The Infiltrator of Aetolia

The Infiltrator is Aetolia’s signature assassin class, an untethered class housed in the Spinesreach-based Syssin guild that wields Assassination (dirks, whips, and long-range bowmanship), Subterfuge (stealth and reconnaissance), and Hypnosis (implanting maladies in a victim’s mind).
| At a glance | |
|---|---|
| Tether | Untethered (Syssin guild is Shadow-aligned; the class is free to move) |
| City | Spinesreach |
| Guild | Syssin (Patron: Tanixalthas, the Sun Drinker) |
| Skill sets | Assassination, Subterfuge, Hypnosis |
| Mirror class | None (untethered) |
| Sister class in guild | Executor |
| Signature mechanic | Phasing out of reality and stalking unseen |
| Best for | Players who want stealth, precision strikes, and mental manipulation |
Centuries ago, Severn, God of Artifice, chose a select few mortals as defenders of Spinesreach, gifting them with guile and deception. The Syssin trace their lineage back through the founding of the city and the height of the Ankyrean Order. Today’s Infiltrators carry that mandate forward, opposing the Shadowbound and the Shadow Mother in a war known only to the guild and its patron.
The Infiltrator is for players who want subtlety and precision over brute force. If you like picking your target, picking your moment, and disappearing before anyone notices, this is the class.
Origin and lore
The Infiltrator lineage begins with the Shadowsnakes, an experiment of the ancient Ankyreans engineered as a covert workforce to defend Spinesreach. The original Shadowsnakes were physically serpentine, capable of producing venom from glands within their own bodies. They served Spinesreach and Severn with fierce loyalty, and many of those oaths still hold within the modern Syssin.
Modern Infiltrators have shed the serpentine physiology, but the bond to the dead and the past of the guild remains intact. After the Shadowbound emerged onto the Prime Material Plane, Tanixalthas commanded the Syssin to oppose them and their creator. That war continues, fought in shadow and silence rather than on open battlefields.
A Syssin works differently from a sorcerer or a sword-knight. Where Sciomancers wield Shadow magic and Archivists chase the world’s mysteries through numbers, the Infiltrator’s craft is the study of people: direct and indirect observation, hypnotism, post-hypnotic suggestion, and a sleight-of-hand so refined that an outsider often mistakes it for magic.
Skill sets
The Infiltrator skill sets are Assassination, Subterfuge, and Hypnosis.
Assassination is the martial discipline. Infiltrators train with dirks, whips, and long-range bowmanship, choosing finesse over brute strength. Every strike is meant to count. Where a heavy class breaks an opponent open, an Infiltrator finds the gap nobody else can see and slides a blade through it.
Subterfuge covers the stealth toolkit. Masters of the art live in the Shadows, weaving in and out of the battlefield and gathering reconnaissance without ever revealing themselves. The signature ability of the school is the power to phase completely out of reality and walk the world unseen and near-inviolate.
Hypnosis is the mental side of the trade. An Infiltrator can manipulate a victim’s mind and body, implanting maladies and even defined actions into their brain. Combined with Assassination, it means the target can be made to fail before the knife ever moves.
Skill abilities
Assassination
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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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Dash
DescriptionUsage: 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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Shiv
DescriptionSyntax: SHIV <target>
While wielding a dirk or stiletto in hand, you can perform a quick blow to your target by thrusting the blade of your weapon into their gut. This will deal a small amount of damage and, if they are an adventurer, it will knock them briefly off balance.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 50%
Weapon Damage Modifier (Denizen) 50%
Balance Upset 0.40 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Doublestab
DescriptionUsage: DSTAB <target> [<venom>] [<venom>]
If you are wielding a dirk or stiletto that has been envenomed with more than one venom, you can quickly prick your target twice and deliver two venoms simultaneously to them. The pricks are shallow and will deal no damage to the target, however it will cause them to bleed.
DetailsTarget Location Same location
Set Weapon Bleeding 60 bleeding per hit
Weapon Speed Modifier +0.40 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Flay
DescriptionSyntax: FLAY <target> [<defence>] [<venom>]
Using a whip, you will be able to flay a number of defences from an opponent. If you do not specify a defence, then it will strip one in the given order.
You can flay the following defences:
Shield, rebounding, fangbarrier, speed, and cloak.Additionally, it will deliver a venom to the opponent afterward, but keep in mind that it will not if:
* They are affected by hypnosis and you were unsuccessful in stripping a defence.
* They have either rebounding or shield after stripping a defence.DetailsTarget Location Same location
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Recuperating
DescriptionUsage: RECUPERATE
While standing in the shadows, you can regain endurance, willpower and health while also curing afflictions. It must either be night time or you must be surrounded by magical darkness.
