The Voidseer of Aetolia

The Voidseers are Aetolia’s prophets of the Void, a Spirit-tethered class in Duiran that wields Cultivation (telepathic emotional manipulation through obsidian seeing stones), Enlightenment (the seven chakras), and Voidgazing (drawing power from the void itself between the planes).
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Duiran |
| Guild | Sentaari (Patron: Lexadhra, the Indelible) |
| Skill sets | Cultivation, Enlightenment, Voidgazing |
| Mirror class | Archivist (Shadow) |
| Sister class in guild | Monk |
| Signature mechanic | Voidgazing on the space between planes; chakra balance |
| Best for | Players who want a maddened occult prophet with psychic empathy and cosmic awareness |
The Voidseer is the newer Sentaari path, born from the transformations of the Monomachy. Where the Monk trains body, mind, and spirit for balance, the Voidseer narrows the focus to the Void itself, the maddening space between the planes, and what a disciplined mind can pull from it.
Origin and lore
The Sentaari Monastery sits in the Duiran Heartwood, an order of monks founded centuries ago around the discipline of balance: balance in the self through honed mind, body, and spirit, and balance in the universe at large. From the Monastery, the Sentaari live free of civilisation’s influence and uphold the Cycle and the safeguarding of Dia’ruis, Duiran, and Sapience as a whole.
The Sentaari are uniquely qualified to interact with the Void, the empty not-space between the planes. The Voidseer discipline emerged in the wake of the Monomachy as a new path inside the Sentaari order. It represents the culmination of centuries of philosophical introspection, telepathic prowess, and occult practice, all turned outward toward the Void’s deepest mysteries.
Skill sets
Cultivation is the psychic empathy art. Through an obsidian seeing stone and tranquil lotus buds, a Voidseer manipulates the most delicate sections of a target’s mind. The five primal emanations (the most basic mortal emotions) form the foundation. Masters extend that work into more complex emotional impositions: misery, longing, spite, even the ego death of complete self-aware insignificance.
Enlightenment is the counterbalance. Unleashing the potential of the seven chakras keeps a Voidseer’s mind in harmonious union with body and soul. Tales of chakral masters speak of flight, teleportation, and even shaping one’s own reality through pure exertion of mortal potential. The practice requires meditation, focus, and constant work.
Voidgazing is the named heart of the class. By focusing on the philosophical meaning of nothingness, and on the actual nothingness of the Void, a Voidseer thrusts maddening visions, vacuous chill, and madness onto an unfortunate target. Wielding too much of the Void’s power weighs heavily on the seer themselves, which is why Enlightenment matters.
Skill abilities
Cultivation
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ScryingStone
DescriptionSyntax: MUSE CRAFT STONE
Additional syntax: MUSE MARK <stone>Components: 2 obsidian
The most effective focus for Cultivation's exotic manner of empathic attack is known as a seeing stone - a dark, perfectly smooth orb created from polished obsidian. Without it, attempting to cultivate emotion relies upon subjective experience and can often result in dire consequence.
If you obtain a scrying stone from another source, for example a Jewelcrafter, you can instead mark that stone as your own.
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Foment
DescriptionThe most important aspect of Cultivation is the ability to utilise your mental energy to influence someone's mental state. Through subtle manipulation via telepathy and kai, you can impress sensations, urges, or fears upon a person or object.
As the path to fomenting each emotion is a unique trail through the mind, you will be unable to compel a given emanation until you have full knowledge of their practical use. By typing AB CULTIVATION <emanation> you can learn how each will effect the world around you.
Fomenting will require your scrying stone in hand in order to visualise from, however if you are blind, you will be unable to do so.
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Bud
DescriptionSyntax: MUSE CRAFT BUD [VIOLET|BLACK|WHITE]
Components: 1 woodUtilising your supernatural prowess, you can compel a lotus bud to grow forth from a single piece of wood. This bud can act as a focal point for complex emanations with the slightest nudge of a masterful seer's will, making them a valuable tool of this mental martial school. As long you hold your lotus within your hands, it will help you focus and bestow a small boon to the regeneration of your willpower.
You have the decision of choosing what colour your lotus should take, or you can choose none in order to receive a random hue. The shade of your lotus has no effect beyond aesthetic.
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Foster
DescriptionThis ability will allow you to foster mystic emanations within your lotus bud, with each having a different effect that will trigger in differing scenarios. In order for your lotus bud to have an effect, it will need to be placed upon the ground.
You can learn more about these complex effects by typing AB CULTIVATION <emanation>. You will need to have learned about the emanation before you can foster its energy within your lotus.
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Intrusion
DescriptionThis ability is passive.
After cultivating one of the five basic emanations upon a target, its energies will leave behind a lingering influence upon someone's spiritual state. Once a few seconds have passed and if the opponent is completely alone, this residual magic will stir itself to life within their mind and the original effects of that emanation will relapse upon the target.
