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The Shapeshifter of Aetolia

The Shapeshifter is Aetolia’s untethered werecreature class, an independent profession housed outside the multiclass system entirely, with five forms (werewolves, werebears, wereboars, werecrocs, and wereravens) joined through five Packmoot factions and powered by Ferality, Shapeshifting, and Vocalizing.
| At a glance | |
|---|---|
| Tether | Untethered |
| City | None (joins one of 5 Packmoot factions) |
| Guild | None (independent of the multiclass system) |
| Skill sets | Ferality, Shapeshifting, Vocalizing |
| Mirror class | None (untethered) |
| Sister class in guild | None |
| Signature mechanic | Madness from prolonged transformation; five forms; pack play |
| Best for | Players who want beast-form combat, faction-tribal RP, and class flexibility |
A Shapeshifter is an individual who has manifested a permanent channel to the primal ley within themselves, tapping that power to transform into a beast form. The class is independent of the multiclass system and has no guild to represent it. Anyone can pick up the Shapeshifter class with zero lesson investment, though lessons are still required to unlock the full potential of the kit.
That is unique in Aetolia. Every other class requires either reaching Master status in your existing classes or going through apprenticeship (250 lessons or 40 credits) to pick up. The Shapeshifter is the one you can try without paying anything but a little time.
Origin and lore
The Shapeshifter tradition runs through five faction lineages, each with its own pack culture and territory.
The Atabahi Rout is the werewolf line, the lycanthropes. They are remnants of the old Atabahi guild that once stood as a proper faction in Aetolia. The Bahkatu Sleuth is the werebear line, the ursanthropes, remnants of the old Bahkatu guild. The Scrofan Tribe is the wereboar line, the apranthropes, located in the Ilhavon Forest. The Kith of Torston is the werecroc line, the eusuchianthropes. The Tsol’aa of Dromse is the wereraven line, the korakanthropes.
You can only be aligned to a single form at a time. To change forms costs 400 lessons via MUTATE INTO command. Factions are joined at the Packmoot, the cross-faction gathering ground where shapeshifters meet.
The class sits outside the city tether system entirely. You will not pick up a Shapeshifter the way you would join the Templars or the Carnifex. You join a pack, and the pack does not care which of Aetolia’s four cities you call home.
Skill sets
Ferality is the bestial combat school, the raw expression of the beast form’s claws, jaws, and primal aggression. This is where the kit puts its physical pressure.
Shapeshifting is the transformation itself. Mutating between human and beast form, sustaining the form across long fights, managing the cost of staying changed too long. Lessons in this skill open up the deeper transformation toolkit, but the basic transformation works at zero lesson investment.
Vocalizing is the cross-faction roar-and-howl communication network. It rounds out the kit by giving pack-aligned shapeshifters battlefield coordination. Unlike Ferality and Shapeshifting, Vocalizing skill rank is not augmented by a primary class slot, so full lesson investment is still required to reach Transcendent here.
Skill abilities
Ferality
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Combo
DescriptionSyntax: COMBO <target> <[ab] [param]> <[ab] [param]>
This ability allows you to unleash a swift combination of attacks with a single command. You may optionally include which limb to strike after specifying the ability you wish to use.
Example: COMBO DZEKK REND LEFT REND RIGHT
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Mangle
DescriptionSyntax: MANGLE <LEFT|RIGHT> <ARM|LEG> OF <victim>
If your victim possesses a broken arm or leg, you can latch your might upon it and mangle it in one swift blow. If you mangle a leg, then it will cause your opponent to fall to the ground.
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Destroy
DescriptionSyntax: DESTROY <LEFT|RIGHT> <ARM|LEG> OF <victim>
If your opponent is suffering from a crippled limb, then you can completely destroy that limb, leaving it broken and useless.
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Leapslash
DescriptionSyntax: LEAPSLASH <target>
While mounted, you may leap from your steed and crash into your target, knocking them to the ground as you slash frantically at them.
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Armpitlock
DescriptionSyntax: JAWLOCK ARMPIT OF <victim>
This skill will let you pin an opponent who has either a mangled torso or a mangled arm with your jaws, providing they are prone. While pinned, you can still use your claw attacks, but your bite attacks will become unavailable.
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Expose
DescriptionThis ability is passive.
When your opponent is prone, you will aim for the soft flesh that is unprotected by armour. As such, your Ferality attacks will not be as impacted by your opponent's armour while they are in this state.
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Spleenrip
DescriptionSyntax: SPLEENRIP <victim>
If you are pinning an individual by their armpit, you can rip out their spleen. The damage to the spleen will be great and incurable while the body naturally fixes itself. While they are suffering from this, the ability to clot naturally and intentionally will be significantly reduced.
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Necklock
DescriptionSyntax: JAWLOCK NECK OF <victim>
This skill will let you pin an opponent who has a broken head with your jaws, providing they are prone. While pinned, you can still use your claw attacks, but your bite attacks will become unavailable.
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Fury
DescriptionThis ability is passive.
Providing you are mutated, if you strike parry three times within a short time frame, your body will flood with fury. During this state, you can use claw attacks while off balance, allowing you to bite and then claw twice.
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Throatrip
DescriptionSyntax: THROATRIP <victim>
If you are pinning an individual by their neck, you can rip out the tender flesh of their neck. The damage to the area will be great and will be incurable while the body naturally fixes itself. While they are suffering from this, they will be unable to make use of their voice and their ability to recover quickly from elixirs will be reduced.
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Thighlock
DescriptionSyntax: JAWLOCK THIGH OF <victim>
This skill will let you pin an opponent who has a mangled leg with your jaws, providing they are prone. While pinned, you can still use your claw attacks, but your bite attacks will become unavailable.
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Deathroll
DescriptionUsage: DEATHROLL <target>
Requires your target to be jawlocked. Deals heavy cutting damage, but if performed in a flooded location, deals asphyxiation damage instead. Removes jawlock upon use.
