The Warden of Aetolia

The Wardens are Aetolia’s ancestral clan warriors, a Spirit-tethered class in Duiran that wields Warding (clan-passed battle techniques with greatspears, scythes, cudgels, and wargauntlets), Ancestry (calling on the ancestors to intervene in battle), and Communion (drawing forth ancestral memories shaped into simulacra).
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Duiran |
| Guild | Sentinels, “the Pride” (Patron: Dhar, the Underking) |
| Skill sets | Warding, Ancestry, Communion |
| Mirror class | Carnifex (Shadow) |
| Sister class in guild | Sentinel |
| Signature mechanic | Bone crypts, ancestral simulacra in battle |
| Best for | Players who want a heavy clan-warrior with summoned allies drawn from the memory of the dead |
A Warden does not fight alone. Beside every modern Warden stand the ghosts of those who came before, called from the ancestral bone crypts and shaped into simulacra that fight at their side. If you want a heavy martial class with deep clan lore and a literal connection to centuries of dead warriors, this is the Warden.
Origin and lore
Long before the Sentinels, the Druids, or the Viridian Order, the great Ithmias were home to numerous tribes of warriors. Three clans rose above the others: the wise White Bear of the Western Ithmia, the warlike Red Serpent of the Northern Ithmia, and the cunning Black Raven of the Eastern Ithmia. Each clan once worshipped Haern’s ways, but their customs eventually gave way to a bitter blood war that left the Ithmias defenceless when an outside threat appeared.
The Wardens formed after the death of Segiae Clinemh, high priestess of Haern, sent by the Lord Hunter to quell the conflict. Her bones were the first interred into the crypts of the ancestors, beginning the tradition the clans continue today. With the three clans at peace, each sent forth young warriors every generation to learn the ways of all three, forming a new faction tasked with protecting the sacred ancestral bone crypts.
Wardens share the Pride guild with the Sentinels, bound in blood to one shared cause: defending what is still natural in the world.
Skill sets
The Warden skill sets are Warding, Ancestry, and Communion.
Warding is the clan-passed combat tradition. Wardens slash, gouge, and maul with greatspears, scythes, cudgels, and wargauntlets, channeling the ferocity of the animals their clans emulate. The style is feral and brutal, drawn from the Red Serpent and White Bear traditions and refined over generations of clan teaching.
Ancestry is where a Warden calls on the dead. Through battle renown (or through trial with the Red Serpents), a Warden earns the right to ask the ancestors to intercede. The ancestors can block attacks, hinder opponents, and even displace the soul of an enemy.
Communion is the most distinctive piece of the kit. A Warden draws forth the ancestral memories housed in the crypts and amalgamates them into a simulacrum (a memory given form through the power of Dia’ruis). The simulacrum carries centuries of accumulated combat knowledge and fights independently alongside the Warden, striking on its own initiative.
Skill abilities
Warding
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Raze
DescriptionSyntax: WARDEN RAZE <target>
Use your weapon to tear apart the defences auras and abilities that separate you from your prey.It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defence -
Fortitude
DescriptionSyntax: WARDEN FORTITUDE
This ability will allow you steel your resolve and render you immune to the effects of fear.
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Fluidity
DescriptionSyntax: WEAPON FAVOR <serpent weapon> <bear weapon>
As a master of the ancestral weapons, you are now able to reserve a second weapon in either your inventory or a weaponbelt that can be drawn effortlessly When wielding one of your two favored weapons, if you attempt to do an attack that cannot be performed with the current weapon, you will draw the second weapon and strike automatically.
There is a slight balance penalty associated with this usage if drawn from your inventory instead of a weaponbelt.
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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. -
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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Irongrip
DescriptionSyntax: IRONGRIP and RELAX IRONGRIP
By gripping your weapons tightly, you can prevent others from disarming you of your precious weapons. -
Mastery
DescriptionUsage: MASTERY SHOW
MASTERY WEAPON <weapon>
MASTERY TALENT <talent>
This grants you the ability to select an ancestral weapon you wish to become proficient in, and a talent you wish to focus your abilities upon Once every so often, you will be able to change the weapon you are proficient in, and the talent you have chosen.You can choose to master the wargauntlets, cudgel, greatspear, or scythe.
The benefits of a talent require you to be wielding the correct weapon archetype, otherwise no bonus will be bestowed.Greatspear or Scythe
* Shocking : Upsets the balance of players when using Terrorize.
* Expertise : Decreases the balance penalty from Rigor.Wargauntlets or Cudgel
* Demolishing : Lowers the balance recovery of the Raze ability.
* Rattling : Increases the chance of Roaring rage to proc.Cooldown (mastery): 60 minutes
Cooldown (talent): 60 minutes -
Sentry
DescriptionThis ability is passive.