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Cordon
DescriptionSyntax: MUSE CORDON
By manifesting your kai energy in a precise shell around your lotus bud, it will blend with the ethereal in such a way that it will turn into a permanent fixture of the current location it resides in. If anyone attempts to pick up or destroy your lotus, they will find themselves unable to do so.
Using this ability once more will tether it to the Prime Material again and return it to normal.
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Vine
DescriptionSyntax: MUSE VINE [target|NONE]
By braiding together ropes of mental energy and threads of your own life essence, you can create a mystic vine upon which your lotus bud will connect itself to another individual. In so doing, you will ensure that your bud will remain not far behind them should they attempt to leave. This will only trigger as long as your opponent stays still momentarily and remains within the same area as you.
You can additionally tether your bud to yourself, either by specifying your own name or omitting a target.
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Subtlety
DescriptionSyntax: MUSE SUBTLETY
By placing hyperfocus upon your expression and demeanor, as well as clouding your seeing stone's innards to obscurity, you can hide any notions about the emanations that you are fomenting within your opponent. This will cause the Joy, Fear, and Disgust emanations to have their effects hidden for a limited time and deal a small amount of psychic damage.
Additionally, it will hide the effects of Intrusion, however no damage will be caused.
Cooldown: 20 seconds
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Recrudescence
DescriptionSyntax: MUSE RECRUDESCENCE <target>
You can render another individual's psyche susceptible to circuitous, racing thoughts - often to their own detriment. This will allow Intrusion to affect your opponent when they aren't alone until it is cured.
Note that afflictions cured with panacea pills will make pill balance recovery take twice as long.
You can read AB CULTIVATION INTRUSION to learn more about this skill.
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Etch
DescriptionSyntax: MUSE ETCH <JOY|FEAR|DISGUST> <target>
If the opponent is mind-riddled completely by an emanation, you may seal the effects and prevent them from curing those afflictions through pills for a limited time, even if those afflictions are reapplied at a later stage. Etched emanations will also boost the damage of the Sadness ability.
While this effect only lasts for a limited amount of time, successfully etching an emanation once more will refresh the timer of all other etchings upon the target.
Abilities such as the tree tattoo will still be able to cure the sealed afflictions.
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Histrionics
DescriptionSyntax: MUSE HISTRIONICS <target>
By implanting Joy, Disgust, and Fear in the mind of your opponent all at once, you can induce an overemotional state that leaves their psyche frail and pliable. This will trigger the Intrusion effect upon your opponent for all three of these emanations.
You can read AB CULTIVATION INTRUSION to learn more about this skill.
- The five basic emanations
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Sadness
DescriptionSadness and stress together prove a crude yet effective manner of mental assault.
Syntax: FOMENT SADNESS <target>
When fomented within another, it will deal psychic damage as it plagues their every thought with distracting sorrow.The damage is further increased for each etched emanation that exists upon the target. Please see AB CULTIVATION ETCH for more information.
DetailsTarget Location Same location
Damage Type Psychic
Damage Source Arcane
Base Damage 340 + 12%
Base Damage (Denizen) 1035
Added Bonus Damage (Per Etch) 50 + 3%
Equilibrium Recovery 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 30 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Anger
DescriptionAnger lowers inhibition and demands aggression, resulting in an opening.
Syntax: FOMENT ANGER <target>
When fomented, it will disperse the magical shield defence, causing a small amount of mana loss to the target if successful. -
Joy
DescriptionJoy brings with it a more pliable demeanor.
Syntax: FOMENT JOY <target>
When fomented within another, it will first cause laxity, followed by infatuation, peace, and lastly magnanimity. This order is sequential, depending on what afflictions the opponent already has. -
Fear
DescriptionFear slays the mind, bringing with it disorder and panic.
Syntax: FOMENT FEAR <target>
When fomented within another, it will cause dizziness, then faintness, epilepsy, and lastly shyness. This order is sequential, depending on what afflictions the opponent already has. -
Disgust
DescriptionDisgust makes an enemy of the self.
Syntax: FOMENT DISGUST <target>
When fomented within another, it will cause mercy, then masochism, mania, and lastly recklessness. This order is sequential, depending on what afflictions the opponent already has. - The myriad complex emanations
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Dread
DescriptionDread will cause a sinking feeling in the stomach, which will manifest physically or mentally depending on the manner of your telepathic deliverance.
Syntax: FOMENT DREAD <target>
If your opponent is above or below you, you can instill them with a hidden sense of vertigo.Syntax: MUSE FOSTER DREAD
Should an enemy fall over, their mental stability will sink with them. This will give them the delirium affliction. -
Shame
DescriptionShame is an exceptionally powerful force, capable of clouding reason and forcing action.