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Headdrop
DescriptionUsage: HEADDROP <target>
Requires your target to be jawlocked. Lift your target into the air with your mighty wings and drop them upon their head. Does fair damage and breaks said head. Removes jawlock.
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Gore
DescriptionUsage: GORE <target>
Requires a jawlock. If your target is below 25% health, this will instantly kill the target. Otherwise deals heavy cutting damage. Removes jawlock upon use.
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Buffet
DescriptionUsage: BUFFET <target>
If you have your target jawlocked, deliver a buffet of blows upon them, dealing heavy damage and stunning. This will clear your jawlock.
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Rupture
DescriptionUsage: RUPTURE <target>
If your target is jawlocked, rip their flesh apart. Deals heavy bleeding damage equal to one-third of their missing health, damages them, and removes jawlock.
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Groinrip
DescriptionSyntax: GROINRIP <victim>
If you are pinning an individual by their thigh, you can rip out the tender muscles in their groin. The damage to the area will be great and will be incurable while the body naturally fixes itself. While they are suffering from this, their ability to dodge and divert will be halved and they will move from room to room slowly.
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Pant
DescriptionThis ability is passive.
When you become filled with Fury after being parried, you will also reduce your Fitness cooldown by 5 seconds.
Please see AB HUNTING FITNESS for more information on this skill and AB FERALITY FURY for information on fury.
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Devour
DescriptionSyntax: DEVOUR <target>
If your target is suffering from at least two rips, you can quickly devour and instantly kill them. There will be no chance at revival should you kill them in this method.
The following rips will count towards the threshold:
Throatrip, Spleenrip, and Groinrip. -
Flurry
DescriptionSyntax: FLURRY <target>
PREPARE TO FLURRYAttack in a savage flurry of tooth and claw, striking out at multiple body parts at once in a powerful assault. While this ability cannot be parried, any limb damage dealt will not cause the limb to break. You will need to use a different attack in order to break a limb.
When preparing to flurry, you will automatically flurry the next person to enter the room.
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Quarter
DescriptionSyntax: QUARTER <target>
If two fellow Shapeshifters have an opponent captured in a jawlock, you can take hold of the final free limb and tear them to pieces, granting them a grisly death. Both you and your packmates must consider each other allies in order to do so.
Depending on which limb you used to grip them, you and your packmates will come away with either an arm, a leg, or the head of the body.
- You can use the following clawing attacks
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Slashing
DescriptionSyntax: SLASH <target> [limb]
Draw your sharp claws against your foe in a basic attack, dealing cutting damage and some bleeding.
If they are an adventurer, you can specify a limb in order to cause trauma to it.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 160 + 4%
Base Damage (Denizen) 425
Armour Modifier 60%
Bleeding 100 bleeding
Bleeding (Denizen) 20 bleeding
Limb Trauma Dealt 7.50%
Arm Balance Recovery 2.85 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Spinalcrack
DescriptionSyntax: SPINALCRACK <target>
Strike powerfully at their torso, damaging their spine and causing paresis.
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Rend
DescriptionSyntax: REND <target> <LEFT|RIGHT>
Use your claws to cut the muscles of your opponents arm and cripple it in the process.
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Hamstring
DescriptionSyntax: HAMSTRING <target> <LEFT|RIGHT>
Aim for the juicy muscles in your opponent's leg and cripple their ability to make use of it.
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Faceslash
DescriptionSyntax: FACESLASH <target>
Take swing at your opponent's head, your vicious strike leaving them blind.
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Bodypunch
DescriptionSyntax: BODYPUNCH <target>
Launch into a massive blow at the torso of your victim, stunning them briefly.
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Throatslice
DescriptionSyntax: THROATSLICE <target>
This messy attack aimed at the head will enforce silence on your foe, leaving them with a crippled throat.
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Skullwhack
DescriptionSyntax: SKULLWHACK <target>
Deliver a painful blow to the skull of an opponent. If they are suffering from a broken head, then the strike will knock them unconscious.
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Jugular
DescriptionSyntax: JUGULAR <target>
A potent strike that will aim for the vitals of your prey, ripping forth their jugular with cutting damage and making them bleed profusely. Against adventurers, it will also deal some trauma to their head.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 480 + 6%
Base Damage (Denizen) 425
Armour Modifier 60%
Bleeding 200 bleeding
Bleeding (Denizen) 40 bleeding
Limb Trauma Dealt 7.50%
Arm Balance Recovery 2.70 seconds
RequirementsRequires equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
- You can use the following biting attacks
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Bite
DescriptionSyntax: BITE <target> [limb]
A nasty bite against an opponent that deals cutting damage. If you specify a limb against an adventurer then you will deal trauma to that limb.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 320 + 13%
Base Damage (Denizen) 425
Armour Modifier 60%
Limb Trauma Dealt 9.00%
Balance Recovery 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Gut
DescriptionSyntax: GUT <target>
If your opponent is suffering from a broken torso, you can savagely rip into their gut to leave it mangled. You cannot parry this attack.
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Lacerate
DescriptionSyntax: LACERATE <target>
A master of combat knows it is important to keep the blood flowing to ensure death to their victim. If your opponent is suffering from a broken torso, you can cause lacerations across their chest and rend their flesh, making it dangerous to escape you.
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Neckdrag
DescriptionSyntax: NECKDRAG <target> <direction>
By clamping your jaws around the neck of your target, you can drag them in a direction of your choosing and deal some cutting damage. Afterward they will be left fallen and, if they are an adventurer, knock them off balance and cause some bleeding.
You won't be able to drag denizens that are bosses or groups, or that do not move.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 320 + 9%
Base Damage (Denizen) 425
Armour Modifier 60%
Bleeding 100 bleeding
Movement Type Physical
Denizens Follow Yes
Adventurers Follow No
Mounts Follow No
Movement Type (Self) Unblockable
Denizens Follow (Self) Yes
Adventurers Follow (Self) Yes
Mounts Follow (Self) Yes
Upset Balance 1.50 seconds
Balance Recovery 4.50 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Requires at least one arm functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Jawsnap
DescriptionSyntax: JAWSNAP <target>
Snap quickly into your target with a bite in order to inflict cutting damage and a small amount of bleeding.