Should an enemy attempt to walk past an exit you are blocking, you will seize them by the arm and throw them to the ground. This will additionally knock them off balance and cause a small amount of blunt damage.
You can refer to AB WARDING BLOCK for more information.
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Homage
DescriptionSyntax: WARDEN HOMAGE
Providing you are wearing suitable armour, you may pay homage to the ancestors in order to receive a blessing of strength for a short time.
The completion of this ritual will be obvious to those within a three room radius as the ancestors bestow their power upon you.
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DoubleTarget
DescriptionSyntax: TARGET <bodypart> WITH <RIGHT|LEFT>
This ability will allow you to target two separate body part locations with the Maul and Lacerate abilities.
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Rigor
DescriptionSyntax: WARDEN RIGOR
By temporarily putting all your focus onto deliberate, well-timed attacks, you will temporarily deal significantly more damage against adventurers, but strike with decreased speed. While active, your strikes will also allow the ancestors to displace twice as much of the target's soul.
Cooldown: 60 seconds
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Anticipate
DescriptionSyntax: WARDEN ANTICIPATE <target>
CANCEL ANTICIPATEAnticipate your opponent's retreat ahead of time, and when they run you will already be waiting at their destination to strike them with your weapon and knock them off balance.
If your opponent attempts to fly away from you, you will seize their leg and slam them back into the ground. If you are wielding a weapon of the Serpent clan, you will additionally constrict their movements with your blade.
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Initiative
DescriptionSyntax: WARDEN INITIATIVE <ON|OFF>
At a moderate drain to your willpower, you may remain keenly aware of your opportunities during a fight to recover some health after damaging your foe to certain thresholds.
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Battleflow
DescriptionSyntax: WARDEN BATTLEFLOW <ON|OFF>
Become lost to the flow of battle, blanking your mind as you allow your instincts to guide your actions. While in this state, paresis will take twice as long to transform into paralysis and you will be able to use two-handed weapon attacks even with a crippled arm.
- You can use these techniques of the Bear clan
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Batter
DescriptionSyntax: WARDEN BATTER <target>
Batter your opponent with your weapon.
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Barrel
DescriptionSyntax: WARDEN BARREL <target> <direction>
Barrel into your target and knock them away towards the specified direction. If there is an obstruction in the way, then the target will slam into it.
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Pummel
DescriptionSyntax: WARDEN PUMMEL <target> <ELBOWS|KNEECAPS|CHEST>
When your target is fallen or frozen, they are helpless to prevent you from pummeling their bones with your weapon. Depending on which part of their body you will attack, you will crush their bones for debilitating effects. This attack cannot be parried.
Knees: Gives the crushed kneecaps affliction. This will cause the victim to periodically fall over if one of their legs is crippled.
Elbows: Gives the crushed elbows affliction. This can cause abilities that require the arms to occasionally fail and hurt them in the process.
Chest: Gives the cracked ribs affliction, then the crushed chest affliction if it is left uncured upon a second strike. Crushing their chest will periodically cause asthma.
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Maul
DescriptionSyntax: WARDEN MAUL <target>
Attack your target and then charge after for another attack, allowing you to deal two attacks in quick succession with this technique. There is some additional bonus limb damage applied that will scale with the base damage stat of your weapon.DetailsTarget Location Same location
Weapon Damage Modifier 55%
Weapon Damage Modifier (Denizen) 42%
Base Weapon Trauma 5.50%
Bonus Damage Stat Trauma +5/3rds of damage stat to percentile
Endurance Cost (Per Bash) 20
Set Weapon Speed Range 2.70 to 3.30 seconds
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Release
DescriptionSyntax: WARDEN RELEASE <target>
After building momentum, release your weapon as a dangerous projectile towards your target, stunning them when it connects. You can target someone in an adjacent location to you as well as in your current location.
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Severity
DescriptionSyntax: WARDEN SEVERITY
Steel your resolve, doing whatever you must to overpower your opponent. For a limited time, when an enemy parries your weapon, you will slam your head into theirs to still bring harm to them. Additionally, your Barrel ability will be able to move those with the density defence.
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Rush
DescriptionSyntax: WARDEN RUSH <target>
Rush your opponent and slam your weapon into their stomach with the momentum, sending the force rippling through their stomach.
A few seconds later, they will collapse to the ground and develop gnawing and anorexia. If they are also frigid, it will upset their balance.
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Roaring
DescriptionSyntax: WARDEN ROARING <ON|OFF>
For a small willpower drain, you will build a roar deep within your stomach. During your Bear techniques, you'll have a chance to release a thunderously loud roar that will bring your opponent to their knees. If they are already prone, they will be knocked off balance, or further off balance.
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Maim
DescriptionSyntax: WARDEN MAIM <target>
Maim the target's head with repeated strikes from your weapon. This will initially afflict them with watery eyes.