Syntax: FOMENT SHAME <target> <direction>
This will allow you to implant shame within the mind, alongside a subsconscious direction to take when your target attempts to move. You can stack multiple directions, up to a total of ten. Once they move, the actions you have implanted will fade after a short time if they stand still.Syntax: MUSE FOSTER SHAME
When an enemy leaves the location, they will be struck with shame at their cowardice. This will deal psychic damage as they leave. -
Longing
DescriptionLonging can serve to hone your own ambition, or to cloud the senses of another.
Syntax: FOMENT LONGING
If you possess a lotus bud, then this ability will call it back to your possession by way of your intense longing for its tranquility. If the lotus bud is cordoned at the time, then it will additionally remove the effect.Syntax: MUSE FOSTER LONGING
Any enemy who tries to GLANCE or SQUINT into a location with your lotus bud will find that their longing clouds their senses, making perception impossible. -
Ambivalence
DescriptionAmbivalence and apathy are formidable tools that can be utilised to obliterate your foe's morale and motivation.
Syntax: FOMENT AMBIVALENCE <target>
This will sow indifference within your foe's psyche, loosening the mind's grip upon abnormal sensory abilities they might have.This includes: Mindseye, Thirdeye, Lifevision, Shadowsight, Spiritsight, Hypersight, and Truth.
Syntax: MUSE FOSTER AMBIVALENCE
When an enemy attempts to FOCUS their mind, it will cost them more mana than normal. -
Guilt
DescriptionGuilt brings forth deeply buried thoughts and notions related to shame and failure, forcing them to the surface anew as demons.
Syntax: FOMENT GUILT <target>
This will allow you to probe another's mind and determine if they consider you a friend or foe.Syntax: MUSE FOSTER GUILT
Once an enemy gains a total number of mental afflictions that is divisible by six, they will begin to manifest a case of vomiting. -
Regret
DescriptionKnown amongst empathic warriors as the only emanation capable of surviving investment into an inanimate object, Regret serves as a powerful emotion for enforcing your own will - to ward or to hold fast your foes.
Syntax: FOMENT REGRET <direction with door|container>
Investing regret within something in this way will seal a door or container, providing it is shut. If the object is then opened, then a magical explosion will occur that will stun and damage the person who opens it. The seal will only last a limited amount of time.Syntax: MUSE FOSTER REGRET
Whenever an enemy uses an ability that will let them magically teleport, they will be prevented from doing so. -
Misery
DescriptionMisery is a long time member of an empath's arsenal, its cutting edge capable of shredding through the mind to render a victim vulnerable to other suggestions.
Syntax: FOMENT MISERY <target>
After a delay, if the target stands in the same location as you, their senses will be thrown into a blackout and struck with psychic damage, otherwise they will be briefly stunned and be drained of some mana.The damage and secondary effect will be increased for each etched emanation upon the opponent.
Syntax: MUSE FOSTER MISERY
When an enemy assists another, they will begin to feel their ego grow. This will give them the egocentrism affliction. -
Spite
DescriptionOne of the greatest mortal motivators, Spite serves as an invasive force primed to commandeer reason or sense when a target's lust for vengeance proves too great. Such behaviour often creates an opening for expert empaths.
Syntax: FOMENT SPITE <target>
Fomenting spite will slightly unhinge your target, dealing psychic damage over time for a short period. If they have dementia, hallucinations, and paranoia when taking damage, they will receive a random physical affliction.Syntax: MUSE FOSTER SPITE
When an enemy successfully performs a diagnosis on themselves, their confidence will wane and they will become stricken with hypochondria. -
Wistful
DescriptionTo be wistful is to be distracted; this complex emanation will encourage this lack of focus in your foes and aid you in returning to sanctuaries.
Syntax: FOMENT WISTFUL
This will allow you to return to the location of your lotus bud, swapping places with it after a short delay.Syntax: MUSE FOSTER WISTFUL
When an enemy crosses below 75%, 50%, or 25% health, they will find that their body will fall numb. This will afflict them with paresis. -
Sonder
DescriptionBy opening someone's mind to the realisation that they are not the centre of existence itself, a master empath is capable of trapping someone within circuits of ponderous thought.
Syntax: FOMENT SONDER <target>
The effects of Sonder will trap your target within circuitous thoughts. Each time an Intrusion affects the target, it will relapse without any effort on your behalf. The effects of Sonder will remain as long as they have at least one affliction from either Joy, Fear, or Disgust.There is a grace period of nine seconds before Sonder will fade after casting.
Once fifteen total Intrusion loops have occured, the affliction will expire. Loops that occur when the target is not the same room as you will count as three, instead of one.
Syntax: MUSE FOSTER SONDER
Sonder will disorient those who become trapped in its revelations, delaying the movements of your enemies. This will only work as long as you are not present within the same location and they are afflicted with patterns.
Enlightenment
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Constrain
DescriptionSyntax: CONSTRAIN <chakra>
This will lock away one of your unleashed chakras.