If they are an adventurer and you are currently under the effects of Fury, it will additionally upset your target's balance and equilibrium.
Please see AB FERALITY FURY for more information.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 375 + 12%
Base Damage (Denizen) 380
Armour Modifier 60%
Bleeding (Both) 75 bleeding
Upset Balance 0.80 seconds
Upset Equilibrium 0.80 seconds
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 60 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Facemaul
DescriptionSyntax: FACEMAUL <target>
If your victim suffers blindness, they will be open to this brutal assault which leaves them with a mauled face - a somewhat more permanent form of disfigurement.
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Spinalrip
DescriptionSyntax: SPINALRIP <target>
Dig deep with your jaws into their torso and pull their spine out of place using your animalistic strength, dealing cutting damage.
Adventurers will be afflicted with devastating paralytic issues until they correct the spinal rip, and will deal some initial trauma to the torso.
Against denizens, it will instead periodically deal them psychic damage after you rip their spine out of place. It will affect them three times after which the pain will subside.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 640 + 13%
Base Damage (Denizen) 280
Armour Modifier 60%
Limb Trauma Dealt 8.20%
Spinal Rip Timer Between 1 and 4 seconds
On denizens, effect details for spinal ripInstances (DoT): 3
Timer (DoT): Between 1 and 4 seconds
Damage Type (DoT): Psychic
Damage Source (DoT): None
Damage (DoT): 280
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Skullcrush
DescriptionSyntax: SKULLCRUSH <target>
If your opponent has fallen and is suffering from a broken head, you can crush their skull between your jaws, instantly mangling it.
Shapeshifting
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Shapeshift
DescriptionSyntax: MUTATE and REVERT
DESCRIBE MUTATED SELF <description>By releasing hold of your rational mind, you may allow your feral self to take hold, mutating you into a Shapeshifter. You can mutate at any time unlike with other classes, replacing your class skills with those of the Shapeshifter until you revert back.
Doing so is not entirely free of cost however, as mutating or reverting will cause you to suffer from mutation sickness for a short time.
You can also set a description of your mutated self that will be separate from your usual description, showing only to others while mutated.
Please note that while mutated, you can accumulate shapeshifter 'madness' which may prevent you from reverting. Please see AB SHAPESHIFTING MADNESS for more information on madness.
DetailsMutation Sickness Duration 30 seconds
Balance Recovery 2.00 seconds
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 500 endurance to use.
Costs 500 willpower to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Madness
DescriptionSyntax: MADNESS
While in their mutated form, a Shapeshifter will accumulate madness occasionally through critical strikes to denizens. Madness slowly recedes while you're not mutated.
You can keep track of your madness level by adding it to your prompt or by checking MADNESS.
As your Shapeshifter madness increases, you will notice the following effects:
* Damage dealt to you will increase proportional to your madness from both adventurers and denizens.
* Damage from Ferality attacks will be boosted an additional amount against both adventurers and denizens.
* Above 70% madness, you will be unable to revert to your regular form.
* At 100% madness, you will fly into an animalistic rage, attacking any adventurer in sight.
* At full madness, only killing another adventurer or dying will reduce your madness.The following things will also reduce Shapeshifter madness:
* Standing in a den (slow removal)
* Eating carrion or denizen corpses (slight reduction)
* Killing adventurers (significant reduction)
* Dying (complete removal)DetailsCritical Madness Chance 33.33%
Critical Madness Gain +1%
Damage Taken Increase Add 10% of madness
Damage Bonus (Non % Only) Add 20% of madness
Madness Reduction Timer Every 60 minutes
Reduction While Reverted -5%
Additional Reduction While in a Den -5%
Eating Carrion Reduction -5%
Eating Denizen Reduction -5%
Killing Adventurer Reduction -40%
Madness Warning Threshold 70%
Loss of Control Threshold 100%
Forced Attack Interval 10 seconds
Damage Type Cutting
Damage Source Brute
Forced Attack Damage 400
Bleeding 30 bleeding
Armour Modifier 10%
Balance Recovery (Forced Attack) 1.00 seconds
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Pelts
DescriptionSyntax: GROW <colour> PELT
The pelt of a shapeshifter is now an attribute that you have control over. Each Spring, you can choose to grow a new fur or hide of your choosing.
You may use GROW alone to see the possible choices for your shapeshifter type, or use PELTS to preview other pelts and see what colors are available for different shapeshifters.
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Carrion
DescriptionSyntax: EAT <corpse>
Satisfy your animalistic hunger with the corpses of your defeated victims.
DetailsNutrition Gain 6.25% of corpse weight
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Let your eyes adjust for darkness before hunting your prey.
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Weathering
DescriptionSyntax: WEATHERING
Your mutated form will assist you in keeping warm during cold weather while outdoors and mitigate damage from cold attacks. Depending on how cold the weather is, you may need extra clothing regardless.
DetailsDamage Type Cold
Resistance 15%
Felt Temperature 80% felt temp, 20% average temp
RequirementsCosts 10 willpower to use.
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Dash
DescriptionSyntax: DASH <direction>
You can now dash in a particular direction, allowing you to move through multiple rooms at once. Adventurers will only follow you if they have the ability to pace themselves, or through some other means.
DetailsMax Distance 10 rooms
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes*
Mounts Follow Yes
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires both legs functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
Cannot be used while phased.
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Leaping
DescriptionSyntax: LEAP <direction>
With your abnormal strength, you can leap over obstructions that would otherwise block your way.
DetailsMovement Type Ignore walls
Denizens Follow Yes
Adventurers Follow No
Mounts Follow Yes
Balance Recovery 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
Requires both legs functional.