For each 20% of the target's health that is missing after the damage is dealt, you will deal an additional affliction in the following order:
20% Indifference
40% Stuttering
60% Blackout -
Decimate
DescriptionSyntax: WARDEN DECIMATE <target>
If your target is fallen or frozen, and has a crushed chest, you may permanently end their suffering. This will instantly kill the target if the conditions are met.
- You can use these techniques of the Serpent clan
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Strike
DescriptionSyntax: WARDEN STRIKE <target>
Slice your target with a basic lunging strike.
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Shed
DescriptionSyntax: WARDEN SHED <target>
Drive your blade under their flesh and shed it off, causing them to bleed and delivering it a venom. The amount of bleeding done will be determined by the penetration stat of your weapon.
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Coil
DescriptionSyntax: WARDEN COIL [ALL]
Swing your weapon in a coiling arc, thrusting everybody too close to you to the ground. This will only hit people who have attacked you recently unless you choose otherwise.
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Lacerate
DescriptionSyntax: WARDEN LACERATE <target>
Attack your target and twist with the motion to bring your blade around for a second strike.
DetailsTarget Location Same location
Weapon Damage Modifier 42%
Weapon Damage Modifier (Denizen) 45%
Weapon Trauma Modifier 42%
Endurance Cost (Per Slash) 20
Set Weapon Speed Range 2.50 to 3.20 seconds
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Bypass
DescriptionSyntax: WARDEN BYPASS <target>
Like raze, this will destroy any protective auras and abilities that may prevent you from striking your target. However you will additionally strike at them afterwards with your weapon.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defence -
Constrict
DescriptionSyntax: WARDEN CONSTRICT <target>
WARDEN TWIST
WITHDRAW WEAPONWhen an enemy is prone, you can drive your blade through their chest, constricting their moments upon the blade.
You may then twist the blade, brutally shredding their insides for heavy damage. The damage will be increased based upon how much trauma their torso has.
If they are entangled or bound, then your blade will cut through their bindings and free them when you twist your weapon.
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Encircle
DescriptionThis ability is passive.
When an enemy that is afflicted by dizziness dodges your Serpent-technique attack, you will have a chance to hone in on them and still leave a small wound. This will deliver any effects upon the blade.
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Terrorize
DescriptionSyntax: WARDEN TERRORIZE <target>
Distract your target and then feint towards them, sending them stumbling backwards to the ground. If the target is mounted, you will spook their steed and cause them to be thrown to the ground.
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Sidewind
DescriptionSyntax: WARDEN SIDEWIND
Weave through the crowd with swift movements, slashing everybody that you pass. You will hit everybody that is in the room three times over a short duration.
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Destruction
DescriptionSyntax: WARDEN DESTRUCTION <target> <LEFT|RIGHT> <ARM|LEG>
Bring forward the results of your planned strikes against the target, amputating their weakened limb when the opportunity presents. Striking the severed limb with any targeted attack will open the wound and cause profuse bleeding.
Your target must have a mangled limb in order to amputate it.
Ancestry
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Renown
DescriptionSyntax: ANCEST RENOWN
See how high your renown stands amongst the ancestors.
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Trial
DescriptionSyntax: ANCEST TRIAL
ANCEST REGATHER
Additional commands:
ANCEST LUNGE
ANCEST DUEL <target>
ANCEST BANISH
Engage in a combat trial against the Serpent clan. You can empower the ancestral mark using some of your lifeforce, allowing ancestral spirits to manifest and engage you in combat. Defeating these spirits will increase the standing of your renown with the ancestors.Two types of ancestral spirits will manifest:
- a warrior of the Serpent clan
- a champion of the Serpent clanIn order to combat them, you will have three skills:
Lunge - This will hit up to five random spirits in the location.
Duel - Challenge a target to a one on one exchange, heavily damaging them.
Banish - Drive out all warriors, leaving only champions behind. You will not gain renown for this.
Lunges are better suited against warriors, while duels are far more effective against champions. To use these abilities, you must be wielding a weapon of the Serpent clan.Additionaly, undergoing the trial while in an ancestral crypt will add a small bonus to your successful attempts.
When you wish to end the trial, simply regather the power back into your ancestral mark. -
Deathsight
DescriptionSyntax: DEATHSIGHT [OFF]
Using this ability, you will be linked with the Underhalls, allowing you to sense those who perish and pass through it. -
Inherit
DescriptionSyntax: ANCEST INHERIT
Should you be in desperate need of a weapon, the ancestors will bequeath you one of their own. While these ancient weapons are nowhere near as effective as a modern weapon, it will serve your needs. These weapons are bound to the bone crypts, and will not last a long time outside of them.
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Mark
DescriptionSyntax: ANCEST REGATHER
ANCEST ACKNOWLEDGEThe ancestral mark is your connection to the ancestors, allowing you call upon their powers even outside of the range of the bone crypts. Should you be focusing the power of your ancestral mark somewhere, you can regather to bring the power back and end whatever it was being used upon.