DetailsChannel Effect Every 10 seconds
Channel Type Safe
Health Gain 150 to 250
Willpower Gain 100
Endurance Gain 100
Equilibrium Recovery 3.00 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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Warding
DescriptionUsage: WARDING
Those devout in prayer towards their fallen comrades will find their comrades will protect their bodies from harm. As a result, you will take less damage from physical and magic attacks.
DetailsDamage Type Cutting, Blunt, and Magic
Damage Resistance 10%
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
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Finesse
DescriptionUsage: FINESSE
By focusing on wielding your blade with finesse, you can quickly stop your attacks before they will bounce off a rebounding aura. This can protect you two times before the defence will fade.
DetailsFinesse Stacks 2
Balance Recovery 1.50 seconds
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Yank
DescriptionSyntax: YANK <adventurer>
YANK <denizen> <direction>While wielding a whip, you can attempt to yank someone from an adjacent location into yours.
Adventurers can resist your attempt with the density defence, however if they are bound then it will have no effect. When you successfully pull them to you, it will upset their balance.
To yank a denizen in an adjacent location to you, you must specify the direction that denizen is in.
DetailsTarget Location Adjacent location
Movement Type Physical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Balance Upset 2.00 seconds
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
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Swinging
DescriptionUsage: SWING <UP|DOWN>
When in a location with either trees or in an urban setting, you may swing yourself up onto the rooftops or into the trees.
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
DescriptionUsage: 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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Bowmanship
DescriptionUsing a bow:
SHOOT <target> [type|venom]
SHOOT <denizen> <direction>
SWITCH <type>Using a quiver:
INSPECT QUIVER or IQ
INQ <amount> <type> ARROWS
OUTQ <amount> <type> ARROWSUse a longbow to shoot someone in a line-of-sight location from you. First you must find yourself a longbow, some arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default.
In addition to the regular venoms, you may also use the sumac and loki venoms with a bow.
Against denizens, you must also supply the direction that you wish to shoot in. You may only use normal arrows and no venoms when targeting a denizen.
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Garrote
DescriptionUsage: GARROTE <target>
By using your whip, you can slip behind a target and choke the life out of them. Should your opponent be prone, then your damage will be amplified.
Against denizens, they must have been knocked over to gain the damage amplification.
DetailsTarget Location Same location
Damage Type Asphyxiation
Weapon Damage Modifier 100%
Weapon Damage Prone Bonus +70%
Weapon Damage Modifier (Denizen) 122%
Weapon Damage Fallen Bonus (Denizen) +50%
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Block
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.DetailsRequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Cannot be used while phased.
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Bowstance
DescriptionUsage: BOWSTANCE
While wearing a bow, you can fluidly move it into your hands.
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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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Aiming
DescriptionUsage: AIM <target>
AIM <denizen> <direction>Increase the accuracy of your bow by aiming at your target first. As long as they remain within the trajectory of the arrow, it will always hit them, even if they move from their original location.
Against denizens, you must specify the direction to aim in.
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Marking
DescriptionSyntax: MARK <target>
Direct your will to create a dark mark on your chosen foe, who must be in the same location as you. You can use this skill from above or below your opponent, in addition to being on the same elevation.
Once the mark is applied, the next time the foe takes damage from a non-passive source it will be a critical hit.
Against adventurers, this will result in double damage, but only yourself or an ally may trigger this effect.
DetailsTarget Location Same location or different elevation
Marked Duration 30 seconds
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 300 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Fangs
DescriptionSyntax: BITE <target|ME> <venom>
The iconic assassin's fangs is the trademark calling card for the members of the Syssin. When worn, one can make use of any venoms within their fluidcache and inject them into an unwilling target, even if they are shielded. Those with the fangbarrier defence will be immune to your fangs until the substance is removed.
Any venom may be used with your fangs, except for cirisosis. It is recommended you look into AB TOXICOLOGY to learn more about each venom. HELP TOXICOLOGY has a short-form list of what each venom does.
When it comes to using the sumac & camus venoms with your fangs:
- Damage from these venoms will be agile-sourced instead of none.
- Against denizens, these are the only two venoms you can use.You can additionally target your bites towards a limb by using the targeting ability within Weaponry.
DetailsTarget Location Same location
Damage Source Modifier Agile
Balance Recovery 2.00 seconds
Balance Recovery (Denizen) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 40 endurance to use.
