The Zealot of Aetolia

The Zealot is Aetolia’s Light-aligned martial artist, a Spirit-tethered class descended from the old Daru monastic tradition that wields Zeal (fused Tekura and Duamvi martial work), Purification (spirit-and-fire arts), and Psionics (mental conditioning), based in the Illuminai guild in Enorian.
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Enorian |
| Guild | Illuminai (Patron: Celezor, Accord of the Righteous) |
| Skill sets | Zeal, Purification, Psionics |
| Mirror class | Ravager (Shadow) |
| Sister class in guild | Luminary |
| Signature mechanic | Silver chain, focalmarks, astral projection |
| Best for | Players who want a Light-aligned martial artist with monastic discipline |
The modern Zealot emerged from the Daru monastic line, which split from the Sentaari in 97 MA and journeyed southeast to merge with the Luminaries in 452 MA, forming the Illuminai reborn. Daru martial work evolved into Zeal, fusing Tekura with Duamvi influence and Illumination’s fire to create a distinct Light-aligned combat tradition.
If you want to play a martial artist whose punches carry the weight of three guilds and centuries of merged tradition, the Zealot is the only class with that pedigree.
Origin and lore
Zealots emerge from the mainline of the Sentaari, journeying southeast in 97 MA, the year of Sahmie Rhashye’s Revelation. Forsaking the spirit-based arts of Kaido in favor of Illumination, the Zealots first organized as the Daru, a guild of light-fueled martial artists distinct from their Sentaari kin.
In 452 MA, the prophet Kayalenki dissolved the old Luminaries guild and the Daru, ordering both to merge into a new Illuminai. The Luminaries became the modern Luminary class within Illuminai. The Daru became the modern Zealot. Their arts have since evolved into a tradition noticeably distinct from both Sentaari and Luminary forebears, fusing internal and external disciplines into one unified whole.
The Illuminai is anchored in Enorian and patroned by Celezor, Accord of the Righteous. Zealots stand on the martial wing of the guild while Luminaries hold the priestly wing, sharing a temple and a faith but training in very different rooms.
Skill sets
The Zealot skill sets are Zeal, Purification, and Psionics.
Zeal is the primary martial art: punches, kicks, and the use of a silver chain. The chain is made from silver despite its low durability because of its superior ability to conduct the element of spirit, channeling Inner Spark through every strike. Tekura’s foundation merges with Duamvi-trained martial work to produce a combat style unique to the Zealot.
Purification is the fire-and-spirit art. Drawing on ambient spirit and the Inner Spark, augmented through focalmarks worn on hands and feet, a Zealot calls white fire to enact powerful displays. The Grand Flame within Enorian connects each Zealot’s practice to the gods of Spirit, anchoring Purification’s brilliance.
Psionics is the mental wing. Mental conditioning, willpower, telekinetic movement, and extrasensory perception. At the highest levels, a Zealot can shrive off the physical body and project their will into an astral form, a deceptively subtle counterweight to Zeal’s loud striking work.
Skill abilities
Zeal
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Wounds
DescriptionSyntax: WOUNDS [target]
This ability will allow you to determine how badly damaged the limbs of your opponent are. If you specify no target, then you can check your own limbs.
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Mindset
DescriptionSyntax: MINDSET <type>
The mind holds dominion over the body. Depending on your chosen mindset, you can receive a damage boost to a subset of abilities within the Zeal skillset.
The following mindsets are available to you:
Star: Increases the damage of fist-based abilities.
Sun: Increases the damage of foot-based abilities.
Moon: Increases the damage of chain-based abilities. -
Fending
DescriptionSyntax: FEND <limb> or FEND NOTHING
With quick hands, you can fend off attacks aimed at a specific limb. Both your hands must have nothing in them in order to fend off an attack.
You can fend either the head, torso, left arm, right arm, left leg, or right leg.You will be unable to fend off attacks if you become prone (see HELP PRONE). Being fallen is excluded from this list.
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Sprint
DescriptionSyntax: SPRINT <direction>
You can now sprint in a particular direction, allowing you to move through multiple rooms at once. Adventurers will only follow you if they have the ability to pace themselves, or through some other means.