You can also acknowledge the ever-present nature of your ancestors.
If you have yet to obtain the ancestral mark, you must go to Griana and RECEIVE ANCESTRAL MARK FROM GRIANA.
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Manifest
DescriptionSyntax: ANCEST MANIFEST
By parting with a portion of your soul, you can manifest one of the ancestors temporarily to perform basic tasks and abilities within the Communion skill, so long as you possess no active spirit. Using SIMUL DISMISS upon it will cause the ancestor to depart, just as you would a normal simulacrum.
If you are within a fighting pit or using the classpick arena mod, then the simulacrum will have its level boosted to 10 and your spirit hound will have access to any simulacrum trait.
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Distort
DescriptionSyntax: ANCEST DISTORT
Renown cost: 50Bid the ancestors to distort your appearance, shrouding your activities. You will be able to leave and enter a location without notice, plus a few other common actions will be hidden.
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Cacophony
DescriptionSyntax: ANCEST CACOPHONY [direction]
Call upon the ancestors to release their thunderous warcry, instilling fear and amnesia in your enemies.
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Overrun
DescriptionSyntax: ANCEST OVERRUN <target>
The ancestors will overrun your target with a flurry of strikes, dealing magical damage. When used against an adventurer, the damage will be staggered into three strikes.
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Victory
DescriptionSyntax: ANCEST VICTORY <ON|OFF>
ANCEST VICTORY <corpse>With this defence on, you will gain renown whenever you slay an enemy. You can also mark a corpse, claiming victory over it that way instead.
When used on a denizen, it will only work against those that were sentient.
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Discern
DescriptionSyntax: ANCEST DISCERN <target>
Renown cost: 10Request the ancestors to discern the location of another. This ability will reveal the location of another, no matter where they might be within the realm.
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Spur
DescriptionSyntax: ANCEST SPUR
The ancestors will plague the minds of your enemies with a haunting visage, inflicting psychic damage upon them. The damage dealt will scale to the amount of soul that has been displaced from your victim, increasing significantly if more than 50% of their soul has been displaced.
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Intercept
DescriptionSyntax: ANCEST INTERCEPT [target]
Renown cost: 50Request protection from the ancestors and they will send an ethereal weapon to deflect attacks upon the specified target. If no target is supplied, then the protection will be granted to yourself.
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Diminish
DescriptionSyntax: ANCEST DIMINISH <target> [LEFT|RIGHT]
The ancestors will diminish the efficacy of your target's weapons, temporarily lowering the amount of damage it does. This will scale depending on how much of the target's soul has been displaced.
Cooldown: 5 minutes
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Anoint
DescriptionSyntax: ANCEST ANOINT <weapon>
UNANOINT <weapon>
Renown cost: 50Anoint your weapon with the memories of death, causing a 40% chance of frost when you land a blow upon another. This chance will be doubled if they have fallen. You will be unable to make use of venoms while your weapon remains anointed.
Anyone may unanoint their weapon to remove the effect.
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Harrow
DescriptionSyntax: ANCEST HARROW <target>
Renown cost: 100The ancestors will assault the target's psyche with harrowing visions, dealing a small amount of magical damage and forcing them to relax two defences that do not originate from themselves.
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Safeguard
DescriptionSyntax: ANCEST BLESSING SAFEGUARD
ANCEST REGATHERThe ancestors will bestow their blessing upon you, increasing your resistance to physical attacks.
Your mark's power will be expended upon this blessing, preventing certain other abilities. You must regather power to end the blessing if you wish to use it elsewhere.
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Spear
DescriptionSyntax: ANCEST SPEAR <target> <ARMS|LEGS>
Renown cost: 100The ancestors will open wounds in your target's arms or legs, resulting in both being crippled from a single blow.
Cooldown: 20 seconds
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Seance
DescriptionSyntax: ANCEST SEANCE
Renown cost: 80The ancestors will whisper to you of the dead, letting you know who roams the lands as a soul or are being reformed by the earth.
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Clarity
DescriptionSyntax: ANCEST CLARITY
Renown cost: 80The ancestors will grant your mind greater clarity, protecting you from others forcing you to perform an unwanted action for a single time.
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Suffuse
DescriptionSyntax: ANCEST SUFFUSE <HEALTH|MANA>
Renown cost: 100Beseech the ancestors for aid, restoring either your health or mana. They can raise your health and mana above their maximum, however it will have a diminishing effect the further you extend beyond it.
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Affirm
DescriptionSyntax: ANCEST AFFIRM
Renown cost: 150Call to the ancestors and ask them to affirm who is standing with you. This will reveal everybody in your current location, no matter their elevation or how they might choose to hide.
You can also detect beings out of phase with reality using this ability, however you will not know who or how many.