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Quietude
DescriptionSyntax: BLOSSOM <chakra>
Additional syntax: CHAKRASWith Quietude, you now have the ability to unleash the full power of one of your seven chakras.
The seven chakras are as follows:
Root, concerning one's connection to the world around them.
Sap, concerning one's capacity for emotion and connection.
Trunk, concerning one's location within reality.
Heartwood, concerning one's physical form and strength.
Leaf, concerning one's foresight and perception.
Branch, concerning one's balance and spiritual truth.
Canopy, concerning higher order and one's place within it.Unleashing the potential of each chakra is a journey unto itself and possesses its own lessons that you can review via AB ENLIGHTENMENT <chakra>. You will not be able to unlock multiple chakras at first, but as you learn more you will begin to understand the process behind transcendental ascension.
You can check CHAKRAS any time to remind yourself of what steps you have taken towards enlightenment.
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Solemnity
DescriptionThis ability is passive.
Your enlightenment has reached such a state that you may take a second step towards spiritual perfection, resulting in a second unlocked chakra.
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Serenity
DescriptionThis ability is passive.
You are now so enlightened that you may stand three steps towards spiritual perfection by unlocking a third chakra simultaneously.
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Erudition
DescriptionSyntax: PURSUE ERUDITION and RELINQUISH ERUDITION
By achieving full spiritual enlightenment, you can temporarily influence the world with your boundless transcendence. Once your focus has settled, you will be able to harness the powers of Enlightenment without the need to unleash an individual chakra, although this will come at a continuous effort of will to maintain your individuality. Be warned that once you begin, you must see your sage journey through or you will suffer heavily for it.
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Affirm
DescriptionSyntax: AFFIRM <chakra>
You are now enlightened enough that you can bolster the influence of one chakra when utilising a technique to produce a slight variance in the final result. You can review the AB files for each ability to see the potential effects affirming a chakra might cause. Note that not all abilities may be affected by chakra affirmation.
In order to affirm a chakra, you must first unleash its power. If you are unable to keep the chakra open, its affirmed power shall be lost.
Cooldown: 16 seconds
- Your enlightenment can affect reality in the following ways
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Enroot
DescriptionSyntax: CHAKRA ENROOT
Required chakras:
Trunk.By emulating the mighty trees of the Ithmia through your Trunk chakra, you can prevent yourself from moving from a location by your own means or another's, provided you are not prone. Simply recast this ability in order to release yourself.
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Project
DescriptionSyntax: CHAKRA PROJECT
Required chakras:
Trunk.If there is obscuring fog in the atmosphere around you, you may send your chakra outward and use it to settle the air. This will cause the fog to disperse.
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Wayfind
DescriptionSyntax: CHAKRA WAYFIND <target>
Required chakras:
Sap.This expression of your chakra will inform you of an immediate direction to travel to find another adventurer within a large radius.
Affirm effect (Sap):
By empowering your Sap chakra, this technique will additionally reveal their location to you. -
Finality
DescriptionSyntax: CHAKRA FINALITY <item>
Required chakras:
Heartwood.All things must end, from the mightiest empires to the most enlightened of monks. Objects are no different and thus you may utilise your chakra to delicately pluck the threads tethering it to existence, destroying it in the process. This can only be used on items that are being held by you.
Affirm effect (Heartwood):
The leftover energy will be entwined into your own physical being, restoring a small portion of health. -
Ensnarl
DescriptionSyntax: CHAKRA ENSNARL <target>
Required chakras:
Leaf, Trunk.Retrieve another from the same area and bring them to you, providing that they are not protected by the cloak defence.
Affirm effect (Leaf):
Bring clarity to a target's existence if successful, removing defences that might hide them. -
Introspection
DescriptionSyntax: CHAKRA INTROSPECTION [END]
Required chakras:
Root.By uniting your body with your mind into a single introspective force, you can periodically reveal hidden afflictions you are burdened with. This requires a constant upkeep on your behalf and will tax your mind.
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Espy
DescriptionSyntax: CHAKRA ESPY <target>
Required chakras:
Trunk, Leaf.Look upon the physical world from your spiritual heights and pull forth the location and area of your target for a brief moment. You can glimpse any target you choose from across the globe.
Affirm effect (Trunk):
If you are in the same area, you will also be able glean detail about their surroundings. This will act as though you are there. -
Transpiration
DescriptionSyntax: CHAKRA TRANSPIRATION
Required chakras:
Sap, Heartwood.This technique will absorb an affliction from each ally within your location and convert them into a small amount of mana for each one removed.
Affirm effect (Heartwood):
Increases the amount of mana restored for each affliction absorbed. -
Skywalk
DescriptionSyntax: CHAKRA SKYWALK and LAND
Required chakras:
Heartwood.Render yourself as light as a feather by shedding all doubt and worry, allowing you to ascend to the skies.