(Denizen) Costs 30 endurance to use.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Camus
DescriptionSyntax: SHADOW INFUSE <rag>
An assassin has many tools and sometimes the basic venoms aren't enough. With this ability and a rag of sumac venom in hand, you can whisper a word of infusion and guide the shadows to corrupt the venom into a more potent version of itself - the camus venom.
While it cannot be applied to hand-held weapons, it can be utilised through your fangs and will cause poison damage over time on the target that you inflict it with.
If you bite a limb with the camus venom, it will deal trauma to that limb.
Against denizens, it will simply deal all its damage at once.
DetailsDamage Type Poison
Damage Source None
Armour Modifier 30%
Initial Damage 300 + 10%
Initial Damage (Denizen) 930
Limb Trauma Dealt 11.00%
Poisoned Timer Every 3 seconds
Poisoned Instances 3
Poisoned Damage 85 + 4%
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Slit
DescriptionUsage: SLIT <target> [<venom>]
While wielding either a dirk or stiletto, you can slit the throat of an opponent who is prone. This will cause a large amount of bleeding based upon their maximum health and can deliver a venom.
Additionally, for each affliction below the bleeding will be increased:
Asleep, hypersomnia, narcolepsy, and writhe bind.DetailsTarget Location Same location
Base Bleeding 4% bleeding
Bonus Bleeding +4% bleeding per affliction
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Binding
DescriptionUsage: BIND <target>
If your target is sleeping or unconscious, and you have a length of rope ready, you can hog-tie your opponent.
DetailsTarget Location Same location
Balance Recovery 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Scaling
DescriptionUsage: SCALE <direction>
If there is some kind of wall in your way, you can quickly scale over it and to the other side. If there is water in your current location, you won't be able to scale the wall.
DetailsMovement Type Ignore walls
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Pacing
DescriptionUsage: 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.
DetailsBalance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
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Shrugging
DescriptionUsage: SHRUG VENOM
Your experience with poisons allows you to shrug off one of many afflictions that can occur from a venom, the affliction does not need to be sourced from a venom however.
Please see HELP AFFLICTION TYPES for more information on venom-type afflictions.
Cooldown: 20 seconds
DetailsCooldown 20 seconds
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 endurance to use.
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Scan
DescriptionUsage: SCAN
While in the trees or on the rooftops, you can scan the area and spot those upon the ground.
DetailsBalance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
RestrictionsCannot be blind.
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Darkbows
DescriptionThis ability is passive.
The famous darkbows are both expensive and powerful, requiring well-refined technique in order to use competently. Your proficiency in the arts of the assassin has granted you the skill to use it.
Refer to AB ASSASSINATION BOWMANSHIP on how to use a bow.
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Noose
DescriptionUsage: CRAFT NOOSE
NOOSE <target>In order to noose someone, you must first craft yourself one using a piece of rope in your inventory. Once you have crafted a noose, you can attempt to hang a target by climbing above them either in the trees or on the nearby rooftops and quietly slipping the rope around their neck. This will take time to complete, and should you be successful, they will be hoisted from the ground and left unable to defend themselves.
This cannot be performed if there is anyone else but your target present during the attempt.
DetailsTarget Location Above or below your location
Channel Time 12 seconds
Channel Intervals 4
Channel Interrupt Type All
Damage Type Asphyxiation
Damage Source None
Damage 0 + 80%
Armour Modifier 10%
Damage Timer Every 3 seconds
Damage Instances 10
Balance Recovery 10.00 seconds (unmodifiable)
RequirementsRequires both arms functional.
Requires balance and equilibrium.
Costs 20 endurance to use.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Does not bounce off magical shields.
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Weaving
DescriptionSyntax: WEAVING <ON|OFF>
At the cost of your mental reserves, you can mimic the cobra and boost your ability to dodge an attack. Read HELP AVOIDANCE for more information.
DetailsDodge Chance Bonus +15%
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
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Backstab
DescriptionUsage: BACKSTAB <target>
While wielding a dirk or stiletto, you may plunge your weapon into the back of an unsuspecting victim. As your victim recovers from being backstabbed, their movement will be delayed for a short time.
The first backstab to land will deal unblockable damage. Subsequent blows while they are backstabbed will cause it to default to the weapon's damage type.
Lastly, whenever a victim falls by your hand by any method, if your Backstab ability is on cooldown, the cooldown will be reset. You must have your dirk or stiletto in hand.
Cooldown: 30 seconds
DetailsTarget Location Same location
Damage Type Unblockable
Set Weapon Damage 0 + 17%
Set Weapon Damage (Denizen) 1020
Set Weapon Bleeding 200 bleeding
Set Weapon Speed 2.25 seconds
Backstab Duration 15 seconds
Cooldown 30 seconds
RequirementsRequires balance and equilibrium.