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Guidance
DescriptionSyntax: ANCEST BLESSING GUIDANCE <weapon>
ANCEST REGATHERThe ancestors will bestow their blessing upon you, guiding the selected weapon's strikes to amplify its damage.
Your mark's power will be expended upon this blessing, preventing certain other abilities. You must regather power to end the blessing if you wish to use it elsewhere.
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Expel
DescriptionSyntax: ANCEST EXPEL <target>
Renown cost: 50Quickly displace someone's soul at a far faster pace than your weapons would. Using STOP or doing most actions will stop the process.
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Offering
DescriptionSyntax: ANCEST OFFERING
Renown cost: 100Spill some of your blood as an offering to the ancestors, gaining a boon that will bolster the next weapon attack you land against an opponent. This will increase the damage of the strike and briefly stun them for one time only.
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Ward
DescriptionSyntax: ANCEST BLESSING WARD <armour>
ANCEST REGATHERThe ancestors will bestow their blessing upon your armour, reducing all incoming magical damage.
Your mark's power will be expended upon this blessing, preventing certain other abilities. You must regather power to end the blessing if you wish to use it elsewhere.
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Invocation
DescriptionSyntax: ANCEST INVOCATION
ANCEST REVOKEYou may invoke the power of all three ancestral blessings at once, though the effects gained from this are halved. You must revoke the invocation when you wish to return the energy to your mark.
See the abilities Guidance, Ward, and Safeguard for more information on these blessings.
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Bolster
DescriptionSyntax: ANCEST BOLSTER
Renown cost: 60Call upon the strength of the ancestors to bolster your fortitude, increasing your constitution by a single point.
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Alertness
DescriptionSyntax: ANCEST ALERTNESS <ON|OFF>
Renown cost: 50Attune yourself to nearby movement and detect passage through surrounding locations.
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Condemn
DescriptionSyntax: ANCESTRY CONDEMN <familiar or experiment>
This ability will allow you to try and banish a Shaman's spirit familiar, or an Alchemist's live experiment, providing it is isn't protected from harm. It is most effective when the Shaman or Alchemist are not present.
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Annul
DescriptionSyntax: ANCEST ANNUL
Renown cost: 50Purge yourself a physical affliction with ancestral assistance. Once purged, the ancestors will grant you a balance reduction for a short period of time depending on how many afflictions remain.
Look at HELP TYPES for more information on what is regarded as a physical affliction.
You will be unable to attain your ancestors' assistance should your body find itself afflicted with paralysis.
Cooldown: 18 seconds
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Carve
DescriptionSyntax: ANCEST CARVE <target>
Renown cost: 50An ancestor will answer your calls and carve away the protective barriers surrounding your victim. This will remove prismatic barriers, magical shields, and the aura of rebounding.
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Rouse
DescriptionSyntax: ANCEST ROUSE <target>
Renown cost: 1000Use your great renown to request the ancestors aid one that has fallen in battle, rousing them back to life. You must have the corpse to do this however.
If they choose to not accept the resurrection in a timely manner, then the body will crumble away.
- The ancestors can take advantage of a displaced soul for these abilities
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Apprise
DescriptionSyntax: ANCEST APPRISE <target|ME>
Assess someone's soul to see how much of it remains within their body. You can additionally check your own soul if you wish.
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Displacement
DescriptionSyntax: ANCEST DISPLACEMENT
An ancestor will share your body and channel energy through each strike of your weapon to displace your target's soul, driving a sliver of it from their body. The amount of soul displaced will scale with the base penetration stat of your weapon, with more soul being displaced the higher it is.
With their soul displaced, your target is vulnerable to stronger ancestral attacks. However, the soul is drawn to the body and they will become whole again in time.
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Inhibit
DescriptionSyntax: ANCEST INHIBIT <target>
Target soul: Below 85%
Soul restored: 5%An ancestor will poise itself to strike when your target calls forth the protection of a magical shield. Once this occurs, the ancestor will reveal itself and tear apart their magical shield.
Additionally, while under the effects of this inhibition, the target's displaced soul will not passively return to them due to time.
This ability can be performed off-balance, but consumes equilibrium.
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Ambush
DescriptionSyntax: ANCEST AMBUSH <target>
Target soul: Below 85%
Send forth an ancestor to ambush your target with a series of strike. For a short duration, the ancestor will periodically attack the target, dealing more damaged based on how afflicted they are. The duration is extended should they have less than 50% of their soul.
Cooldown: 90 seconds
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Portent
DescriptionSyntax: ANCEST PORTENT <target>
Target soul: Below 80%
Soul restored: 10%An ancestor will plague the target with an ominous portent, increasing the length of pill balance recovery, including the anabiotic pill. The duration of this effect is extended should they have less then 50% of their soul.
This ability can be performed off-balance, but consumes equilibrium.