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Shelter
DescriptionSyntax: CHAKRA SHELTER
Required chakras:
Trunk, Root.Your spiritual mastery is so immense that you can conceal your physical presence within the shadow cast by your enlightenment. Should you move, your shelter shall disperse.
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Impel
DescriptionSyntax: CHAKRA IMPEL <target> <ALLY|ENEMY|NEUTRAL>
Required chakras:
Sap, Root.This will allow you manipulate an individual's Root chakra, effectively changing how they perceive their relation to you.
Affirm effect (Sap):
Forcing allyship will also afflict them with infatuation, forcing enemyship will afflict them with hatred, and forcing neutrality will afflict them with indifference. -
Staunch
DescriptionSyntax: CHAKRA STAUNCH
Required chakras:
Heartwood, Root.Through sheer will, you can recall life-giving blood into your veins, replenishing your blood reserves should you be low.
Cooldown: 30 seconds
Affirm effect (Heartwood):
Should you be bleeding, then you will find yourself bleeding for less. -
Withstand
DescriptionSyntax: CHAKRA WITHSTAND [target]
Required chakras:
Root, Trunk, Leaf.Mitigate psychic damage directed at you through an awakening of spiritual and mental clarity. You can also protect the mind of another in a similar manner if you so choose.
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Infirmity
DescriptionSyntax: CHAKRA INFIRMITY <target>
Required chakras:
Heartwood, Canopy.By considering someone's chakral flow, you can determine their weakest resistance and further reduce it for a limited time.
Cooldown: 30 seconds
Affirm effect (Canopy):
Increases the amount of time the infirmity will linger for by a random amount. -
Architect
DescriptionSyntax: CHAKRA ARCHITECT <environment>
Required chakras:
Trunk, Heartwood, Canopy.You can now become one with the land and rebuild it in your own vision, however this is no ordinary feat and will put great strain on your mind and body. This change to the environment is temporary and will eventually revert to its true form without your chakral power.
You can choose from the following environments:
Forest, Desert, Hills, River, Valley, Swamp, Mountains, Tundra, Garden, Temple, Ice, Graveyard, Loose Terrain, Cliffs, or Cavern.Cooldown: 120 seconds
Affirm effect (Trunk):
Increases the radius of your landscape to the surrounding locations. -
Furrow
DescriptionSyntax: CHAKRA FURROW <target>
Required chakras:
Sap, Leaf.By forming a mental link between yourself and another, you can begin to quickly drain them of their mana and add it to your own. If they leave the location, then the imposing drain will be broken.
Affirm effect (Sap):
Increases the range of the effect so that it will continue to draw mana even if the target leaves to an adjacent location.Affirm effect (Leaf):
If the target leaves the location, then it will cause a brief stun when the furrow breaks. -
Disorder
DescriptionSyntax: CHAKRA DISORDER <target>
Required chakras:
Heartwood, Leaf, Canopy.Through subtle manipulation of someone's chakral flow, you can bend their well-being in a harmful manner. This will cause them to suffer from a random hidden affliction. You can also do this from afar, providing you stay within line of sight.
Affirm effect (Leaf):
The affliction that you impress upon your target will be revealed to you. -
Lucidity
DescriptionSyntax: CHAKRA LUCIDITY [target]
Required chakras:
Branch, Canopy.By bringing purity to your chakral centers, you can increase the magnitude of the stars' influence upon your body for a limited amount of time. This will double both the positive and negative effects. If you so choose, you may use this ability on another, but the duration will be much shorter.
You can read HELP ASTRONOMY for more information on the stars and their effects.
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Cogitation
DescriptionSyntax: CHAKRA COGITATION
Required chakras:
Trunk, Leaf, Branch.To seek enlightenment is mentally taxing for even the greatest of monks and spiritualists. Thus, to bolster your mental strength and replenish your will in the pursuit of transcendence, you may enter a trance which allows you to further contemplate universal truth.
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Upheaval
DescriptionSyntax: CHAKRA UPHEAVAL <target>
Required chakras:
Branch, Sap, Leaf.Though many mortals fail to achieve even an ounce of enlightenment, all beings eventually find a balance appropriate for their own ends. With this ability, you may disrupt this delicate spiritual balance and increase any ability on cooldown by three seconds. This will increase by an additional second for each mental affliction upon the target.
Cooldowns not counted in seconds upon your target will not be affected by this ability.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
Cooldown: 40 seconds
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Synergism
DescriptionSyntax: CHAKRA SYNERGISM <0-50%>
Required chakras:
Leaf, Heartwood, Branch.Form a powerful bond between your mind and body that will link them together as one. While this persists, any health lost will be reduced by the percentage specified and then three quarters of that will be redirected as mana damage. This will happen after damage reductions and will not affect health that is lost through direct means such as bleeding.