Costs 200 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Snipe
DescriptionSyntax: SNIPE <target> [type|venom]
SNIPE <denizen> <direction>Your ability to sharp shoot has improved, allowing you to use your bow quickly and efficiently on the fly. Sniping will grant you all the bonuses of using the Aiming ability as well as granting a small amount of extra damage.
If you manage to slay your mark, then you will be left anonymous to their eye and others.
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Keeneye
DescriptionThis ability is passive.
Your perceptive abilities have reached such a point that you are now able to passively discern the effects of random curing abilities used in the room with you.
You can additionally view HELP LONGFORM AFFS to see a list of afflictions with altered names utilised by Keeneye.
Subterfuge
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Signs
DescriptionSyntax: SIGN <message>
SIGN CODE <code>The sign language of the Syssin was well known to keep the secrets of the Defenders safe. Use it to communicate privately with your allies. You will able to understand and use the sign language even while you are in a different class, providing that you maintain ownership over this skill.
You can also set a code upon your signed message, leaving your signs obscured to anyone else who doesn't have the code.
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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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Illusion
DescriptionUsage: CONJURE ILLUSION <victim|NOBODY> <illusion>
Cause everyone in your location to witness an illusion. If you choose to direct the illusion at someone, only that person will see it.
Note: You may use the $nl character to force a newline, however you may do so three times per illusion.
DetailsTarget Location Same location
Maximum Lines 3 lines
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 50 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Targeted) This action cannot be redirected.
(Targeted) Cannot be prevented by any protective state.
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Lipread
DescriptionUsage: LIPREAD
Read the lips of others to understand their speech, no matter how quiet they keep it.
DetailsEquilibrium Recovery 3.00 seconds
RequirementsRequires equilibrium.
Costs 20 willpower to use.
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Shadow
DescriptionSyntax: SHADOW <target>
Detection difficulty modifier: +10%By stealthily slipping into pursuit from an adjacent location, you're able to shadow your target as they move about the land without their knowledge. This will also place you into hiding when successful.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
DetailsTarget Location Adjacent location
Detection Difficulty Modifier +10%
Movement Type Normal
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Concealment
DescriptionUsage: CONCEAL <item> [pose]
You can conceal an item in the room from sight, preventing anybody except fellow Syssin from seeing it. If the item is in your inventory, you will drop it and conceal it. This only hides the item from casual observation. The item can still be interacted with if someone knows it is there.
You can supply an optional 'pose' text which will be appended to the end of the item's room description. e.g. 'conceal package12345 fastened to the bottom of the bench' would show up in the room as 'You spy a package fastened to the bottom of the bench.'
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Evade
DescriptionSyntax: EVADE <direction>
Silently slip away from your location, evading certain triggers and traps and bypassing those that might prevent you from leaving. Anyone following you when you do so will be lost.
DetailsMovement Type Dashing
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Evasion Properties Yes
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 25 endurance to use.
Requires both legs functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
Cannot be flying in the sky.
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Forge
DescriptionUsage: SEAL <letter> AS <person>
This will allow you to seal a letter, while forging the mark of another in place of your own, if you so wish to do so.
A bribe might be necessary to truly make your letter anonymous with the postal clerk before delivery. Please see HELP MAIL for more information.
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Secret
DescriptionSyntax: SECRET <item> TO <player>
Detection difficulty modifier: 0%Secretly slip an item to someone without them noticing.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
DetailsTarget Location Same location
Detection Difficulty Modifier +0%
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Cannot be used while phased.
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Lightwall
DescriptionUsage: CONJURE LIGHTWALL <direction>
This will conjure a wall of pure light that will flash blind any passing through it with searing white, save for yourself.
DetailsLightwall Duration 600 seconds
Flash Blindness Duration 5 seconds
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
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Palming
DescriptionUsage: PALMING [OFF]
With clever use of sleight of hand and some magical trickery, you can conceal what you wield from others.
DetailsRequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
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Shadowsight
DescriptionSyntax: SHADOWSIGHT
Train your eyes to see through deception, granting you the ability to spot illusions for what they are half of the time.
DetailsEquilibrium Recovery 3.00 seconds
RequirementsRequires equilibrium.
Costs 20 willpower to use.
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Ghost
DescriptionUsage: CONJURE GHOST
Give yourself a ghostly appearance to mask your movement as you move about the lands.