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Engorge
DescriptionSyntax: ANCEST ENGORGE <target>
Target soul: Below 80%
Soul restored: 8%
Soul restored (when effect is triggered): 20%An ancestor will overwhelm your target with the sensation of the hunt, causing their veins become engorged to dangerous levels. While affected, the next time they are impaled they will begin to bleed profusely.
This effect may be stacked up to three times, with the entire process being consumed upon a successful impalement. However should they recover their soul in full or a period of time elapses since the first application, then the effect will fade.
The amount of bleeding caused is based upon the amount of soul missing upon the time of application, with the application that had the most amount of soul missing taking priority. It is then increased by the number of stacks applied upon being triggered. It cannot cause someone to bleed more than 2000 health points.
This ability can be performed off-balance, but consumes equilibrium.
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Debilitate
DescriptionSyntax: ANCEST DEBILITATE <target>
Target soul: Below 80%
Soul restored: 8%Call forth a debilitating curse upon your target, increasing the amount of limb damage they will receive upon the next blunt-based attack. This effect will only last for a short period of time and is consumed shortly after a successful blow.
This ability can be performed off-balance, but consumes equilibrium.
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Fissure
DescriptionSyntax: ANCEST FISSURE <target>
Ancestral power will envelop your blade as you drive it into the target's chest, creating a spiritual fissure from which their soul will rapidly escape. This effect will only work if your target has a damaged torso, and will persist until their torso is cured.
You must be wielding a weapon of the Serpent clan in order to use this ability.
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Haunt
DescriptionSyntax: ANCEST HAUNT <target>
Renown cost: 1000Target soul: Below 80%
With this feat, the ancestors will force the displaced portions of the target's soul to haunt the current area, binding it there. While their displaced soul is bound there, the target will be unable to leave the area boundaries by any means - physical or magical.
Cooldown: 180 seconds
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Elude
DescriptionSyntax: ANCEST ELUDE <target>
Target soul: Below 90%
Soul restored: 6%The ancestors will turn the target's displaced soul against them, allowing your next Bear clan technique to elude their defences, stripping their rebounding and bypassing their parry. This will last for a limited time or until it is consumed upon attack.
Note that this effect is exclusive from the effects of the Debilitate skill, both cannot be used at the same time.
This ability can be performed off-balance, but consumes equilibrium.
Cooldown: 8 seconds
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Attune
DescriptionSyntax: ANCEST ATTUNE <target> <venom to give> <trigger venom>
ANCEST ATTUNE <target> CLEARTarget soul: Below 75%
Soul restored: 15%Coordinate a powerful strike against your target with the ancestors, having them await for you to deliver the attuned venom. When that venom enters the blood stream, the ancestors will strike, releasing an extra venom and some poison damage upon your opponent.
This will last for 45 seconds, increasing to 60 seconds if your target is below 50% soul when cast. This effect is then consumed once it is triggered.
This ability may be performed off-balance, but consumes equilibrium.
Cooldown (when triggered): 30 seconds
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Sacrifice
DescriptionSyntax: ANCEST SACRIFICE <target>
While wielding one of Warding's weapons, you can attempt to end someone's life as a sacrifice to the ancestors. You may not, however, perform any actions while attempting to do so.
If their current health percent is lower than 20% plus the percentage of displaced soul, then the duration it takes to sacrifice your opponent will be cut in half.
Communion
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Simulacrum
DescriptionSIMUL BOND
- Manifest some ancestral memories into a simulacrum and bond with it. Must be used within the ancestral crypts.SIMUL LIST [<memory>]
- List all simulacrums under your command. Optionally filter by trait.SIMUL LIST DETAILS
- See a full overview of all your simulacrums.SIMUL INFO [<simulacrum>]
- View detailed information on a specific simulacrum.SIMUL SEVER <simulacrum>
- Sever your bond with a simulacrum, allowing its energy to return to nature.SIMUL <CORE|PSYCHE> LIST
- List the possible memories a simulacrum can be formed from.SIMUL <CORE|PSYCHE> <memory>
- View more information about a memory.You may only have up to twenty simulacrums bonded at once.
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Naming
DescriptionSyntax: SIMUL NAME <simulacrum> <name>
Give your simulacrum a unique name to help identify it in battle. Renaming it, should it already have a name, will cost 1,000 gold to do so.
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Discipline
DescriptionThe below are some basic commands you can do with your simulacrum while it is on active duty with you.
SIMUL GLANCE [simulacrum]
- Glance to your simulacrum's current location.SIMUL RECALL <simulacrum>
- Recall a simulacrum from its rest to active duty. Can be used anywhere.SIMUL DISMISS <simulacrum>
- Relieves a simulacrum from active duty, sending it to rest within the bone crypts. Can be used anywhere.Simulacrums can also be ordered like most other loyal entities, as outlined in HELP LOYALTY, although they will not attack on their own. They will require special commands on your behalf.