DetailsMax Distance 10 rooms
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes*
Mounts Follow Yes
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires both legs functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
Cannot be used while phased.
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Endlink
DescriptionSyntax: ENDLINK <chain> <WEIGHT|POINT>
Providing you have a bar of iron in your inventory, you can attach either a weight to your chain in order to deal blunt damage, or a point to your chain to deal cutting damage.
Without this ending link you will not be able to attack with your chain.
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Flow
DescriptionSyntax: FLOW <target> <[ab] [param]> <[ab] [param]>
Your budding zeal allows you to release a barrage of flowing blows at a reduced balance cost. You may optionally include a secondary parameter, such as left or right, when the ability requires one. Only two abilities may be used at once. This can be any combination of attakcs from fist-based, foot-based, or chain-based attacks to show them your faith.
Example: FLOW VALINGAR PUMMEL LEFT PALMFORCE STRIKE
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Haste
DescriptionSyntax: HASTE [OFF]
Your physical prowess has grown to a point that you can increase your celerity greatly, allowing you to move quickly across the land. This will slowly drain your endurance while it is active however.
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Wrath
DescriptionSyntax: WRATH [EXTEND]
Unleash your zealous wrath upon those around you, granting you supernatural instincts. When someone changes their parry within your location, you will see to which limb it is shifted to.
If you choose to extend this ability, the length it'll remain in effect is doubled, however it will drain your strength temporarily by 1 point as an additional cost.
If your strength is lowered by 4 points or more, then your arms will become weak and you will no longer be able to make use of Zeal strikes that utilise the fist.
Cooldown: 30 seconds
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Disunion
DescriptionSyntax: DISUNION and REUNITE
Splinter the spirit into multiple offshoots of yourself. These offshoots retain a small amount of intelligence and will help right your balance and equilibrium every so often. Be wary however, as maintaining a splintered spirit will drain your health slowly over time.
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Swagger
DescriptionSyntax: SWAGGER
This ability will allow you to bolster your confidence, curing the paresis affliction or granting you a defence against it if you are not afflicted. However, this act requires some serious physical training, and will strain your body in a way that it will reduce your strength temporarily by 1 point each time this ability is used.
If your strength is lowered by 4 points or more, then your arms will become weak and you will no longer be able to make use of Zeal strikes that utilise the fist. Swagger will also become unusable.
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Caeveir
DescriptionSyntax: KATAS
DEMONSTRATE CAEVEIR
GRADE <person> CAEVEIRFlow through the techniques of the Zealot martial arts, drilling in motions through practice and repetition. Once mastered through grading, this will grant your fist and foot techniques extra damage against adventurers when used.
Only someone who has mastered the Caeveir kata already may grade you.
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Hackles
DescriptionSyntax: HACKLES <target> <[ab] [param]>
Silver is a brilliant conductor of the Spirit element, and your chain is perfectly suited for it. By imbuing it with the element through skin contact, your chains will rise up like hackles and can be commanded to strike utilising a secondary balance to do so without the need of wielding it.
You may only use chain-based abilities with this skill and only one at a time.
Example: HACKLES VALINGAR UPRISE
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Respiration
DescriptionSyntax: RESPIRATION [HOLD]
Relax your mind and enjoy the benefits of deep breathing, allowing you to quickly heal wounds and recover your health when using this ability.
You can also choose to hold your breath. This is a channeled action that, if uninterrupted, will heal you for additional health and restore your strength back to its original might.
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Welt
DescriptionThis ability is passive.
When striking with a fist or foot, there is a chance your blow will leave behind a welt. If it does and you strike that body part with your chain, your chain will deal a small amount of trauma to that limb.
In order to gain the bonus effect from a welt, you must use:
Sunkick -> Uprise : for a welt on the head.
Palmforce -> Descent : for a welt on the torso.
Pummel -> Wristlash : for a welt on either arm.
WaneKick -> Anklepin : for a welt on either leg.Only one welt will appear on an opponent at a time, and it will naturally heal itself after several seconds if the welt is left alone.