You can select to reduce 0% of damage in order to turn this ability off if you so choose.
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Resile
DescriptionSyntax: CHAKRA RESILE <ME|target> <seconds>
Required chakras:
Sap, Trunk, Branch.By carefully manipulating an individual's chakras, you can cause them to eventually lose their way and return after 3 to 10 seconds depending on your specification. You can use this ability on yourself if you wish.
Affirm effect (Branch):
The mental fatigue of instinctual navigation will unbalance the mind, giving your target a migraine providing they are an enemy. -
Turmoil
DescriptionSyntax: CHAKRA TURMOIL <target>
Required chakras:
Sap, Heartwood, Branch.By manipulating someone's chakral flow, you can sow turmoil within their mindscape. As a result of such tampering, they will suffer from dementia, hallucinations, and paranoia in one fell swoop.
Cooldown: 8 seconds
Affirm effect (Branch):
This will tear away any psychic resilience the victim might possess, removing the clarity defence first. -
Transcend
DescriptionSyntax: CHAKRA TRANSCEND <target>
Required chakras:
Trunk, Heartwood, Canopy.The greatest gift a spiritualist could provide to the world is guiding others to transcendental clarity. However, many are unwilling to pursue such greatness and thus must be brought to this realisation by more forceful means. To do so, you must have your target in a state where they have three mental afflictions, three physical afflictions, and are experiencing a revelatory vision of your own design. If successful, then they will glimpse universal truth and thus find a fulfilling end.
Affirm effect (Trunk):
You may attempt to guide your opponent to transcendence so long as they remain within the same area as you.Look at HELP TYPES for more information on what is regarded as a mental or physical affliction.
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Zephyr
DescriptionSyntax: CHAKRA ZEPHYR
Required chakras:
Trunk, Sap, Canopy.By enjoining yourself to reality and spreading your influence outward, you can depart from the location you stand and swap places with another. Anyone across the land who is not safely indoors or standing upon a monolith is vulnerable to the spiritual breeze upon which you cast yourself. There is a moment of delay before this ability activates, during which you may do nothing else.
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Retrospection
DescriptionSyntax: CHAKRA RETROSPECTION
Required chakras:
Root, Branch, Leaf, Heartwood.This ability will allow you to restore your harmonious being through chakral magic, reducing all abilities on cooldown by three seconds.
The equilibrium cost of this ability cannot be modified. Cooldowns not counted in seconds will not be affected by this ability.
You will be unable to utilize this skill if afflicted by paresis.
Affirm effect (Root):
Increases the reduction of cooldowns to five seconds instead of three.
Voidgazing
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Insight
DescriptionSyntax: VOID INSIGHT
In order to enact your eldritch techniques, you must first grasp the terrible unknown that is the Void. This is denoted by the amount of insight your psyche can withstand, of which everyone begins with three. This command will tell you how much insight you possess.
Some abilities will consume insight while others will completely expend it. Consumed insight will return after a limited amount of time, while expended insight will be consumed until the related effect expires.
Cooldown (when consumed): 20 seconds per
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Judder
DescriptionSyntax: VOID JUDDER
Requires 1 insight.By utilising your budding insight to break free from Primal constraints, you can briefly step through the Void and grant yourself the speed defence.
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Diagnose
DescriptionSyntax: DIAGNOSE or DIAG [target]
You can now quickly diagnose yourself or another of any afflictions, hidden or otherwise.
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Bestow
DescriptionSyntax: VOID BESTOW <target> WITH <revelation>
Expends 1 insight.This ability allows you to bestow an eldritch revelation you have conceived of upon another. It will eventually fade from their mind over time, or if the target manages to escape the same area you are within.
Utilising Dome from Manipulations will end all active revelations.
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Hoarfrost
DescriptionSyntax: VOID HOARFROST <target> <MILD|MODERATE|SEVERE>
Requires 1, 2, or 3 insight.Depending on the severity specified, you can encase your foe in an outline of not-space, which will rapidly accumulate frost upon their body. This will either completely freeze or simply chill your subject.
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Hyperfixation
DescriptionThis ability is passive.
Your well-trained mind can identify incoming assault with near-supernatural speed, allowing you to utilise a shield as a tool to parry an incoming attack upon one of your limbs.
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Alleviate
DescriptionSyntax: VOID ALLEVIATE [target]
Requires 1 insight.By tapping into your supernatural insight, you can nullify wounds and agony alike with the touch of the Void.
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Distress
DescriptionSyntax: VOID DISTRESS <target>
Requires 1 insight.If your target is currently affected by an eldritch revelation of your own make, you can murmur a single esoteric syllable to drive the revelation to extreme heights. This will cause the next cycle of your revelation to occur early.
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Poise
DescriptionSyntax: VOID POISE
Requires 1 insight.You can hasten the recovery of your balance through a special meditative technique the brings preternatural calm. This will require you to be off-balance in order to obtain the benefits of this effect.