Must be upon the ground.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Bodyheat
DescriptionSyntax: BODYHEAT
Your powerful biology provides for a persistent defence against attacks that would otherwise freeze or chill you.
Cooldown (on proc): 20 seconds
DetailsFreeze Resistance Cooldown 20 seconds
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Costs 50 willpower to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Swipe
DescriptionSyntax: SWIPE <target>
A quick swipe of the hand will knock any courage out of them.
DetailsTarget Location Same location
Hand Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
Requires at least one leg functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Pacing
DescriptionSyntax: PACING <ON|OFF>
At a constant endurance drain, you will be able to tense yourself to follow those that take off in a sudden dash and move multiple locations at once.
This includes abilities like Dashing, Gallop, Sprinting, and so on.
DetailsBalance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
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Parrying
DescriptionSyntax: PARRY <limb> or PARRY NOTHING
With this ability, you can parry a targeted attack aimed at one of your limbs using your mutated strength. You cannot hold anything in either hand.
You can parry your head, torso, left or right arm, and left or right leg.
You will be unable to parry if you become prone (see HELP PRONE). Being fallen is excluded from this list.
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Alertness
DescriptionSyntax: ALERTNESS <ON|OFF|ALL>
Heighten your sense of hearing to allow the detection of movement from players in surrounding locations. If you choose all, you will also see denizens.
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Metabolize
DescriptionSyntax: METABOLIZE <ON|OFF>
Your will is such that you can force your mutated body to metabolize faster, gifting you with increased strength.
DetailsStrength Bonus +1
Balance Recovery 1.50 seconds
RequirementsRequires balance.
Costs 25 endurance to use.
RestrictionsCannot be fallen.
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Hide
DescriptionSyntax: HIDE and EMERGE
Conceal yourself from view, hiding yourself from the eyes of others within the room. You may emerge if you wish to reveal yourself and cease to hide.
DetailsBalance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
Cannot be used while phased.
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Submerge
DescriptionSyntax: SUBMERGE
While in a watery location, you can instantly submerge yourself which will hide, shroud and stealth you. You will no longer be submerged if you leave the water.
DetailsBalance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
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Stealth
DescriptionSyntax: STEALTH <ON|OFF>
Quiet your footsteps, allowing you to mask your movements from prying eyes.
DetailsEquilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
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Stampede
DescriptionSyntax: STAMPEDE
Stomp your hooves and bellow forth a mighty warcry, temporarily bolstering the celerity you and your allies to a great degree.
Cooldown: 10 minutes
DetailsStampede Duration 500 seconds
Celerity Bonus +3
Cooldown 10 minutes
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
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Flight
DescriptionSyntax: FLY and LAND
Your winged form allows you to fly. Beware heavy winds!
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Resting
DescriptionSyntax: REST
You can rest your weary bones, allowing you to recover endurance at an increased rate as long as you remain seated.
DetailsEndurance Regeneration 6
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
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Listen
DescriptionSyntax: LISTEN <direction>
Use your auditory acuity to listen in on spoken conversations in an adjacent room.
DetailsEquilibrium Recovery 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 10 willpower to use.
RestrictionsCannot be deaf.
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Endurance
DescriptionSyntax: ENDURANCE
The never ending endurance of the beast. This will half the time it takes for your movement limit to be reset, allowing you to move about the land considerably faster.
DetailsBalance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Thickhide
DescriptionSyntax: THICKHIDE
This ability will thicken your skin to protect yourself from physical attacks, reducing the damage dealt by blunt or cutting strikes. This is considered as armour, rather than as a straight reduction.
It will also allow you to resist magical damage to some degree as well, but this is not considered armour.
DetailsThickhide Armour Type Blunt and Cutting
Armour Resistance 25%
Resistance Damage Type Magic
Damage Resistance 10%
Balance Recovery 2.50 seconds
RequirementsRequires balance.
Costs 25 endurance to use.
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Waiting
DescriptionSyntax: AWAIT <target>
Detection difficulty modifier: 0%Slip into the shadows and silently wait for your target to arrive. When they do, you will begin to secretly follow them.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
DetailsTarget Location Same continent
Detection Difficulty Modifier +0%
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Climbing
DescriptionSyntax: SWING <UP|DOWN>
When in a location with trees, you may swing yourself up into the treetops from view.
DetailsMovement Type Swinging
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow (Up) No
Mounts Follow (Down) Yes
Balance Recovery (Up) 1.00 seconds
RequirementsRequires balance and equilibrium.
(Up) Costs 30 endurance to use.
(Up) Requires both arms functional.
(Down) Costs 20 endurance to use.
(Down) Requires at least one arm functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Seize
DescriptionSyntax: SEIZE <target>
While in the trees or on the rooftops, you may seize someone on the ground below you and bring them to your elevation. It will not be prevented by effects like density.
DetailsTarget Location Above or below your location
Movement Type Physical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Shove
DescriptionUsage: SHOVE <target>
While in the trees or on the rooftops, you may shove someone to the ground below and cripple their legs as they hit the ground, dealing blunt damage, and upsetting their balance. Should they be clinging to the trees, you will be unsuccessful.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source None
Armour Modifier 10%
Damage 100 + 15%
Bleeding 50 bleeding
Movement Type Physical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Upset Balance 3.00 seconds
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Startle
DescriptionSyntax: STARTLE <player|denizen>
Let loose a bellowing roar, terrifying any non-sentient denizen or driving mounts to buck their riders.
DetailsTarget Location Same location
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Requires at least one arm functional.
Requires at least one leg functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Scenttrails
DescriptionSyntax: SCENTTRAILS
By using your sensitive snout, you can determine the location of those in the local area and in adjacent areas.
Should you currently be in a pack challenge, then it will mark those of the enemy pack and highlight them on QW and WHO.
DetailsBalance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Costs 50 willpower to use.
Requires an unimpaired throat.
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Pounce
DescriptionSyntax: POUNCE <target>
You can now quickly pounce upon your foe, dealing cutting damage. Against adventurers, it will also cause them to bleed and briefly stun them.