DetailsGhost Duration 2200 seconds
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
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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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Dispel
DescriptionUsage: DISPEL HERE
DISPEL <ME|target>Dispel many illusions or magic associated with your location, yourself, or another person.
DetailsTarget Location Same location
Equilibrium Recovery 4.00 seconds
Equilibrium Recovery (Targeted) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires at least one arm functional.
(Targeted) Can be used on yourself.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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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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Cloak
DescriptionUsage: CONJURE CLOAK [target]
Conjure up a shroud of invisibility that will disguise many actions from most observers.
DetailsTarget Location Same location
Shroud Duration 1800 seconds
Shroud Duration on Self 2400 seconds
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Can be used on yourself.
RestrictionsConsidered an assisting action.
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Eavesdrop
DescriptionThis ability is passive.
Your ability to Listen in on conversations has improved to the point where you can hear through doors and other forms of prevention.
Read AB SUBTERFUGE LISTEN for more information.
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Subtext
DescriptionUsage: SUBTEXT <message>
S(ECRET)SUBTEXT <message>You can now supplement your emotes with a hidden subtext only discernable to other assassins, similar to Signs. Your hidden message will appear the next time you emote. Syssin guild members or those with Syssin guild sanction benefits can choose to SSUBTEXT or SECRETSUBTEXT instead, which will only display the message to other Syssin guild members or sanctioned Infiltrators.
If you possess the Infiltrator class, you will be able to read subtext even when not currently utilising it.
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Banish
DescriptionUsage: SHADOW BANISH
After a delay, you will attempt to banish any denizens of the Shadow plane in the same room as you from the Prime Material plane.
Cooldown: 5 minutes
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Appraise
DescriptionSyntax: APPRAISE <target>
Detection difficulty modifier: 0%Check the inventory of your target and see what items they possess.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
DetailsTarget Location Same location
Detection Difficulty Modifier +0%
RequirementsRequires balance and equilibrium.
Costs 20 willpower to use.
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Bedazzle
DescriptionSyntax: BEDAZZLE <target>
By sprinkling some silver powder over your target, you can bedazzle them, eliciting two of the following effects at random:
Vomiting, stuttering, watery eyes, dizziness, weariness, or laxity.Your victim will not be able to immediately discern which afflictions they have suffered.
DetailsTarget Location Same location
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Phase
DescriptionUsage: PHASE and UNPHASE
This is the most effective form of concealment attainable by most mortals. By vibrating your body to superphysical speeds, you can phase yourself out of reality leaving yourself effectively intangible. While you will be able to perform most actions, only those who are phased as you are will be able to interact with you. If you attempt to attack someone who is not phased, then you will be brought back into alignment with reality.
It takes quite the toll on the body to remain phased, and overtime your endurance will slowly drain away. If you run out of endurance, then you will fall back into alignment with reality.
DetailsChannel Time 5 seconds
Channel Type Safe
Balance Recovery 4.00 seconds
Equilibrium Recovery (Unphase) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 100 endurance to use.
Costs 50 willpower to use.
RestrictionsCannot be fallen.
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Darkflood
DescriptionUsage: CONJURE DARKFLOOD
Conjure up magical shadows to swathe your location in darkness.
DetailsDarkflood Duration 300 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Phasesense
DescriptionUsage: PHASESENSE <target>
After a five-second channel, during which you may do nothing, you will divine the location of a phased target. The target will be notified of your efforts.
The channel time to sense other phased targets will be faster if you are phased yourself.
DetailsChannel Time 5 seconds
Phased Channel Time 0.5 seconds
Channel Type All
Equilibrium Recovery 3.00 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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Abduct
DescriptionUsage: ABDUCT <target>
While phased, you can grasp ahold of another and pull them from reality. This will bring them into phase with you, allowing you to interact with them without disrupting your own alignment with reality, and draining a portion of their mana to do so.
They will only be able to remain phased for a short duration before they will fall out of phase and return back to the normal time stream.
After being abducted, the target will be immune to being abducted again for 2 minutes.
DetailsTarget Location Same location
Mana Drain 20%
Abduct Duration 30 seconds
Abduct Immunity 120 seconds
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 500 mana to use.
Costs 50 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
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Phaseveil
DescriptionUsage: PHASEVEIL [OFF]
When phased, you can hide yourself from those who might PHASESENSE you. This ability will significantly increase the drain upon your endurance while in phase.
DetailsEquilibrium Recovery 2.00 seconds
- You can utilize the following wormhole abilities
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Seek
DescriptionUsage: WORM SEEK
Seek out wormholes in your location, if there are any, and where they lead.
DetailsEquilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 15 willpower to use.
