The Revenant of Aetolia

The Revenants are Aetolia’s shadow warriors, a Shadow-tethered class in Spinesreach that wields Riving (raw martial discipline and combat training), Manifestation (shadow phantasms summoned from the wielder’s own mind), and Chirography (ancient Kalsu words of power written to evoke magical effects).
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Spinesreach |
| Guild | Sciomancers (Patron: Arvelis, the Jackal) |
| Skill sets | Riving, Manifestation, Chirography |
| Mirror class | Templar (Spirit) |
| Sister class in guild | Sciomancer |
| Signature mechanic | Phantasm-summoning (ethereal shadow servants formed from the Revenant’s own mind) |
| Best for | Players who want a heavy martial class layered with ancient blade magic |
Revenants are warriors trained in the manipulation of ambient shadow, marrying martial discipline with magical acuity to enact their arts. They guard the border between Prime and Czjetija, between physical and immaterial, and their kit reflects that work. Sword, ink, and phantasm.
If you want to play a Shadow-side warrior who fights with both blade and shadow magic, who writes words of power in the language of creation, and who can pull living shadow constructs from their own mind, the Revenant is one of Aetolia’s most distinctive martial classes.
Origin and lore
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 ended and their arts are now more commonly taught, there is an archaic quality to their work, particularly to Chirography, which often creates a sense of distance between Revenants and the plane they are bound to protect.
The Plane of Shadow itself, Czjetija, is the source of the elemental shadow that naturally weaves part of the Prime Material Plane. 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, who wards off the Shadow Mother Ohlsana, imprisoned within.
Revenants take a different path from their sister class. Where Sciomancers form direct channels to Czjetija for raw elemental power, Revenants work entirely from ambient shadow already present in the environment and in the body. The choice is deliberate. By avoiding direct planar channeling, a Revenant minimises the risk of the shadowplague that can consume careless practitioners and turn them Shadowbound.
Skill sets
The Revenant skill sets are Riving, Manifestation, and Chirography. All three use ambient shadow manipulation as a foundation, independent of Czjetija and Severn.
Riving is the martial discipline. A Revenant trains in raw, physical might with weapon work meant to end fights as quickly and decisively as possible. Their martial training conditions them to a brutal, uncompromising style. Riving handles the close-range work that anchors the kit.
Manifestation is the phantasm art. A Revenant imbues their own thoughts and impulses into shadowy forms that serve them in battle. Phantasms are ethereal creatures of shadow, thought, and instinct. They mirror the sentiments and intentions that created them, taking on a shadowy, miasmic appearance that veils the Revenant’s frame.
Chirography is the writing of Kalsu, the ancient language of creation. By writing words of power, a Revenant evokes magical effects: empowering blades, helping allies, harming enemies. The Revenants hold knowledge of ancient Kalsu work that allows them to work their blades with empowerments older than most living traditions.
Skill abilities
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.
DetailsDamage Source Trigger Brute
Damage Type Trigger (Denizen) Cutting and Blunt
Maingauche Chance 150% of dexterity
Maingauche Delay Between 0.8 to 1.2 seconds
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 50%
Equilibrium Cost 2.00 seconds
Cooldown (on proc) 15 seconds
RequirementsRequires balance and equilibrium.
Requires at least one arm functional.
Requires at least one leg functional.
(Proc) Costs 30 endurance to use.
(Proc) Weapon must be wielded in a functional arm.
RestrictionsCannot be entangled, paralysed, or fallen.
(Proc) Cannot be fallen.
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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.
DetailsTarget Location Same location
Weapon Damage Modifier 60%
Weapon Damage Modifier (Denizen, Blade) 66%
Weapon Damage Modifier (Denizen, Bludgeon) 58%
Weapon Trauma Modifier 55%
Endurance Cost (Per Strike) 30
Weapon Speed Modifier 110%
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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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.
DetailsTarget Location Same location
Weapon Damage Modifier 55%
Weapon Damage Modifier (Denizen, Blade) 62%
Weapon Damage Modifier (Denizen, Bludgeon) 59%
Weapon Trauma Modifier 55%
Endurance Cost (Per Strike) 25
Base Weapon Speed 50% of each weapon
Weapon Speed Modifier +0.10 seconds
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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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.