If the chosen target is shielded, then it will destroy the shield instead of dealing any damage.
DetailsTarget Location Same location
Damage Type Cutting
Damage Source Brute
Base Damage 100 + 8%
Bleeding 75 bleeding
Base Damage (Denizen) 100 to 150
Stun Duration 0.75 seconds
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
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Ambush
DescriptionSyntax: AMBUSH <target>
Providing you are within the treetops, you can prepare to ambush someone below. After a delay, you will drop down from above and knock them to the floor, dealing heavy cutting damage, making them bleed, and briefly stunning them.
DetailsTarget Location Above or below your location
Activation Delay 5 seconds
Damage Type Cutting
Damage Source Brute
Base Damage 400 + 20%
Bleeding 150 bleeding
Stun Duration 1.00 seconds
Balance Recovery 6.50 seconds
Requirements(Prepare) Requires balance and equilibrium.
(Prepare) Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Charge
DescriptionSyntax: CHARGE <target>
With this ability you can now charge at your prey from an adjacent location. This will deal blunt damage to them in a barreling attack, knocking them to the floor and upsetting their balance.
DetailsTarget Location Adjacent location
Damage Type Blunt
Damage Source Brute
Base Damage 250 + 7%
Bleeding 25 bleeding
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Balance Upset 0.50 seconds
Balance Recovery 4.00 seconds
Requirements(Charge) Requires balance and equilibrium.
(Charge) Costs 50 endurance to use.
Requires at least one arm functional.
Restrictions(Charge) Considered an aggressive action.
(Charge) Cannot be entangled.
(Charge) Cannot have paresis or be paralysed.
(Charge) Cannot be fallen.
(Attack) Cannot be entangled, paralysed, or fallen.
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Sniff
DescriptionSyntax: SNIFF DIRECTION OF <target>
You can now figure out the direction of your target by sniffing out the scent they have left behind.
DetailsTarget Location Same continent
Maximum Path Distance 50 rooms
Balance Recovery 0.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
RestrictionsCannot be paralysed.
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Vibrance
DescriptionThis ability is passive.
The vibrance of the boar increases the potency of your health elixirs when consumed.
DetailsElixir Healing Bonus +5%
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Hoist
DescriptionSyntax: HOIST <target> and RELEASE <target>
If you are flying above your target, and after a short delay, you will swoop down and bring them into the sky in your talons. They will be trapped with you until they writhe free, or are released.
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Cornering
DescriptionSyntax: CORNER <ON|OFF>
With this skill you will circle your foes, driving them in to a weaker position. This will give an increased chance to dodge attacks directed at you. Read HELP AVOIDANCE for more information.
DetailsDodge Chance Bonus +5.00%
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Scales
DescriptionThis ability is passive.
Your hardened hide will lessen the effects of elemental strikes, reducing the damage you take from fire and electrical attacks.
DetailsDamage Types Fire and Electric
Damage Resistance 5%
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Bracing
DescriptionSyntax: BRACE
You can now use your sizable body to brace yourself against the physical attack, further reducing the amount of damage you take from cutting and blunt strikes.
DetailsDamage Types Blunt and Cutting
Damage Resistance 10%
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Requires at least one arm functional.
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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.
DetailsDefault Amount 20 bleeding
Mana Cost 4 per point
Willpower Cost 0.25 per point
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Salivate
DescriptionSyntax: SALIVATE
After a short delay, you will begin to salivate at the mouth with the thought of your prey. Any biting attack you then perform in Ferality will be too frenetic for your target to dodge and will no longer be subject to accuracy penalties.
On top of this, against adventurers, the saliva that you produce will have a festering quality to it that will cause your biting attacks to afflict your target with haemophilia.
After some time, you will be forced to swallow the amassed saliva, until you urge yourself to salivate once more.
DetailsActivation Delay 2.00 seconds
Salivate Duration 15 seconds
RequirementsRequires equilibrium.
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Violate
DescriptionSyntax: VIOLATE <corpse|husk>
In the ultimate display of ferality, you can violate the corpse of a defeated adventurer, ripping their head clean from their body. Now you have a lovely trophy.
DetailsHead Decay Time 2.0 Aetolian weeks
Balance Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Heatsight
DescriptionSyntax: HEATSIGHT
Use your superior eyesight to sense the heat of your prey, allowing you to briefly see those that would otherwise be hidden.
DetailsRequirementsRequires balance and equilibrium.
Costs 50 willpower to use.
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Berserk
DescriptionSyntax: BERSERK
You can now slip into a rage so great that you will find it difficult to be stunned or knocked unconscious. You can be stunned up to three times without effect, or knocked unconscious once, before you will become vulnerable once more.
Cooldown (when used up): 30 seconds
DetailsStun Resist Stacks 3
Cooldown (When Used Up) 30 seconds
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
RestrictionsCannot be fallen.
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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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Hardening
DescriptionSyntax: HARDEN BONES
In your bestial form, you will be able to harden your bones and occasionally shrug off blows that would otherwise cripple them.
DetailsCripple Resistance Chance 25%
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Costs 50 willpower to use.
Requires both arms functional.
Requires both legs functional.
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Mark
DescriptionSyntax: MARK HERE
Use your scent to mark a location as yours. You will show up at this location when a person attempts to locate you through the WHO command.
DetailsBalance Recovery 2.50 seconds
RequirementsCosts 25 endurance to use.
Requires at least one arm functional.
Requires at least one leg functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Return
DescriptionSyntax: RETURN
As long as you stand outdoors where the scent is strongest, you can, after a delay, return to the location where you laid your mark.
DetailsActivation Delay 4 seconds
Movement Type Physical
Denizens Follow Yes
Adventurers Follow No
Mounts Follow Yes
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
(Start) Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Track
DescriptionSyntax: TRACK <target>
Using your snout you can quickly seek out your prey, bringing along anyone who might be following you. Your target must be outdoors and either in the same local area or in an adjacent one.