Must be upon the ground.
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Channel
DescriptionUsage: WORM CHANNEL <item>
Throw an object in your possession through a dimensional wormhole and to the other side.
DetailsEquilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 mana to use.
Costs 10 willpower to use.
Must be upon the ground.
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Echo
DescriptionUsage: WORM ECHO
By observing a wormhole, you are able to determine if anyone is at the other end by the echoes of their movements beside it.
DetailsEquilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 mana to use.
Costs 10 willpower to use.
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Warp
DescriptionUsage: WORM WARP
When in the presence of a wormhole, you can hurl yourself through it to reach the other side. Due to the spatial nature of warping through a wormhole, you will not be detectable to skills that can sense movement.
DetailsMovement Type Physical
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 20 willpower to use.
Requires at least one arm functional.
Must be upon the ground.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Resonance
DescriptionUsage: WORM RESONANCE <ON|OFF>
Open a gap in a wormhole, allowing the sounds of nearby conversation to resonate back through.
DetailsEquilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 mana to use.
Costs 10 willpower to use.
Must be upon the ground.
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Cancel
DescriptionUsage: WORM CANCEL
Destroy a wormhole if there is one in your location. It is not a short process at all, as it is an extremely complicated matter to close a dimensional wormhole.
DetailsChannel Time 300 seconds
Channel Intervals 10
Channel Interrupt Type Balance
Interval Willpower Cost 50
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 mana to use.
Costs 10 willpower to use.
Must be upon the ground.
RestrictionsConsidered an aggressive action.
Will force you to unphase if able to.
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Vortex
DescriptionUsage: WORM VORTEX <target>
Suck someone, willing or not, from the opposite side of the wormhole who is either in the same location or adjacent to its end, providing they do not have the density defence. The process will cause the wormhole to tear at their body, dealing magical damage to them if they are a declared enemy of yours.
If your target is bound, then density defence will have no effect.
DetailsTarget Location Same continent
Damage Type Magic
Damage Source Arcane
Damage 320 + 24%
Movement Type Physical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 500 mana to use.
Costs 100 willpower to use.
Must be upon the ground.
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Sources
DescriptionUsage: WORM SOURCES
Sense out all wormholes in your area and discern where they each connect to.
DetailsEquilibrium Recovery 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 30 willpower to use.
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Splice
DescriptionUsage: WORM SPLICE <target>
Splicing a new wormhole is a lengthy process that will require two proficient people to work in tandem. The two people splicing the wormhole will need to each go to a different location, which will be the two places the wormhole will connect. Each person must then attempt to splice to the other to begin the process.
Providing that no actions that require neither balance or equilibrium are taken, the wormhole will successfully form after a time, and will be then ready for use.
DetailsTarget Location Same continent
Channel Time 180 seconds
Channel Intervals 18
Channel Interrupt Type Balance
Interval Willpower Cost 30
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
Must be upon the ground.
RestrictionsConsidered an assisting action.
Will force you to unphase if able to.
Hypnosis
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Hypnotise
DescriptionSyntax: HYPNOTISE <target>
This ability will allow you to begin the process of hypnotism. Once you have your target in a vulnerable state, you will be able to implant suggestions within his mind. If you leave the location of your target before they have been sealed, then suggestions will slowly begin to fall off the target until none remain. This will happen faster if you have recently fled combat.
While your hypnosis attempt will generally be hidden to your target, an opponent who is vigilant will be able to detect your intrusion upon his or her mind.
You can read AB HYPNOSIS SUGGEST for how to implant suggestions after hypnotising them.
DetailsTarget Location Same location
Suggestion Fall Off Timer Every 8 seconds
Suggestion Fall Off Timer (Fled) Every 2 seconds
RequirementsRequires equilibrium.
Costs 300 mana to use.
Costs 60 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Will bypass magical shields.
Will bypass prismatic barriers.
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Suggest
DescriptionSyntax: SUGGEST <target> <ability>
This ability allows you to implant various suggestions within the mind of your target, providing they are already hypnotised. You may use SUGGEST while you are off balance.
Most abilities within Hypnosis will not have associated help files with them, as they tend to only give an affliction. You can learn what each affliction does by using AFFLICT <ability> SHOW.
There are still however a few that do more than an affliction and they are:
Amnesia, Carefree, Trigger, Ebbing, Eradicate, and Action.DetailsTarget Location Same location
Maximum Suggestions 30 suggestions
Equilibrium Recovery 2.40 seconds
RequirementsRequires equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Will bypass magical shields.
Will bypass prismatic barriers.