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Rebuke
DescriptionSyntax: REBUKE <LEFT|RIGHT> <ARM|LEG>
Utilise the defensive properties of your chain and have it coil around one of your arms or legs, protecting it from an attack that would target that limb for a single use. Upon being struck, it will emit a bright light that will knock over and stun your opponent.
Using an attack that requires your chain while a limb is protected will remove the effect.
Cooldown: 10 seconds
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Litheness
DescriptionSyntax: LITHENESS [OFF]
When using an ability that requires a channeling motion, you will no longer suffer a malus to your dodge chance while you remain lithe. There is an endurance drain associated with this ability.
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Blitz
DescriptionSyntax: BLITZ
Push your body to its limits and enter a blitz, allowing you to quickly strike up to five different enemies within your location and adjacent to you over a short period of time, crippling limbs and dealing damage in the process.
During the blitz, others will not be able to target you directly until your blitz comes to an end.
You only begin this ability with at least one visible enemy within your location.
Cooldown: 8 seconds
- You possess the following fist-based abilities
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Pummel
DescriptionSyntax: PUMMEL <target> [LEFT|RIGHT]
As long as you possess a free hand, you may pummel an opponent's arm. This will deal blunt damage and inflict trauma to the arm in the process.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 200 + 6%
Base Damage (Denizen) 427
Armour Modifier 60%
Limb Trauma Dealt 9.50%
Arm Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Palmforce
DescriptionSyntax: PALMFORCE <target> [STRIKE]
By striking an opponent with an open palm, you can knock them solidly to the ground.
You may choose to follow up with a strike after knocking your opponent to the ground. This is a channeled action, and if they remain upon the ground when it completes, you will strike them in the face and daze them.
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Clawtwist
DescriptionSyntax: CLAWTWIST <target>
By shaping your fist into a claw, you can drive it into the torso of your opponent and twist the muscle and flesh of the abdominal wall. This will deal trauma to the torso and should it be broken, it will aggravate the wound and cause extra bleeding.
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Dislocate
DescriptionSyntax: DISLOCATE <target> [LEFT|RIGHT]
Move in close to your opponent and grab one of their arms in a tight grip. Once grasped, you will apply a practiced amount of force that will pop the arm right out of its socket. If the dislocation is not healed, eventually it will suffer permanent damage and become broken.
Since this deals no damage or trauma from the attack itself, it cannot be parried by your opponent.
This skill has no effect upon a limb that is already broken.
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Twinpress
DescriptionSyntax: TWINPRESS <target>
Thrust two fingers into your opponent in order to disrupt their spirit with a pulse from your own - causing the rapid onset of limb stiffness and muscle spasms. While this deals no damage or trauma, it cannot be parried by your opponent.
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Direblow
DescriptionSyntax: DIREBLOW <target>
By forming a rigid hand, you can deliver a deep and terrible blow to your opponent. This is a channeled action, and should it succeed, it will deliver a deep wound that will turn ordinary bleeding into deep bleeding. If it is interrupted by your own fault or other means, a weaker blow will occur that will leave behind a light wound that will slightly increase the amount of bleeding caused when bleeding occurs.
- You possess the following foot-based abilities
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Wanekick
DescriptionSyntax: WANEKICK <target> [LEFT|RIGHT]
Send a powerful waning kick towards the leg of your opponent, causing blunt damage while dealing trauma to that limb.
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Sunkick
DescriptionSyntax: SUNKICK <target>
Make use of your feet and launch a spinning kick that strikes their head. This trauma to the skull will leave their thoughts plodding slowly along as well as inducing acute dizziness and stupidity.
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Risekick
DescriptionSyntax: RISEKICK [target]
If you have been tripped or otherwise fallen to the ground, you may rise up with a swing of your legs and use the momentum to deliver a kick to stomach. This will upset their balance and deliver a small amount of trauma to the torso.
If you supply no target, then you can simply kick yourself up from the ground, regardless if you were tripped or not.
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Heelrush
DescriptionSyntax: HEELRUSH <target> <bodypart>
Execute three consecutive kicks against an opponent, damaging the body part of choice in the process. You may not perform any action that utilises balance or equilibrium during this sequence, otherwise the attack will be interrupted. Each strike will deal more damage and trauma than the last, and the final hit will leave them stunned.
