical attempts to move you. Additionally, should you be feared it will have no effect while you remain firm. You will lose this defence should you move.
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Juxtapose
DescriptionSyntax: JUXTAPOSE <ally> and UNJUXTAPOSE
By juxtaposing your position for that of your ally, you can step in front of any attack aimed at them and take the blow for them. It will last until you either choose to cease, or one of you moves away from the other.
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Rage
DescriptionSyntax: RAGE
This ability will allow you to cure afflictions based upon altruism, such as those normally cured by eating a steroid pill.
Please see HELP CURE ORDER for afflictions that can be cured with the steroid pill.
Cooldown: 30 seconds
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Rotcull
DescriptionSyntax: ROTCULL
While standing in a location overcome by the shadowrot, you can protect anybody with you from its invasive nature by focusing entirely upon culling any tendrils or spores that surface the rot to attack.
This will require a lot of concentration to maintain, and many actions will interrupt your focus.
You can use any weapon that is compatible with Rive or Fell for this ability.
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Bruising
DescriptionThis ability is passive.
Your attacks with bludgeoning weapons will have a two in three chance to cause bruises on any limbs you strike. These bruises will cause the target to bleed slightly, based on the severity of the bruise.
These bruises will slowly grow in severity, with each successful hit causing more bruising based upon the damage stat of your weapon. A two-handed weapon will be 25% more effective.
Should the opponent be fallen upon the ground, your strikes are guaranteed to cause a bruise and will immediately upgrade it to the next severity level.
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MainGauche
DescriptionSyntax: MAINGAUCHE
While wielding a weapon with this defence active, you will have a chance to perform a counter attack upon most physical attacks made against you. Your chance is roughly based upon your current dexterity, with higher being better.
Any counter strike made using this ability cannot deliver any effects upon the weapon, such as empowerments or venoms.
You can use any weapon that is compatible with Rive or Fell for this ability.
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Anguish
DescriptionSyntax: ANGUISH <target>
Summon forth a howling shadow and direct it upon your opponent, so that it might shatter their will to fight. They must be suffering from ringing ears or sensitivity, or it will have no effect.
Otherwise it will:
* Knock their pill balance by an extra 1.35 seconds.
* Destroy the aura of rebounding if its not yet fully formed.Additionally, some bonus effects are applied depending on their condition:
* If they have extravasation, it will knock them over.
* If they have epilepsy, the equilibrium recovery time is shortened.
* If they have deadening, they will be stunned.If the target has all three of the above afflictions, then the cooldown on the ability is not applied.
You may use this ability while you do not have balance.
Cooldown: 6 seconds
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Blocking
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location, providing you are not incapacitated or feared. Should you move, you will cease to block. -
Separate
DescriptionSyntax: SEPARATE <player> <direction>
Using a burst of energy you may separate your foe from their allies using your own body. Provided they are not protected by the density defence, your target will be forcefully helped in another direction for as far as you can go. You will both stop upon reaching something that blocks movement.
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Mastery
DescriptionUsage: MASTERY SHOW
MASTERY WEAPON <weapon>
MASTERY TALENT <talent>This grants you the ability to select a weapon you wish to become proficient in, and a talent you wish to focus your abilities upon. Once every so often, you will be able to change the weapon you are proficient in, and the talent you have chosen.
The benefits of a talent require you to be wielding a weapon from the specified weapon class.
Available talents:
Small Blades and Bludgeons
* Poise : Reduced penalty for striking shield.
* Conservation : Your swings cost less endurance.
* Serration : Attacks cause additional bleeding.
* Overpowering : Slight chance for a minor critical strike.
* Grace : You can avoid rebounded attacks.
* Rhythm : Generates a small amount of shadow essence when parried.
* Exhausting : The flurry of strikes causes fatigue in your target.Large Blades and Bludgeons
* Opportunizing: Attacks penetrate armour if your target is fallen.
* Pummeling : Blunt attacks cause additional bruising.
* Overdriving : Can build to a higher maximum amount of blade charges.
* Whirling : Harrow/Harvest will hit one/two extra times respectively.
* Remnants : Retains 1/4th of your charge when switching targets.Thrown
* Aerodynamics : You can throw your weapon one room further than normal.Cooldown (mastery): 60 minutes
Cooldown (talent): 60 minutes -
Doubletarget
DescriptionSyntax: TARGET <bodypart> WITH <right|left>
You are now dexterous enough to target two different bodyparts at the same time. Your left hand will always be the first to strike your target, and the right hand will strike second. This will only work in tandem with abilities that let you strike twice, such as Duality or Doublestrike.