DetailsTarget Location Outdoors in the same area or adjacent area
Movement Type Physical
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Balance Recovery (Same Area) 3.50 seconds
Balance Recovery (Adjacent Area) 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
Requires both legs functional.
Must be upon the ground.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Den
DescriptionSyntax: DIG DEN
COLLAPSE DEN
LOCATE DENAdditional syntax: STORE CARRION and EAT CARRION
This will create a small den to the 'in'. You can build dens in forests, valleys, swamps, mountains, grasslands, hills, and some natural underground locations. You may only ever have one den at a time, and if you are inactive, then the den will naturally collapse.
When first you build your den it will have a default description. The Divine can redescribe your den, as long as it stays within the confines of a small, natural, hollowed out hole. In other words, do not ask for a furnished room, with pillars and windows.
You can additionally store carrion within your den, providing you have fresh corpses to do so. When you so choose, you can then consume the carrion you have stored.
DetailsDig Den Delay 10.00 seconds
Inactivity Limit 7 days
Den Carrion Capacity 255
Den Carrion Gain 10% of denizen level
Amount Consumed per Meal 20
Nutrition Restored 100 of 255
Balance Recovery (Collapse) 6.00 seconds
RequirementsRequires balance and equilibrium.
(Dig Den) Costs 500 endurance to use.
(Dig Den) Costs 500 willpower to use.
Requires both arms functional.
Must be upon the ground.
(Collapse) Costs 200 endurance to use.
(Collapse) Costs 200 willpower to use.
RestrictionsCannot be entangled, paralysed, or fallen.
Cannot be used while phased.
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Quietus
DescriptionSyntax: QUIETUS and QUIETUS REPRIEVE [CEASE]
You now have the ability to fake your own death instantly, or prepare yourself to do so the next time you take damage. You will be immune to attack while faking your death, but you will be unable to perform any actions yourself and it will steadily drain your willpower to maintain your state.
If an adventurer attempts to pick up your 'corpse' while you are faking death, you will leap up in a surprise attack and strike them, dealing damage and stunning them.
DetailsWillpower Drain 400
Willpower Drain Interval Every 3 seconds
Equilibrium Recovery 3.00 seconds
Damage Type Cutting
Damage Source Brute
Base Damage 100 + 10%
Bleeding 50 bleeding
Armour Modifier 0%
Stun Duration 1.00 seconds
Balance Recovery (Attack) 1.00 seconds
RequirementsRequires equilibrium.
Costs 50 endurance to use.
Vocalizing
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Vocals
DescriptionSyntax: HOWL <howl type> and CEASE <howl type>
Call upon your animalistic vocals and howl various kinds of effects that can vary from harming your enemies to helping your allies that reside in the same location as you on a periodic timer. If those that hear your howls possess courage, then it will have no effect upon them.
You may howl three effects for a limited amount of time, but as you learn more in Vocalizing, you will improve upon the facets of your vocals.
Only three howls will ever affect a target at once, even if there are other Shapeshifters in the location with you.
Please see AB VOCALIZING <howl type> to see more information on what each type does.
DetailsMaximum Active Howls 3
Base Duration 60 seconds
Howls Interval Every 12 seconds
Endurance Drain 3 per howl
Howl Balance Recovery 30.00 seconds
RequirementsCosts 20 endurance to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
Cannot be fallen.
(Assist) Considered an assisting action.
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Terrorizing
DescriptionSyntax: HOWL TERROR and CEASE TERROR
Bring fear to all your enemies who hear your howls. The initial application of fear will cause them to immediately run away.
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Baying
DescriptionSyntax: BAY <howl type> AT <target>
You can also choose to bay directly at a target, affecting them with a howl of your choice instantly. If they possess courage, then it has no effect on them.
You can combine this instant effect with your attacks, as it does not require your balance.
You are unable to use the Disturbing, Serenading, Disruptive, or Enfeebling howls in this manner.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
Howl Balance Recovery 20.00 seconds
RequirementsRequires equilibrium.
Costs 20 endurance to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be fallen.
(Assist) Considered an assisting action.
(Assist) Will bypass magical shields.
(Assist) Will bypass prismatic barriers.
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Traumatic
DescriptionSyntax: HOWL TRAUMATIC and CEASE TRAUMATIC
Strike those that hear your howls with a thick amnesia that will make them forget the next action they attempt to perform.
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Piercing
DescriptionSyntax: HOWL PIERCING and CEASE PIERCING
Your howls are now loud enough to pierce the focus of your enemies and shatter their courage, allowing your other howls to affect them.
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Paralyzing
DescriptionSyntax: HOWL PARALYZING and CEASE PARALYZING
Chill the spine of your enemies with your howls and instill them with paresis.
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Baleful
DescriptionSyntax: HOWL BALEFUL and CEASE BALEFUL
Your intimidating howls will cause the body of your enemies to shutdown, giving them the impairment affliction.
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Rousing
DescriptionSyntax: HOWL ROUSING and CEASE ROUSING
Cause your enemies thoughts to fill with heroic recklessness, making them oblivious to their well-being.
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Distasteful
DescriptionSyntax: HOWL DISTASTEFUL and CEASE DISTASTEFUL
Bring about a lack of appetite with your howls, inflicting your enemies who hear you with anorexia.
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Forceful
DescriptionSyntax: HOWL FORCEFUL and CEASE FORCEFUL
Knock your enemies to the ground with the force of your howl, leaving them fallen.
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Mind-numbing
DescriptionSyntax: HOWL MIND-NUMBING and CEASE MIND-NUMBING
Inflict stupidity in your enemies with a mind-numbing howl.
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Stomach-turning
DescriptionSyntax: HOWL STOMACH-TURNING and CEASE STOMACH-TURNING
Induce an upset stomach in your enemies that listen to your howls, inflicting them with vomiting.
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Claustrophobic
DescriptionSyntax: HOWL CLAUSTROPHOBIC and CEASE CLAUSTROPHOBIC
Your enemies that hear your howls will develop claustrophobia and become unable to step indoors.