DetailsTarget Location Same location
Weapon Damage Modifier 60%
Weapon Damage Modifier (Denizen, Blade) 66%
Weapon Damage Modifier (Denizen, Bludgeon) 58%
Weapon Trauma Modifier 55%
Endurance Cost (Per Strike) 25
Weapon Speed Modifier -5%
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(First Hit) Will bypass magical shields.
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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 your lust for blood and fury, striking out with abandon with a two-handed weapon. Four total 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 may not utilise any action that consumes balance or equilibrium during your attack, otherwise you will interrupt it. You may however use Anguish during it without interruption.
You can use any weapon that is compatible with Fell for this ability.
DetailsTarget Location Same location
Weapon Damage Modifier 60%
Weapon Damage Modifier (Denizen) 35%
Weapon Trauma Modifier 55%
Zeal Strike Timer Every 1.00 seconds
Additional Strikes 3 strikes
Balance Recovery 4.40 seconds
RequirementsRequires at least one arm functional.
Requires balance and equilibrium.
Costs 60 endurance to use.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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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> <[empowerment]>
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.
Manifestation
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Phantasm
DescriptionSyntax: PHANTASM <phantasm> and PHANTASM QUELL <phantasm>
You may activate and deactivate what phantasm will be actively fed your mana, in return for its abilities. Each phantasm has a different cost.
Some phantasms will aide the ally who possesses your shade as well, and their AB files will detail these benefits.
Using PHANTASM alone will detail which phantasms are affecting you.
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Seek
DescriptionSyntax: PHANTASM SEEK <target>
Send out a phantasm to learn where your target is.
Should that target possess your shade, or they have been struck with the mark of livfa, you will gain more details about their location.
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Chimerization
DescriptionSyntax: PHANTASM DEVOUR <phantasm> and PHANTASM QUELL CHIMERIZED <phantasm>
Consume your phantasm and chimerize yourself with it. This will cause your phantasm to cease consuming your mana, but it will be weaker in this form, and only affect you.
You may only chimerize three phantasms at once, lest your memories be food for the phantasms.
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Discord
DescriptionSyntax: PHANTASM DISCORD <target> <affliction>
Draw forth twisted shadows to strike at your target from below, bringing discord to their bodily functions.
Afflictions possible:
Paresis, stupidity, and confusion. -
Metabolize
DescriptionSyntax: PHANTASM METABOLIZE
Disrupt the normal order and consume a random chimerized phantasm in return for healed health and mana. The more skilled you are in Manifestation, the more will be returned.
This skill can be used while off-balance or off-equilibrium.
Cooldown: 15 seconds
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Shade
DescriptionSyntax: PHANTASM SHADE <ally> or PHANTASM SHADE NOBODY
Break away a piece of your shadow, your shade, and set it to haunt an ally. They must also consider you an ally in order for the shade to truly latch on. If you are not in the same location as your ally there will be a short delay while your shade travels.
Your shaded ally can choose to REJECT PROTECTION to cast off your shade.
This ability is necessary for many other abilities, which cannot affect others without a piece of yourself present to ground them.
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Sidestep
DescriptionSyntax: PHANTASM SIDESTEP [PHANTASM]
Step through your shadow to your shade, they are the same. If you have tethered a phantasm, you may specify that and travel to it instead.
Monolith sigils will prevent this form of transportation.
NOTE: If you should unintentionally end up in the Forgotten, please make sure to write down your circumstances accurately. The next Revenant to arrive will add your account to the handbook.
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Parasite
DescriptionSyntax: PHANTASM PARASITE <target>
Set a phantasm on your target, and it will feed from them. This will grant them the withering affliction.
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Apocrypha
DescriptionSyntax: PHANTASM APOCRYPHA
At dawn, when the grip of night has faded, you may call upon the phantasmal Apocrypha and begin the day with vigilance by extolling the dangers of encroaching Shadow to all present and granting them experience. The amount of experience awarded is increased based on the number of people present.
If you perform the Apocrypha before the forbidding barrier in the Revenant's Roost, you will also gain the 'apocrypha' defence for one hour, which will increase your resistance to denizen damage by 5%.
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Embolden
DescriptionSyntax: PHANTASM EMBOLDEN
By focusing on your phantasms, you may embolden them to act freely, negating their need to feed on your mind. If you perform an aggressive action they will return to normal in order to allow you to focus on combat once more.
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Reanimate
DescriptionSyntax: PHANTASM REANIMATE <target>
Bring a corpse held in your arms back to life with a phantasm. Metaphysical questions of soul and what manner they are crammed back inside are merely academic.