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Circle
DescriptionSyntax: CIRCLE <target> and CALM
At a cost of continued mental strain, you may use this ability to circle your foe, reducing their ability to escape you. Should they flee your location, you will automatically strike and stun them, enabling you to take advantage of their cowardice. You may use this ability while off balance.
Two-handed weapons will give you a 50% chance to stop them fleeing your location immediately.
- You have learnt the following weaponry attacks
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Rive
DescriptionSyntax: RIVEBASH <target>
A most basic ability, this is considered the baseline for weapon to weapon combat. Wielding a shield and weapon, you simply strike your target. Beneficial in that you have a shield for defence, detrimental in its relative weakness.
You can use spears, tridents, small bludgeons, battleaxes, and one-handed swords with this ability. For shields, any shield will suffice.
The gladius may also be used with this ability, unique to the Riving skill.
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Raze
DescriptionSyntax: RAZE <target>
This ability will use your weapon to tear down defensive auras and abilities that protect your target.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defenceYou can use any weapon that is compatible with Rive or Fell for this ability.
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Fell
DescriptionSyntax: FELL <target>
A standard of the Trolls, this is a simple one-two attack with a two handed weapon.
You can use either a warhammer, bastard sword, glaive, cudgel, scythe, falx, or estoc with this ability.
The bardiche can also be used, unique to the Riving skill.
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Duplicity
DescriptionSyntax: DPL <target>
If the example of the Trolls is not your style, instead use two single handed weapons. This ability will allow you to strike with both the left and right hands at once.
You can use any weapon that is compatible with Rive for this ability.
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Umbrage
DescriptionSyntax: UMBRAGE
By releasing your spectral form, you are able to quickly strike everyone in your location with a two-handed weapon. Because it is your specter, and not your physical body, you may perform this while off of equilibrium.
You can use any weapon that is compatible with Fell for this ability.
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Initiate
DescriptionSyntax: INITIATE <target>
Why wait for them to start the fight? Initiate combat with a target in an adjacent location. After a short delay you will move locations and introduce them to your blunt weapon. They will be knocked to the ground, stunned for a short period, and form a bruise on their torso.
If their torso is damaged, it will raise the bruising level one extra time.
You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a bludgeoning weapon.
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Gouge
DescriptionSyntax: GOUGE <target>
This ability enables you to briefly detach your specter and tear into the flesh of your target alongside your weapons. If your weapon is envenomed or actuated, that will take precedence and occur instead. Again, by utilizing your specter, this may be performed while off of equilibrium.
You can only make use of this ability with either a flail, a morningstar, or any edged weapon.
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Deceive
DescriptionSyntax: DECEIVE <target>
Deceive your target by razing through their protective auras and abilities with your left hand, while your right strikes as per normal. If using a two handed weapon, you will make a quick attack after the raze, ensuring your foe takes damage.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defenceYou can use any weapon that is compatible with Rive or Fell for this ability.
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Eclipse
DescriptionSyntax: ECLIPSE <target>
This attack takes several stages, during which you may be interrupted in any number of ways. By gathering shadow into your weapon, you may temporarily eclipse the shadow within your target with that in your blade. Should this occur successfully, they will temporarily be without shadow in their body.
You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a small blade or large blade.
NOTE: No denizen of the Prime Material has ever survived absence of their base elemental shadow.
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Harrow
DescriptionSyntax: HARROW <target>
Surrender to the fury and bloodlust, striking out with abandon with a two-handed weapon. Three quick blows will follow, whatever weapon you hold. Should you be incapacitated or have your chosen implement of harrowing be taken from you, you will cease.
You can use any weapon that is compatible with Fell for this ability.
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Transpierce
DescriptionSyntax: TRANSPIERCE <target> and WITHDRAW BLADE
If your target is prone, you can drive your blade through their body, pinning them down and giving your weapon a nice sheath. While transpierced, your target must writhe free to be able to flee or attack, unless you withdraw your blade.
If you are wielding a two-handed blade, you will also be able to impale them if they are suffering from shock.
You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a small blade or large blade.
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Hemoclysm
DescriptionSyntax: HEMOCLYSM <target> <limb>
This ability will rupture the bruises upon the limb you specify, dealing a large amount of damage and deep bleeding equal to the severity of the bruise. The bruising level must be at least moderate in order to use this ability.