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Rally
DescriptionSyntax: SIMUL RALLY [ALL|simulacrum]
Rally your simulacrum, bringing them back to your side. You can also issue the command to a single, specified simulacrum. Your simulacrums must be manifested in order to be rallied.
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Divine
DescriptionSyntax: SIMUL DIVINE <target>
If the target is in the same area, your simulacrum will be able to divine their location and report to you where they are.
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Identify
DescriptionSyntax: SIMUL IDENTIFY
Your simulacrum will investigate any recently spilled blood in the room and identify who it belongs to.
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Excavation
DescriptionSyntax: SIMUL DIG
SIMUL BURY <item>Your simulacrum is capable of burying items for you, or digging things back up again.
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Eternal
DescriptionThis ability is passive.
Your bond with your simulacrums is now strong enough that you are able to maintain their existence even after their energies have been forcefully dispersed. Should this happen, they will eventually reform in the bone crypts after a period of time, however they will lose some of their accumulated experience.
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Flanking
DescriptionSyntax: SIMUL FLANK <ON|OFF>
Your simulacrum will intercept cowardly denizens that flee before your blows, preventing their escape.
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Openings
DescriptionSyntax: SIMUL OPENINGS <ON|OFF>
When you are fighting denizens, your simulacrum will attack them when it sees an opportunity. This will in turn create an opening for you to deal additional damage to your target.
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Drills
DescriptionSyntax: SIMUL DRILLS <MAJOR|MINOR> <trait>
SIMUL CORE LIST
SIMUL PSYCHE LISTThrough the use of drills, you can draw out memories within your active simulacrum from their past life, which they will then be able to act upon. A simulacrum can have up to two core memories, and five psyche memories of your choice.
If you wish your simulacrum to have multiple memories at once, it must have at least one level for each memory you intend to draw forth. Core memories cannot be formed until the simulacrum reaches level five.
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Authority
DescriptionSyntax: SIMUL AUTHORITY <target>
SIMUL AUTHORITY CEASEGrant your simulacrum authority to act on its own, attacking the specified target without commands from you.
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Target
DescriptionSyntax: SIMUL TARGET <limb|NONE>
Direct your simulacrum to attack a specific limb when making use of the Assault ability, dealing a small amount of trauma.
Refer to AB COMMUNION ASSAULT for more information.
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Commander
DescriptionSyntax: SIMUL SWITCH <simulacrum>
You are now capable of directing up to three simulacrums during battle at once. Simply make sure you have manifested them in order to do so.
Memories will generally work with your active simulacrum only, unless otherwise specified. You will need to switch out your active simulacrum in order to make use of your full rotation.
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Report
DescriptionSyntax: SIMUL REPORT
Your bond with your simulacrum allows you to gaze through its eyes and see the lifeforce of those present with it.
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Deliver
DescriptionSyntax: SIMUL DELIVER <item> <target>
Order your simulacrum to deliver an item to someone on the same continent as you.
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Investigation
DescriptionSyntax: SIMUL INVESTIGATE <item> [target]
Your simulacrum will investigate your current room to try and locate the specified item, notifying you if anybody present carries it. You may optionally target a specific person to investigate.
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Retrieve
DescriptionSyntax: SIMUL RETRIEVE <item>
Order your simulacrum to pick up an item from its location.
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Pursuit
DescriptionSyntax: SIMUL PURSUE <target>
Send your simulacrum to hunt down your specified prey. If they are enemy of yours, your simulacrum will knock them down and stun them upon catching up to them.
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Commendation
DescriptionSyntax: SIMUL COMMENDATION <simulacrum>
Renown cost: 3000
Recognise a simulacrum's service to you before the ancestors and offer it a commendation. This will deepen your bond, maximising the simulacrum's level, and preventing it from losing experience should it perish. Commending your simulacrum will require a significant amount of renown from your ancestral mark.
Only simulacrums that have been given a commendation are eligible for customisation. -
Invoke
DescriptionSyntax: SIMUL INVOKE <minor persistent trait>
SIMUL PSYCHE LISTSome memories are deeper and more persistent than others, and not so easily drawn forth on your own. Bring your simulacrum to Osrek, one of the ancestors that resides within the crypt of the Raven clan, and they shall assist you in this task.
The same restrictions apply as listed within AB COMMUNION DRILLS if you seek multiple traits.
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Wayfinding
DescriptionSyntax: SIMUL WAYFIND <target>
Order your simulacrum to guide someone back to you. Your simulacrum will go to the target and motion for them to follow. For the next two minutes, the target will be able to PATH FIND SIMULACRUM in the room with the simulacrum to reach you.
After two minutes, the simulacrum will return to you. -
Requisition
DescriptionSyntax: SIMUL REQUISITION
Bestow a silver ancestral pendant upon your simulacrum. Silver is a great conduit for spiritual energy, and will help your simulacrum take reduced damage in battle.