They may choose to not accept, or take too long, causing the phantasm to disperse and the chance to be lost.
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Retrieve
DescriptionSyntax: PHANTASM RETRIEVE
Summon your shade, provided you are on the same continent. Whomever your shade is attached to will be brought along.
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Engulf
DescriptionSyntax: PHANTASM ENGULF
Allow your shade to fully engulf your ally for a temporary amount of time, deepening the bond and further making you the same in the eyes of shadow. You will both experience increased health and resistances while in the same location, as well as random afflictions fading periodically.
The cooldown of this ability is applied to both you and your ally. Neither can be affected by this skill until the cooldown is complete.
Cooldown (both you and ally): 2 hours
- You are able to manifest shadows of the following effects
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Influence
DescriptionSyntax: PHANTASM INFLUENCE
This phantasm will influence your strikes, enhancing your accuracy. Afflictions and effects attempting to harm said accuracy will be bypassed. This includes bows, though your phantasm is less effective at a distance.
Phantasm: 20% increased to hit, increased dexterity.
Chimerized: 10% increased chance to hit.Your shade will share this effect with your ally, should they be in your location.
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Congeal
DescriptionSyntax: PHANTASM CONGEAL
Utilize a phantasm to protect your physical form, from attacks both physical and magical.
Phantasm: 15% resistance to cutting, blunt, and magical damage, and increased wisdom.
Chimerized: 5% of the same.Your shade will share this effect with your ally, should they be in your location.
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Leech
DescriptionSyntax: PHANTASM LEECH
Allow a phantasm to do what it does best: leech from your surroundings in order to bolster itself. Your health regeneration and constitution will be increased.
Phantasm: 7% health regeneration, increased constitution
Chimerized: 5% health regeneration.Your shade will share this effect with your ally, should they be in your location.
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Claw
DescriptionSyntax: PHANTASM CLAW
A phantasm to damage enemies with magical damage. It will also increase your strength.
Phantasm: 10% magical damage to enemies, increased strength
Chimerized: 5% magical damage to enemiesYour shade will share this effect with your ally, should they be in your location.
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Mire
DescriptionSyntax: PHANTASM MIRE
Disperse a phantasm to mire the area in shadow, reducing the effectiveness of non-natural healing for everyone present.
Phantasm: 60% less non-natural healing
Chimerized: 25% less non-natural healingThe one gifted with your shade will be immune.
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Choke
DescriptionSyntax: PHANTASM CHOKE
Gift a phantasm to your enemies, which will make its home in their throats, sickening them from within.
These sicknesses include the following afflictions:
Vomiting, allergies, recklessness, masochism, epilepsy, or mirroring.Phantasm: The affliction is hidden from the target.
Chimerized: They will know what has been done.Your shade will share this effect with your ally, should they be in your location.
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Tether
DescriptionSyntax: PHANTASM TETHER [OFF]
Leave your phantasm tethered to a location. You may then use Sidestep to travel there. After a quarter of a day, the phantasm will fade.
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Wail
DescriptionSyntax: PHANTASM WAIL
The most annoying phantasm will pierce the ears and minds of all those around you, disrupting their minds and increasing their usage of mana.
Phantasm: 50% increase to mana costs
Chimerized: 20% increase to mana costsThe one gifted with your shade will be immune.
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Absorb
DescriptionSyntax: PHANTASM ABSORB
A phantasm to absorb afflictions. If you are paralysed, it will be as well, and be unable to aide you.
Phantasm: Cures a random affliction every 14 seconds.
Chimerized: Cures a random affliction every 24 seconds.Your shade will share this effect with your ally, should they be in your location.
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Siphon
DescriptionSyntax: PHANTASM SIPHON
Siphon mana from the world around you, through the medium of your phantasm. This will increase your mana regeneration and intelligence.
Phantasm: 7% mana regeneration, increased intelligence
Chimerized: 5% mana regenerationYour shade will share this effect with your ally, should they be in your location.
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Symbiosis
DescriptionSyntax: PHANTASM SYMBIOSIS
The ultimate expression of what your phantasm desires. Feed from those you slay. Denizens are less tasty, and give less.
Phantasm: Full health, mana, endurance, and willpower (based on the target)
Chimerized: 33% health and mana, 10% endurance/willpower of the aboveYour shade will share this effect with your ally, should they be in your location.