You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a bludgeoning weapon.
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Harvest
DescriptionSyntax: HARVEST
Throw your weapon to your specter and mimic the orbitting of your Sciomancer brethren. Your weapons will spin and strike all non-ally targets in your location until there are no targets left, or six have been struck. Any empowerments or venoms upon your weapon will be delivered when you hit.
You can use any weapon that is compatible with Rive or Fell for this ability.
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Jumpcut
DescriptionSyntax: JUMPCUT <target>
Build up shadow within yourself over a brief delay, and utilizing a limited shadowjump, attack your enemy in an adjacent location. If you are using a bladed weaopn, they will be transpierced.
You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a small blade or large blade.
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Extirpate
DescriptionSyntax: EXTIRPATE
Should you have your target impaled, you may carve your sword through their stomach and disembowel them. This will deal severe damage equal to roughly half their maximum health, however this can be increased depending if their torso is broken or mutilated.
This will free them from their impalement as you disembowel them, and your blade will cut through any bindings they might have.
If you manage to disembowel your target three times in short succession, then the shock to their system will be too much and they will perish.
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Roleplaying a Revenant
Revenants are warriors trained in the manipulation of ambient shadow, marrying martial discipline with magical acuity to enact their arts.
What is Shadow?
Czjetija, the Plane of Shadow, is the source of the elemental shadow that naturally weaves part of the Prime Material Plane. A dangerous and treacherous element, its nature is consumption and corrosion, entropy, and insatiable hunger. Its imbalance in mortals is what allows for Undeath.
Access to Czjetija is gated through Severn, the Manipulator, who wards off the Shadow Mother, Ohlsana, imprisoned within.
Where do Revenants get their power?
How the elements of the class are accessed:
- Ambient shadow manipulation is used in all three Revenant skills, independent of Czjetija and Severn.
- Raw, physical might and martial training are represented by Riving.
- Writing words of power in Kalsu, the language of creation, to evoke magical effects via Chirography.
- Imbuing your thoughts and impulses into shadowy forms to serve you, through the art of Manifestation.
Revenants guard the border between Prime and Czjetija, physical and immaterial, and their arts are a mixture of disciplines which, together, reflect a deeper understanding of reality and the element of shadow.
Visual style of the class
The Revenant's continual use of shadow induces an unnatural darkening of the skin, and a slow blackening of the eyes. These effects may be especially pronounced while actively manipulating ambient shadow or actuating a word of power. Their martial training conditions them to a brutal, uncompromising, style of fighting, one in which ending a fight as quickly and decisively as possible is the desired outcome.
Side effects of the class skills
Shadow is by far the most temperamental and dangerous element to directly manipulate. Repeat use and exposure can both grow beyond the wielder's control to devastating effect, as well as risk corrupting the user to Ohlsana's influence. Those who become inflicted with the shadowplague will slowly become one of the Shadowbound, a facsimile of who they were, grown monstrous and under Her control. It is for this reason that Revenants do not rely on channels to Czjetija, preferring to minimize the risk of the shadowplague's occurrence.
** Note: This is a mechanical disease!
Repeated use of shadow, nevertheless, results in physical changes that cannot be easily hidden. The eyes will become black and nearly solid, and the corruption will be visible in the veins sprawling outwards from them. Fingertips will also darken, and skin texture may change from something porous and organic to something strange and irregular. There are chances of whispering voices becoming more present in the back of the head in a language you don't understand, and the world slowly losing its sense of color. Across decades of use, color blindness of varying severity can set in.
Roleplaying the class
The first Revenants were trained by Lord Severn, the Manipulator, to protect the Prime Material Plane from Czjetija. Although their long reign of secrecy has come to an end, and their arts are now more commonly taught, there is an archaic quality - particularly to Chirography - which often creates a sense of distance between them and the plane they're bound to protect.
Phantasm lore
Phantasms are ethereal creatures of shadow, thought, and instinct, formed from the externalized mental impulses of the Revenant to serve them by various means. These creatures aren't usually any smarter than they need to be, lacking advanced capacity for expression and speech - they tend to mirror the sentiments and intentions that created them, taking on a shadowy, miasmic appearance which veils the Revenant's frame. Although they can take on a semi-independent, symbiotic dynamic with the Revenant who originates them, they are almost never outside of the Revenant's control except under circumstances of extreme emotional duress.