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DualPitch
DescriptionThis ability is passive.
You now possess better control over your throat and voice, allowing Vocals to recover more quickly from use.
Please see AB VOCALIZING VOCALS for more information.
DetailsHowl Balance Recovery (Vocals) 15.00 seconds
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Screeching
DescriptionSyntax: HOWL SCREECHING and CEASE SCREECHING
A screeching howl that shocks the mind of your enemies, draining it of its mana.
This won't stack with other Shapeshifters howling the same thing.
DetailsMana Drain 100 + 5%
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Comforting
DescriptionSyntax: HOWL COMFORTING and CEASE COMFORTING
Howl a comforting sound that will restore the mana of your allies.
DetailsMana Heal 1 to 100 + 10%
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Rejuvenating
DescriptionSyntax: HOWL REJUVENATING and CEASE REJUVENATING
Your howls will rejuvenate the mind, restoring willpower to your allies.
DetailsWillpower Gain 100
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Lethargic
DescriptionSyntax: ROAR LETHARGIC and CEASE LETHARGIC
Sap those your enemies of their energy with your roars, giving them the lethargy affliction.
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Hypnotic
DescriptionSyntax: SQUEAL HYPNOTIC and CEASE HYPNOTIC
Your hypnotic squeals will cause drowsiness in your enemies, afflicting them with hypersomnia.
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Deranged
DescriptionSyntax: HOWL DERANGED and CEASE DERANGED
Your deranged howls will leave your enemies with lingering hallucinations.
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Muddling
DescriptionSyntax: SHRIEK MUDDLING and CEASE MUDDLING
Your muddling shrieks will disrupt the emotions of your enemies and cause them to develop peace.
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Ringing
DescriptionSyntax: CAW RINGING and CEASE RINGING
Your high pitched caw will cause tinnitus and leave your enemies with ringing ears.
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Echoing
DescriptionSyntax: ECHOING [OFF]
By raising the sound of your voice, you can cause your own howls to echo off your surroundings and affect yourself.
DetailsEquilibrium Recovery (On) 2.50 seconds
RequirementsRequires balance and equilibrium.
(On) Costs 200 endurance to use.
(On) Costs 200 willpower to use.
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Deep
DescriptionSyntax: HOWL DEEP and CEASE DEEP
Bring about plodding in your enemies, an affliction that will slow their balance recovery.
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Dumbing
DescriptionSyntax: HOWL DUMBING and CEASE DUMBING
Induce idiocy in your enemies, causing their equilibrium recovery to be hindered.
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Blurring
DescriptionSyntax: HOWL BLURRING and CEASE BLURRING
Fill the eyes of your enemies with tears, inflicting them with watery eyes and making it difficult to strike with accuracy.
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Disruptive
DescriptionSyntax: HOWL DISRUPTIVE and CEASE DISRUPTIVE
This disruptive howl will prevent magical portals from being able to form when aimed at your location. Additionally, the prism tattoo will have a chance to fail when nearing completion.
DetailsPrism Disruption Chance 60%
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Boneshaking
DescriptionSyntax: BONESHAKING [OFF]
With a powerful reverberating voice, your howls will now shake the bones of your listeners, affecting them directly through any heightened sense of courage.
This will allow you to bypass the courage defence with both the Vocals, Baying, and Packhowl abilities.
DetailsBoneshaking Duration 360 seconds
Equilibrium Recovery (On) 2.50 seconds
RequirementsRequires balance and equilibrium.
(On) Costs 200 endurance to use.
(On) Costs 200 willpower to use.
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Serenading
DescriptionSyntax: HOWL SERENADING and CEASE SERENADING
This alluring howl will seduce others with its melodic tune, drawing anyone adjacent to you to try and step into your location. Affects everyone, regardless of declared status.
DetailsMovement Type Normal
Denizens Follow No
Adventurers Follow No
Mounts Follow No
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Snarling
DescriptionSyntax: SNARLING <target|OFF>
By covering the sound of your howls with a deep snarling, you can mask its effect and leave a single target oblivious to your intentions.
This affects both the Vocals and Baying abilities.
DetailsTarget Location Same location
Equilibrium Recovery (On) 2.50 seconds
RequirementsRequires balance and equilibrium.
(On) Costs 50 endurance to use.
(On) Costs 50 willpower to use.
Restrictions(On) Considered an aggressive action.
(On) Cannot be prevented by any protective state.
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Debilitating
DescriptionSyntax: HOWL DEBILITATING and CEASE DEBILITATING
A howl that will cause weariness to bloom within the mind and limbs of your enemies.
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Enraging
DescriptionSyntax: HOWL ENRAGING and CEASE ENRAGING
A vicious-nature howl will rise up in your enemies, afflicting them with mania.
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Angry
DescriptionSyntax: HOWL ANGRY and CEASE ANGRY
Your angered howls will fill your enemies with hatred, making them want to attack only you.
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Wailing
DescriptionSyntax: HOWL WAILING and CEASE WAILING
Your wailing cry will weaken the mind of your enemies, dealing psychic damage to them and a small amount of bleeding.
This won't stack with other Shapeshifters howling the same thing.
DetailsDamage Type Psychic
Damage Source Fortitude
Base Damage 100 + 7%
Bleeding 20 bleeding
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Disturbing
DescriptionSyntax: HOWL DISTURBING and CEASE DISTURBING
All that listen will be find that their equilibrium will be upset. Affects everyone, regardless of declared status.
DetailsEquilibrium Upset 1.00 seconds
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Soothing
DescriptionSyntax: HOWL SOOTHING and CEASE SOOTHING
Your soothing voice will heal the wounds of your allies.
DetailsHealth Heal 1 to 100 + 10%
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Invigorating
DescriptionSyntax: HOWL INVIGORATING and CEASE INVIGORATING
Your invigorating howls will relieve your allies of their weary limbs and restore their endurance.