Chirography
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Actuate
DescriptionSyntax: ACTUATE <weapon|LEFT|RIGHT> WITH <mark>
Mark your weapons with different empowered marks, causing different effects when an enemy is successfully hit with them.
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Annul
DescriptionSyntax: ANNUL <weapon|LEFT|RIGHT>
Remove all marks placed upon your weapon.
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Reaping
DescriptionThis ability is mostly passive.
Supplementary syntax: BLADE CHARGE <weapon|LEFT|RIGHT>
Each time you strike your foe, your blade will accumulate shadow essence from them. This essence may be released for other effects with other abilities.
The amount of essence gained depends on the base penetration stat of your weapon, higher meaning more essence.
This power will decay over time, and should you unwield your weapons or strike a new target, the essence will become unattuned and vanish.
The above syntax will allow you to gauge the rough numerical quantity of essence in your blades.
DetailsBase Essence 15 essence
Penetration Essence Bonus 10% of penetration
Two-Handed Essence Bonus +10%
Maximum Essence 150 essence
Minimum Essence to Scribe 40 charge
Essence Decay Timer Every 10 seconds
Essence Loss -10 essence
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Lawid
DescriptionSyntax: BLADE SCRIBE [<weapon|LEFT|RIGHT>] LAWID
"lawid" (noun, adjective) - magic
Release the stored essence to strike your foes with magical energy.
- One handed weapons will deal less damage, but are thin enough to cause bleeding.
- Two handed weapons will deal more damage and damage your enemy's torso.If your weapon is below a certain amount of essence, the damage will be halved.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Base Damage 8 for each essence + 6%
Base Damage (Denizen) 8 for each essence
Low Essence Threshold 130 essence
Low Essence Penalty -50%
One-Handed Bleeding 30
One-Handed Damage Penalty -25%
Two-Handed Trauma Dealt +1.00% trauma per 8 essence
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 50 endurance to use.
Costs 50 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Owinta
DescriptionSyntax: BLADE SCRIBE [<weapon|LEFT|RIGHT>] OWINTA
"owinta" (noun, verb) - explosion, to explode
Consume your blade's essence to cause an explosion of energy, damaging your opponent with fire damage and setting them ablaze. More essence, more boom.
* One-handed weapons will deal half the damage of two-handed ones.
* Two-handed weapons will also produce a roaring sound that causes ringing ears. -
Telvi
DescriptionSyntax: BLADE SCRIBE [<weapon|LEFT|RIGHT>] TELVI
"telvi" (noun, adjective) - cold, north, northern
Exchange the essence in your blade to consume heat, chilling or freezing your opponent.
- One handed weapons will freeze them by one level.
- Two handed weapons will freeze them by two levels. Their feet will also be frozen to the ground, based upon essence expended.If your essence is insufficient, the ability will not work.
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Iyedlo
DescriptionSyntax: BLADE SCRIBE [<weapon|LEFT|RIGHT>] IYEDLO
"iyedlo" (verb) - move smoothly, flow, drift
Convert the essence within your weapon to pierce through the air and any resistance it might meet. This will allow you to recover balance more quickly when using the Duplicity and Fell abilities.
Please see either AB RIVING DUPLICITY or AB RIVING FELL for more information on those abilities.
You must have enough charge within your weapons in order to use this ability, and will fully drain all charge from any weapons in your hands.
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Aneda
DescriptionSyntax: BLADE SCRIBE [<weapon|LEFT|RIGHT>] ANEDA
"aneda" (noun) - cloud
Provided you and your enemy are not indoors, this ability will expend shadow essence to attract a lightning bolt for them, after a delay. They will enjoy a blast of electricity.
If you are using a one-handed weapon:
* You or the target will need to not be indoors.
* If the essence is over 90, it will cause epilepsy when it strikes.
* The damage will be halved.If you are using a two-handed weapon:
* You or the target can be indoors.
* It will always cause epilepsy.
* If they have epilepsy already, it will upset their balance instead.The less essence, the slower the bolt will find them.
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Cull
DescriptionSyntax: CULL <target>
An enemy suffering from delirium, extravasation, sundering, and paralysis... is not an enemy. They are no longer anything, and should be culled.
Provided those requirements are met, the death will be immediate.