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Seal
DescriptionSyntax: SEAL <target> <3-60 seconds>
SNAP <target>Once you have implanted all the suggestions that you wish, you can then seal the target, and then snap your fingers at them to activate the hypnosis. Depending on the timer you set when you sealed their mind, it will take a few moments for the hypnosis to begin.
This will cycle them through all the suggestions you have made, starting from your first suggestion, and then finally end once there are none left.
DetailsTarget Location Same location
Minimum Delay 3 seconds
Maximum Delay 60 seconds
Hypnosis Effect Timer Every 2 to 6 seconds
Equilibrium Recovery 2.40 seconds
RequirementsRequires equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
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Sleights
DescriptionSyntax: SHADOW SLEIGHT <effect> <target>
Bend the shadows to perform your bidding. Sleights cannot be performed while you do not possess shadow balance.
Effects
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Dissipate - Knock the target off pill balance.
Abrasion - Knock the target off poultice balance.
Invasion - Knock the target off pipe balance.
Pall - Deal psychic damage based on afflictions from hypnosis.
Blank - Gives the target amnesia, then once more later on.DetailsTarget Location Same location
Dissipate Pill Balance Knock 0.90 seconds
Shadow Balance Recovery (Dissipate) 3.75 seconds
Abrasion Poultice Balance Knock 0.50 seconds
Shadow Balance Recovery (Abrasion) 2.50 seconds
Invasion Pipe Balance Knock 0.70 seconds
Shadow Balance Recovery (Invasion) 3.00 seconds
Pall Damage Dtype Psychic
Pall Damage Source Arcane
Pall Base Damage 80
Pall Damage Bonus 35 + 1% per affliction
Shadow Balance Recovery (Pall) 5.00 seconds
Blank Relapse Timer 3 seconds
Shadow Balance Recovery (Blank) 4.50 seconds
RequirementsCosts 150 mana to use.
Costs 50 willpower to use.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Umbrix
DescriptionSyntax: SHADOW UMBRIX <effect> <target>
Place a mark of shadow upon another, providing they aren't protected by the fangbarrier defence. The mark will last indefinitely as long as they stand within magical darkness, otherwise it'll quickly fade.
Effects
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Thorns - Thorns will cause them to bleed when they eat.
Fatigue - Mental fatigue will slow their focusing down.
Numbness - Numbed skin will make the tree tattoo slower.A target may only bear one mark at any time. Placing another will clear any previous marks.
During Persuasion battles, this ability will additionally doubles the duration of the informant persuasion.
DetailsTarget Location Same location
Thorns Bleeding 25 bleeding
Balance Recovery (Thorns) 2.00 seconds
Fatigue Focus Cooldown Malus +5 seconds
Balance Recovery (Fatigue) 3.00 seconds
Numbness Tree Cooldown Malus +5 seconds
Balance Recovery (Numbness) 3.00 seconds
Shadow Balance Recovery 6.00 seconds
Persuasion Informat Duration x2
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 150 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Analyse
DescriptionUsage: ANALYSE <player>
ANALYSE MEUsing this ability, you will be able to sort through the subconscious mess of another player and see what hypnotic suggestions lie dormant there, if any. You cannot, of course, successfully analyse yourself.
DetailsTarget Location Same location
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Can be used on yourself.
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Cleanse
DescriptionUsage: CLEANSE <player> <affliction|ALL>
With this ability, you may remove hypnotic suggestions from someone which have been implanted but not yet triggered.
DetailsTarget Location Same location
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
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Ethergaze
DescriptionThis ability is passive.
With experience you are now able to HYPNOTISE, SUGGEST, and SEAL from behind the veil of phase. You will not however be able to activate the hypnosis without being on the same phase level as your target.
- You can hypnotise the following afflictions
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Clumsiness
No further details available. -
Impatience
No further details available. -
Addiction
No further details available. -
Masochism
No further details available. -
Loneliness
No further details available. -
Claustrophobia
No further details available. -
Stuttering
No further details available. -
Hallucinations
No further details available. -
Bulimia
No further details available. -
Hypersomnia
No further details available. -
Dementia
No further details available. -
Deadening
No further details available. -
Epilepsy
No further details available. -
Agoraphobia
No further details available. -
Paranoia
No further details available. -
Recklessness
No further details available. -
Vertigo
No further details available. -
Indifference
No further details available. -
Hatred
No further details available. -
Narcolepsy
No further details available. -
Lethargy
No further details available. -
Anorexia
No further details available. -
Hypochondria
No further details available. -
Confusion
No further details available. -
Stupidity
No further details available. -
Mania
No further details available. - You can hypnotise the following states of mind
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Amnesia
DescriptionSyntax: SUGGEST <target> AMNESIA
This will cause them to forget the next command they attempt to perform.