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Probe
DescriptionThis ability is passive.
When you diagnose another person, if they happen to have any abilities on cooldown, you will see how much longer they have before they are available once more.
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Depersonalise
DescriptionSyntax: VOID DEPERSONALISE <corpse> and VOID DEPERSONALISE END
Expends 1 insight.If you are holding the corpse of an adventurer and they are of a different race to you, you may utilise an ancient telepathic technique that shears the identity from the deceased, allowing you to adopt their racial traits. This will grant you access to their racial abilities along with the ones you already know.
If they are one of the endgame races, then you will adopt the traits of their heritage instead.
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Disarray
DescriptionSyntax: VOID DISARRAY <target>
Requires 2 insight.Swap the health and mana of your target.
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Aplomb
DescriptionSyntax: VOID APLOMB
Requires 1 insight.You can hasten your mind's ability to recover when you lack equilibrium through an intense meditative technique that emulates the Void's empty silence. You must be off-equilibrum in order for you to obtain the benefits of this effect.
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Disjoint
DescriptionSyntax: VOID DISJOINT [target]
Requires 2 insight.By partly blurring a physical form into the Void, you or an ally can enter an ethereal state that is trapped between the physical and the ether for a short period of time.
In this state, opponents have a chance to miss you with physical attacks and you gain increased resistance against physical damage. This will slowly diminish over time until it no longer has an effect.
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Occultism
DescriptionSyntax: VOID OCCULTISM [OFF]
Grants 1 insight.By striving to grasp yet more of the Void's mysteries, you can gain an extra point of insight for use towards other abilities. This will lower the maximum health of your body and mind, but only while the defence remains active.
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Vitalise
DescriptionSyntax: VOID VITALISE [OFF]
Expends 1 insight.Tales are told of sages capable of such intense separation of body and mind that they could surpass mortal limits of healing, driving their healing factor to mythical heights. A Voidseer can utilise this ancient meditative technique to consign their physical limits to the Void itself, allowing them to periodically heal one random affliction every so often. So strong is this sagacious practice that it will additionally affect nearby allies.
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Edify
DescriptionSyntax: VOID EDIFY <target>
Requires 2 insight.Providing your opponent flags beneath the weight of an eldritch revelation, this ability will plant a seed of madness within them that will blossom to dark fruit after a few seconds.
If they possess any of the afflictions the current revelation can give once it reaches this stage, then it will give them all possible effects that revelation can cause and they will fall onto the ground.
If the opponent has at least two afflictions from the antipsychotic tree, then the insight cost is reduced by one.
You can view HELP CURE ORDER for information on the various curing trees.
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Independence
DescriptionThis ability is passive.
The first revelation you bestow upon another will no longer have an insight cost upon you. Instead, it will feed upon your victim's delusions in order to sustain itself.
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Kismet
DescriptionSyntax: VOID KISMET <revelation> and VOID KISMET END
VOID ADVANCE <target>Expends 1 insight when a revelation is advanced.
Stories tell of madness that travels like plagues, devastating villages and ancient settlements by plunging them into the throes of mass hysteria confirmed by ravening consensus.
This powerful ability will replicate that phenomenon, causing any who actively deals damage to you, or come in contact with you through an emote, to know of a nascent revelation of your choosing. Once bestowed, you may advance this nascent revelation within a target's mind and bring it to life. Advancing a revelation out of nascency can be done while you are off balance and/or equilibrium.
While you are employing this ability, there is a steady willpower and endurance drain to keep it active.
- Your revelations may possess the following details
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Revelation
DescriptionSyntax: REVELATION NEW <name>
REVELATION LIST
REVELATION <name> EXPERIENCE <strength>
REVELATION <name> EFFECT <effect>
REVELATION <name> COMPLETE
REVELATION <name> DELETE
REVELATION CEASERevelations are collections of visions capable of disrupting the core and soul of an opponent, exposing them to the horrors of the Void and its eldritch truth of nothingness. Each revelation placed within another's mind that is not nascent will expend your insight, and will fade if both you and the victim with your revelation are in separate areas. If you wish to end the experience of any active revelations, you can cease them at will.
You only may include up to three effects within a single revelation. It will cycle through the effects one by one then start from the first effect once more.
Delivery of a revelation is performed by certain skills, you can read AB VOIDGAZING BESTOW for the basic method of doing so.
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Distressing
DescriptionType: Effect
This revelation effect will target the mind's emotional centres, filling it with distressing visions. This will bestow the sadness affliction upon the poor soul.
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Vivid
DescriptionType: Experience
A vivid revelation is one that has had its ability to harm heightened, but as a result it will last for a much shorter time than other revelations.
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Oscitant
DescriptionType: Effect
Your victim will grow lethargic and sloth-like when faced with the darkness of the Void. The end result is that they will gain the lethargy affliction.