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Atdum
DescriptionSyntax: BLADE SCRIBE [<weapon|LEFT|RIGHT>] ATDUM
"atdum" (noun) - shadow
Sacrifice your essence to strike your target with pure shadow. No damage will be inflicted, but the shadow will bring any effects or venoms to your enemy regardless. It does not target a body part.
You must have sufficient essence to use this, and it will consume all essence available.
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Lurk
DescriptionSyntax: LURK <target>
Mark a target for shadow, signifying their weakness. Should a single instance of damage where an extra 50% would result in their death, then shadow will finish the job. There will be no corpse remaining.
Cooldown: 60 seconds
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Ingather
DescriptionSyntax: INGATHER [ON|OFF]
Offer yourself to attract shadow. For a drain on your willpower, your shadow essence will fade half as quickly, supplemented by the shadow you trade mind for.
- You can scribe the following marks
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Duskosa
Description"dusko" (noun, verb) - hurt, harm, injure, injury, wound
"sa" (noun, plural suffix) - two, pair, bothThis is an actuated effect.
Mark your blade to damage both your enemy and yourself for a percentage of their current health as shadow damage.
This can affect denizens, however it cannot score critical hits.
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Nalay
Description"nalay" (noun, verb) - flame, to enflame, to light
This is an actuated effect.
Drain the shadows from the room, creating a sort of light, for a limited time.
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Bimre
Description"bimre" (noun) - fear
This is an actuated effect.
This mark is the beginning for something greater. Other marks require bimre to be upon your target to work.
Only one Revenant may mark a target at a time.
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Dirne
Description"dirne" (noun, verb, adj.) - break, broken, crack, disrupt
This is an actuated effect.
A mark to disrupt the balances of those struck.
First it ensures that the extravasation of the blood vessels occurs.
Second goes their mind, leaving them in a state of delirium.This mark requires Bimre to be set on your target.
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Azu
Description"azu" (noun, verb) - sever, cut
This is an actuated effect, which will wear off over time if left uncured.
The first strike will sever their legs, causing lameness within them.
The second strike will attack the body, sundering their physical control.This mark requires Bimre to be set on your target.
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Livfa
Description"livfa" (verb) - oversee, supervise, watch over
This is an actuated effect.
This mark draws attention. For a period of time, those struck will be unable to become invisible, hide, or even become incorporeal.
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Lura
Description"lura" (verb) - crush, smash
This is an actuated effect.
Crush them.
This mark, proportional to the base damage stat of your weapon, will increase damage to your opponent's limbs.
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Baludu
Description"balu" (noun, verb) - feeling, feel, perceive
"du" (noun, particle) - not, opposite, noneThis is an actuated effect.
This mark will obstruct signals in the limbs of those struck, numbing them. If the opposite limb is crippled, the numbed limb will act as though it is crippled as well. Otherwise, it is but an annoyance.
The only valid limbs in this scenario are arms and legs, not pseudopods or tentacles.
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Nipdo
Description"nipdo" (noun, verb) - think, thought, ponder, consider, mind, brain
This is an actuated effect.
With this mark you may feed the mana of those struck to shadow.
If your foe should bear the mark Bimre, the feeding will be greater.
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Doyfo
Description"doyfo" (noun, verb) - bridge, connection, attach, connect
This is an actuated effect.
Leave a bit of yourself with your foe via this mark, similar to your shade, but with malicious intent.
One marked so will be free of equilibrium and balance to perform the following upon: Diagnose, Wounds, Gauge, Assess
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Atele
Description"atele" (noun, adj.) - sign, portent, omen, ominous, dire
This is an actuated effect.
Dread. Anticipation with fear.
Once set upon your foe, they have a doom set upon them, ready to burst outwards and attack their mind with psychic damage after 30 seconds. This effect can be triggered early by knocking your opponent to the ground.
Other marks will combine effects to the impending burst by striking them with it before it triggers.
The following actuated effects may be added:
Atele - Increases the psychic damage dealt.
Lura - Causes 7% trauma to the head.
Baludu - Numbs an unhurt leg.
Jakive - Causes bruising on the head.
Adil - Stuns the opponent for 1 second.
Vusbadu - Destroys a random defence.
Nipdo - Drains the target of their mana.
Doyfo - Afflicts them with resonance.
Livfa - Afflicts them with flared. -
Adil
Description"adil" (noun) - star
This is an actuated effect.
A burst of shadow to stun them. Simple. Effective.