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Carefree
DescriptionSyntax: SUGGEST <target> CAREFREE
Induce your target with carefree thoughts, stripping the density defence from them as they feel lighter.
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Trigger
DescriptionSyntax: SUGGEST <target> TRIGGER <word>
This special suggestion will instill a trigger word into your opponent. By speaking this word out loud after sealing your opponent, you will be able to trigger the hypnosis.
This offers no benefit over snapping your fingers in front of the target, however it does offer a different kind of satisfaction to the hypnotist.
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Ebbing
DescriptionSyntax: SUGGEST <target> EBBING
This suggestion will dull your chosen target's mind, draining their mana.
DetailsMana Drain 10%
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Eradicate
DescriptionSyntax: SUGGEST <target> ERADICATE
This powerful suggestion - more helpful than harmful - will allow you to convince the target to eradicate a random mental affliction from their own mind.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
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Action
DescriptionSyntax: SUGGEST <target> ACTION <command>
Perhaps one of the most important abilities in the kit of hypnosis is the ability to command your target to perform any action you so desire. With this ability, you are able to bend the will of your target to your whims.
Visual style and identity
A singular visual style is somewhat difficult to define for the Infiltrator. Training is what defines the work, not appearance. A brawny Minotaur is as capable of the subtle arts as an agile Mhun. The Lord of Artifice Himself, the most renowned wielder of subterfuge in history, dwells in the form of a Minotaur.
Infiltrators are not honourable knights or chivalrous warriors. They wield dirk and wear scale, and their style is a subtle and tricky one, favouring wit, precision, and cunning over the application of raw strength or direct confrontation. In everyday life, some try to go unnoticed and blend in. Others are flamboyant and eye-catching, whether by nature or as part of some scheme they are running.
Side effects of the work
The work is solitary. While many of Aetolia’s professions adventure for glory, honour, and renown, Infiltrators tend toward the opposite, often keeping to themselves. This can create a lonely, isolated existence for those who choose not to ply their trade through gossip and networking.
Infiltrators also deal with significant distrust and suspicion from those outside their close-knit groups, and this can foster similar mistrust in return. Few Infiltrators enjoy the company or spectacle of large crowds. Many are more at home stalking a single target than partaking in the social niceties of a group.
Who plays this class
The Infiltrator suits players who like to think before they strike. The mechanical kit rewards setup, patience, and reading your opponent. There is no faceroll: a sloppy Infiltrator dies fast. A careful one outlives the rest of the fight.
The roleplay frame is broader than the archetypal sneak-thief. Sweet talking, espionage, and observation are as valid as the knife in the back. The Syssin recognise three umbrellas of operation: Artifice, Influence, and Intimidation. Rarely do two Infiltrators imitate one another.
If you want to charge into a room and crack skulls, look at the Carnifex or the Templar. If you want to leave the room before anyone realises you were there, this is the class.
City and guild
The Syssin guild is anchored in Spinesreach, the Shadow-tethered city of artifice and Republic of the north. Patron: Tanixalthas, the Sun Drinker. The guild houses both the Infiltrator class and its sister class, the Executor, Severn’s old Ankyrean-hunting cadre reawakened after the Grand Artifice.
Although the Syssin guild itself is Spinesreach-anchored, the Infiltrator class is mechanically untethered. That means you can play an Infiltrator without committing to the Spirit-Shadow divide that gates most of Aetolia’s 32 classes. You can multiclass freely with either side, though changing your city allegiance still costs Spinesreach citizenship.
Race choice is independent of class, so you can play an Infiltrator of any Aetolia race.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Infiltrator profile. Or see Aetolia’s class hub for the rest of the roster.
Executor
Infiltrator’s sister class in the Syssin guild. Pick Executor if you like the Spinesreach setting and the Syssin guild structure but prefer ringblade work and inked-creature conjuration over dirks, whips, and Hypnosis. Executor is Shadow-tethered, where Infiltrator is untethered.
Bard
Untethered performer-assassin from Djeir’s Theater of Shadows. Pick Bard if you like the assassin frame but want acrobatic falchion work and Songcalling magic instead of Hypnosis. The Bard’s Grace of the Empress is a legal cover for assassinations the Syssin do not enjoy.
Predator
Untethered knife-fighter from a world beyond Aetolia. Pick Predator if you want the lone-killer feel of an Infiltrator but prefer wilderness savagery and animal companions to urban Shadow politics.
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