DetailsEndurance Gain 100
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Enfeebling
DescriptionSyntax: HOWL ENFEEBLING and CEASE ENFEEBLING
This dreadful howl will bolster your Screeching and Wailing howls, allowing them to affect your enemies twicefold.
DetailsEnfeebling Multipler x2
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Befuddling
DescriptionSyntax: HOWL BEFUDDLING and CEASE BEFUDDLING
Your howls will befuddle the mind and instill your enemies with confusion.
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TriplePitch
DescriptionThis ability is passive.
Your voice and throat are now tough, allowing your Vocals to recover as quickly as possible.
Please see AB VOCALIZING VOCALS for more information.
DetailsHowl Balance Recovery (Vocals) 8.00 seconds
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Attuning
DescriptionSyntax: ATTUNING [OFF]
When you are attuned, you will be unable to cease howling no matter how hard someone might try to persuade you.
DetailsEquilibrium Recovery (On) 0.50 seconds
RequirementsRequires balance and equilibrium.
(On) Costs 200 endurance to use.
(On) Costs 200 willpower to use.
Restrictions(On) Cannot be paralysed.
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Lulling
DescriptionSyntax: HOWL LULLING and CEASE LULLING
Lull your opponent into feeling the fatigue in their bones, bringing about a slow natural sleep.
DetailsTiredness Increase 6 of 255
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Packhowl
DescriptionSyntax: PACKHOWL <howl type>
Providing you stand with other Shapeshifters who are your mutual allies, you can howl across an entire area, delivering any effect you may choose regardless of declared status. A listener having courage will prevent them from being affected.
The more of your allies there is, the faster you will all recover and be able to howl again. You may use this ability even while you do not possess balance.
You are unable to use the Serenading, Disruptive, or Enfeebling howls in this manner.
DetailsMinimum Pack Size 2 (including yourself)
Equilibrium Recovery 3.00 seconds
Howl Balance Recovery 17.00 seconds
Howl Balance Reduction 2.00 per pack member
Minimum Howl Balance Recovery 3.00 seconds
RequirementsRequires equilibrium.
Costs 300 endurance to use.
Costs 300 willpower to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
Cannot be fallen.
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Distension
DescriptionThis ability is passive.
Your ability to vocalize effects is now so great that your Vocals will no longer fade over time, unless you choose to end them. Additionally, the Boneshaking and Snarling abilities will no longer fade until you choose to relax their effects.
Visual style and identity
A Shapeshifter is two creatures at once: the mortal frame and the beast form bound underneath it. The transformation is not cosmetic. Claws, fangs, and the pack’s aspect take over the body when the change happens. Different forms read very differently on the battlefield: the loping wolf, the bulk of the bear, the gore of the boar, the heavy jaws of the croc, the silent raven.
Outside the change, faction belonging shows through dress and behaviour. The Atabahi Rout presents as wolf: pack hierarchy, predatory rhythm. The Bahkatu Sleuth runs heavier, bear in every movement, slow and steady. Scrofan Tribe is tribal boar culture; Kith of Torston goes still and waiting, crocodilian. The Tsol’aa of Dromse watches from above: clever, communicating in flicker and call.
Side effects of the work
The signature cost of the class is Madness. While mutated, a Shapeshifter accumulates shapeshifter Madness, a mechanical accumulation that may prevent reverting to human form. It is the hard ceiling on transformation duration. Push too far and you do not come back when you want to.
The Madness mechanic is what gives the class its bite. A Shapeshifter who manages the meter well can hold form through long engagements. One who loses track stays a wolf longer than they wanted to be one.
Outside the mechanical Madness, there is the cultural cost: faction loyalty. Joining a Packmoot faction means committing to its pack. The packs do not share territory casually, and rivalry between forms is part of the lived experience of the class.
Who plays this class
The Shapeshifter suits players who want maximum class flexibility and a strong tribal-faction roleplay frame. The zero-lesson buy-in is the easiest entry point in the game. Anyone in any city can pick the class up and try it without committing to a multiclass slot.
Mechanically, the class rewards Madness management, form selection, and pack coordination. Packs (small groups of any-form shapeshifters) require level 80 to create via PACK CREATE, with PACK INVITE / ACCEPT / QUIT / RANKINGS available once formed. The pack channel uses PT.
Roleplay-wise, the Shapeshifter is the closest thing Aetolia has to playing a beast. The class is not framed as a heroic warrior or a faithful priest. It is framed as something with claws and teeth that puts on a mortal shape when it has to. That feels very different from any of the other 31 classes.
Origin and apprenticeship
The Shapeshifter has no city affiliation and no guild. The class is picked up at the Packmoot, where the five factions meet. Joining a faction commits the character to one form. Mutating into a new form costs 400 lessons.
Because the Shapeshifter is independent of the multiclass system, you can hold the class alongside any other class you have permission to hold. Your primary class contributes to Shapeshifting and Ferality skill ranks (but never above Fabled 36%). Vocalizing is unaffected by primary-class boost, so full lesson investment is still required to reach Transcendent in that skill.
Race choice is independent of class, so you can play a Shapeshifter of any Aetolia race, though the chosen Packmoot faction frames how your beast form reads in roleplay.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Shapeshifter profile. Or see Aetolia’s class hub for the rest of the roster.
Sylvan
Spirit-tethered Praadi class transfigured into honorary Fae through a binding oath to Life. Pick Sylvan if you like the bestial-transformation hook and the claws-and-fangs combat style but want a guild structure, Fae-court roleplay, and a Spirit-side tether.
Sentinel
Spirit-tethered Duiran forestal hunter with a feral animal companion. Pick Sentinel if you want to fight alongside a beast rather than become one, with the Pride guild structure and forestal roleplay frame.
Predator
Untethered knife-fighter with bone sitaras and tamed beast companions. Pick Predator if you want the wild, hostile-climes warrior profile but prefer knife combat to direct beast transformation.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Shapeshifter and play free