Silver ancestral pendants can be created by Enchanters for your simulacrums to wear.
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Scout
DescriptionSyntax: SIMUL SCOUT
Your simulacrum will scout its surroundings, reporting to you all denizens within a five room radius.
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Veteran
DescriptionThis ability is passive.
Your simulacrums are now experts at their techniques, granting certain abilities a secondary effect should their target already be afflicted by the primary.
The following is a list below:
Toxicologist - Causes hypotension if they have blisters.
Stormwarden - Causes hallucinations if they have epilepsy.
Harrier - Causes lameness if they have weariness.
Inciter - Causes impairment if they have mania.
Chanter - Causes recklessness if they have dizziness. -
Distinction
DescriptionThis ability is passive.
You have gained distinction and recognition amongst the ancestors, and their memories are more compliant as a result. Simulacrums can now be formed with one additional core and psyche memory without their form becoming unstable, allowing for a total of three core memories and six psyche memories.
Please see AB COMMUNION DRILLS and AB COMMUNION INVOKE for more information.
- Your simulacrum may perform the following attacks
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Warcry
DescriptionSyntax: SIMUL WARCRY <target>
Your simulacrum will release a fierce warcry towards your target, draining them of their mana.
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Assault
DescriptionSyntax: SIMUL ASSAULT <target>
Order your simulacrum to engage the target, assaulting them for cutting damage.
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Advance
DescriptionSyntax: SIMUL ADVANCE <target>
Order your simulacrum to advance forth upon the target to destroy any magical shield they are protected by.
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Dirge
DescriptionSyntax: SIMUL DIRGE
The ancestors will sing a sorrowful dirge, inducing emotions in those that hear it, making their eyes water.
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Intimidate
DescriptionSyntax: SIMUL INTIMIDATE
Your simulacrum will intimidate nearby animals and lesser entities, sending them fleeing in terror.
Visual style and identity
Bestial force, savage skill, and ancestral wisdom are the hallmarks of a Warden. They emulate the warlike nature of the serpent and the wise but brutal strength of the bear. They wield their weapons as extensions of their own body and switch between fighting styles with natural ease.
When a Warden moves in for the kill, the work is quick, brutal, and efficient. They pulp an opponent’s chest or decimate them beyond the bounds of life, fighting in perfect coordination with the ancestral simulacrum beside them.
Side effects of the work
The ancestral mark a Warden bears can come with a cost. Some Wardens find that ancient memories slip unbidden into their dreams. Violent memories tend to hit hardest, especially memories of an ancestor’s death, and they surface as nightmares. It was not uncommon for older Wardens to take sedative herbs to dull their dreams. These memories can also arrive in meditative or mind-altered states.
Not every Warden experiences this, but those who do learn to live with it.
Who plays this class
The Warden fits players who want a heavy clan-warrior built around the memory of the dead. The simulacrum mechanic gives the class a unique fight-with-a-companion feel that does not come from a bonded animal (Sentinel) or a summoned demon (Executor). Your ally is a ghost shaped from a thousand years of warriors.
Roleplay-wise, Wardens tend to lean patient, solemn, and reserved. Guarding the bone crypts demands long stretches of stillness. The emulation of animal-clan combat and the isolation of crypt duty make some Wardens slightly feral in their social manner, which is on-flavour for the class.
City and guild
The Warden guild is the Pride, anchored in Duiran, the Spirit Tether’s forest city. Patron: Dhar, the Underking. The Pride houses the Warden’s sister class, the Sentinel.
Joining as a Warden commits you to Spirit. You cannot actively hold Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or the seven untethered classes. Race is independent of class, so a Warden can be played as any Aetolia race.
The Warden mirrors the Carnifex, Bloodloch’s death knights. Both are heavy martial classes built on city-defining lore. Wardens draw on the Bear, Serpent, and Raven clans and the spirits of their dead. Carnifex draw on stolen souls and the legacy of Roan Seluno. Same combat chassis, opposite ideology.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Warden profile. Or see all 32 Aetolia classes for the rest of the roster.
Sentinel
Warden’s sister class in the Pride. Skirmisher pace with a bonded animal companion. Pick Sentinel if you like the same guild and patron but prefer the faster, ranger-style chassis to heavy clan warfare.
Carnifex
The Shadow-side mirror. Death knights wielding soulstones, halberds, and bound warhounds. Same combat chassis as the Warden, opposite ideology. Pick Carnifex if the heavy-martial frame appeals but you want to play on the Shadow side as a soul-eating destroyer instead of an ancestral guardian.
Shaman
Duiran neighbor in the Praadi guild. Spirit-summoning priest of the Cycle. Pick Shaman if you want to stay in Duiran and Spirit but trade clan warfare for spirit communion and primal magic.
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