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Kaleidoscopic
DescriptionType: Effect
This effect evokes the distant light of other planes, imparting a masochistic desire to deface oneself before the glory of the higher realms.
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Escalating
DescriptionType: Experience
An escalating vision is less potent than normal in the beginning, however as the vision reaches the end of its lifespan, it will become much stronger and deal more damage before expiry.
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Prickling
DescriptionType: Effect
Warped madness will twist the victim's mind and body, causing them to develop a terrible, rash-like reaction to even the open air. This will afflict them with the allergies affliction.
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Terrifying
DescriptionType: Effect
Terrors of the Void will drive a victim to drink, compelling them to throw away reason just to achieve the next fix. This will give them the addiction affliction.
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Unabating
DescriptionType: Experience
An unabating revelation is one that can persist indefinitely, although it will have a weaker effect than normal when it damages its victim.
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Wasting
DescriptionType: Effect
The body will begin to suffer severe degeneration as it realises its own insignificance, afflicting the victim with the impairment affliction.
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Malicious
DescriptionType: Effect
When left to emptiness, the mind invents the face of its own tormentor - a malicious knife wielded by a victim's own psyche. The blisters affliction will be bestowed upon the target as they claw at themselves.
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Disjointed
DescriptionType: Experience
A disjointed revelation will either trigger its effects more quickly than normal, or slightly slower. The odds favour it being faster than normal.
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Enervating
DescriptionType: Effect
Your victim's muscles will fray and lose definition, and their mind will become weaker and fatigued. The end result is the victim gaining the weariness affliction.
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Transformative
DescriptionType: Effect
Transformative revelations will take the form of any pre-existing effect at random, allowing for a whole cycle of different effects. There is however no control over what it might choose.
This effect is not considered when utilising the Edify ability in Voidgazing.
Visual style and identity
Voidseers gird their bodies with armour under their robes and wear numerous spiritualist trinkets. The combat style requires stillness, so the armour matters. The Sentaari monastery has its own uniform that often takes precedence over individual style.
New students often have sunken eyes from the horrors they put themselves through and the long nights of study by candlelight. Gauntness is common when a student loses themselves to the work and forgets to eat or drink. Cultivation work shows itself less in the Voidseer’s expression and more in the contortions on the target’s face. Enlightened practice manifests as pastel light from chakral work, lending the seer a chilling calm even in the middle of violent battle.
Side effects of the work
Voidseers often lose themselves to the occult pursuit at the heart of the profession. Wan expressions and exhaustion are common. Sanity is at constant risk: those who fail to gird their psyche properly find that complete lucidity slips away, replaced by rambling and alien syllables.
Some Voidseers develop a fear of the dark, because only deepest shadow comes close to the vacuity of the true Void they have stared into. Deep interest in cosmology and planar knowledge tends to follow, since those subjects are the closest a mortal can come to grounding knowledge.
Who plays this class
The Voidseer fits players who want a class with serious roleplay weight on mental discipline and cosmic awareness. The frame is the maddened scholar, the prophet who has glimpsed too much, the philosopher who walks the line between insight and breakdown.
Mechanically, the kit favours setup, mental impositions, and patient control. If you want fast melee, this is not the class. If you want to shape a fight through emotional manipulation and the occult while staying alive through chakra balance, the Voidseer is the canonical pick on the Spirit side.
City and guild
The Voidseer guild is the Sentaari, anchored in Duiran, the Spirit Tether’s forest city. Patron: Lexadhra, the Indelible. The Sentaari also houses the Monk, who shares the monastery but trains in the broader body-mind-spirit discipline.
Joining as a Voidseer commits you to Spirit. You can multiclass into other Spirit classes or the seven untethered classes. Race is independent of class, so a Voidseer can be any Aetolia race.
The Voidseer mirrors the Archivist, Spinesreach’s scholar-mages who treat reality as a numerological problem. Both classes lean intellectual and esoteric, both pay personal cost for the knowledge they pursue. Archivists hunt the Spheres of existence. Voidseers stare into the Void between them.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Voidseer profile. Or see Aetolia’s class hub for the rest of the roster.
Monk
Voidseer’s sister class in the Sentaari. Mechanically untethered (the guild is Spirit but the class can move between cities). Pick Monk if you want the same monastery but the broader discipline rather than the focused Void pursuit.
Archivist
The Shadow-side mirror. Spinesreach scholars who treat reality as a numerological puzzle and pursue knowledge as the ultimate goal. Pick Archivist if you like the scholar-mage chassis but want to play on the Shadow side and chase the Spheres instead of the Void.
Oneiromancer
Duiran-affiliated dream-weaver tied to the Astral Realm. No guild, attached to the Council. Pick Oneiromancer if you like the esoteric-magic frame but want to work with dreams, fate, and Fae Nobles rather than the Void.
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