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Wasi
Description"wasi" (noun, verb) - flaw, imperfection, mistake, to damage, to make a mistake
This is an actuated effect.
This mark will consume the rebounding aura defence of your foe.
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Vusbadu
Description"vusba" (noun, verb) - protection, shelter, to protect, to guard
"du" (noun, particle) - not, opposite, noneThis is an actuated effect.
This mark will consume a defence from your opponent that did not originate from themselves.
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Jakive
Description"jakive" (verb) - ('jak' + 'ive'): to wrestle, to squeeze, to grip tightly
This is an actuated effect.
This power will have your weapon cause a bruise or upgrade a bruise upon your opponent, providing you directly attack a limb.
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Wilave
Description"wilave" (noun) - river
This is an actuated effect.
If your foe bleeds, this mark will draw more from them, both in pain and blood. Blood calls to blood. The more they bleed, the more poison damage they will take. This ability will add some bleeding as well for each bruise the opponent has.
They must be bleeding for at least 50 health to have any effect.
Visual style and identity
Repeated use of shadow induces an unnatural darkening of the skin and a slow blackening of the eyes. These effects intensify while actively manipulating ambient shadow or actuating a word of power. A Revenant’s martial training conditions them to a brutal, uncompromising style of fighting in which ending a fight as quickly and decisively as possible is the desired outcome.
Phantasms hover close. A Revenant in combat often appears veiled by miasmic shadow, the phantasm taking on a semi-independent presence at their side. The Kalsu work shows in the writing itself: words inked or carved into surfaces, glowing as they trigger.
Side effects of the work
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, and there is a real risk of corrupting the user to Ohlsana’s influence. Those who become inflicted with the shadowplague will slowly become Shadowbound, a facsimile of who they were, grown monstrous and under Her control. This is precisely why Revenants avoid direct channels to Czjetija and work only from ambient shadow.
Even with that discipline, physical changes occur. The eyes darken and become nearly solid. Corruption shows in veins sprawling outwards from them. Fingertips darken, skin texture changes from porous to strange and irregular, and the world slowly loses its sense of colour. Some Revenants hear whispering voices at the back of the head in a language they do not understand. Across decades, partial colour blindness can set in.
Who plays this class
The Revenant attracts players who want a heavy martial class layered with serious magical depth. The roleplay frame is disciplined, archaic, and quietly dangerous. You are a warrior bound to protect the Prime from a plane that would devour it, and the cost of doing the job is written into your body.
Mechanically, the class rewards players who enjoy weapon work paired with magical layering. Riving carries the melee tempo, Manifestation adds a pet-class layer with semi-autonomous phantasms, and Chirography opens an additional toolkit of blade enchantments and Kalsu-fueled effects. The kit pairs well with players who like to read fights and apply pressure in multiple ways at once.
City and guild
The Revenant guild is the Sciomancers of Spinesreach, the Shadow Tether’s city of artifice. Patron: Arvelis, the Jackal. The guild houses both the Revenant class and its sister class, the Sciomancer, shadow mages who channel Czjetija directly for raw elemental power. Revenants serve in part as guardians of the mages, working alongside them to assist in experiments and to control the Shadow Element on the field.
Joining as a Revenant 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 Revenant of any Aetolia race.
The Revenant mirror is the Templar, Enorian’s holy knights of Celezor. Both are heavy martial classes that pair city-defining warrior identity with magical layering. Templars bind holy fire into steel. Revenants bind ancient Kalsu into blade. Same chassis, opposite source.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Revenant profile. Or see the complete class roster for the rest of the roster.
Sciomancer
Revenant’s sister class in the same guild. Shadow mages with a direct channel to Czjetija. Sciomancy, Sorcery, Gravitation. Pick Sciomancer if you like the Sciomancers guild and shadow lore but prefer full mage work to martial-and-magic hybrid combat.
Templar
The Revenant’s mirror across the Spirit-Shadow divide. Enorian holy knights of Celezor who bind holy radiance into steel. Battlefury, Righteousness, Bladefire. Pick Templar if you like the heavy martial-with-magic chassis but want to fight for the Light rather than the Shadow.
Carnifex
Bloodloch’s signature heavy martial class. Savagery, Deathlore, Warhounds. Pick Carnifex if you like the Shadow-side warrior frame but prefer soulstone magic, a warhound at the heel, and the ritual lore of Roan Seluno to Kalsu writing and phantasm summoning.
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