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Edgekick
DescriptionSyntax: EDGEKICK <target>
Thrust the solid edge of your foot against their blasphemies, causing a crippled throat and leaving them a stuttering mess as you attack their head.
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Dropkick
DescriptionSyntax: DROPKICK <target>
Send a vicious kick into the side of the head of your target. They must be fallen and both arms must be amputated so that they cannot protect their head.
If you meet the requirements necessary, you will crumple their head and instantly kill them.
- You possess the following chain-based abilities
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Anklepin
DescriptionSyntax: ANKLEPIN <target>
A sudden spiraling motion will allow you to deliver a low blow with precision, directly into their ankle. The sore ankle will cause trauma to both of their legs when they move between locations.
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Jawcrack
DescriptionSyntax: JAWCRACK <target>
Aim for your opponent's jaw and strike it with your chain. This heavy attack will give them watery eyes.
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Descent
DescriptionSyntax: DESCENT <target>
Aim your chain to strike their back by having the length of the chain wrap upon their shoulder and swing downwards into their spine. The pain inflicted will cause intense backstrain, dealing trauma to their torso when they stand up from the ground.
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Wristlash
DescriptionSyntax: WRISTLASH <target>
Lash your chain in such a manner that it will strike the hands of your opponent, leaving them with a sore wrist from the impact. When that opponent parries an attack, it will cause trauma to both of their arms.
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Trammel
DescriptionSyntax: TRAMMEL <target>
Coil your chain tightly around an arm that is currently mangled, then with the power of your trained strength, rip it completely free of its socket. This will amputate the arm in question, starting with the left.
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Rive
DescriptionSyntax: RIVE <target>
Coil your chain around your opponent, and then pull it back with a sharp yank to shred their flesh. This motion will deal some damage and cause them to bleed.
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Uprise
DescriptionSyntax: UPRISE <target>
Whip your chain toward your opponent's chin, snapping their head back and causing whiplash. This will cause damage to the head each time they sip an elixir.
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Whipburst
DescriptionSyntax: WHIPBURST <target>
Send your chain directly at your target in order to whip them. If used in tandem with the Hackles ability, then the tip will burst into flame upon contact and deal fire damage instead.
Please see AB ZEAL HACKLES for more information on the Hackles ability.
Purification
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Focalmark
DescriptionSyntax: ENACT FOCALMARK
This powerful branding will grant you focus for your spiritial energy, forming at your hands and feet. It is through these marks that you can then enact feats of will, such as conjuring flames or amplifying the spirit. Without it, you will be unable to enact your purifying strikes.
This defence will also provide a measure of resistance against fire damage for as long as it is active.
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Ignition
DescriptionSyntax: ENACT IGNITION <item>
Burn an item in your inventory with your flames, turning it into little more than ash.
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Scorch
DescriptionSyntax: ENACT SCORCH <target>
Thrust your fist forward to release a stream of flames that will scorch your opponent, setting them ablaze and dealing a small amount of fire damage. It will pass through any protective barriers they might have.
This ability cannot be used off-balance in tandem with Zenith against denizens.
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Purify
DescriptionSyntax: ENACT PURIFICATION <liquid>
Perform a basic act of purification and turn a liquid into crystal clear water.
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Turning
DescriptionSyntax: ENACT TURNING <target>
Turn back undead and send them to the grave. If they are simple creatures of the night then this ability will outright destroy them, otherwise it will inflict terror within them.
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Intensity
DescriptionSyntax: ENACT INTENSITY <target>
Inspect the intensity of flames upon someone in your location, although you will need to be quick as someone on fire tends not to last long!
This ability does not consume neither equilibrium or balance to use.
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Cauterize
DescriptionSyntax: ENACT CAUTERIZE [target]
With quick action, you can cauterize a wound upon your body, reducing the bleeding you might be suffering from. You may additionally choose to use this upon another within the same location as you.
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Hearth
DescriptionSyntax: ENACT HEARTH
Deliver a burst of heat into the ground below your feet, burning those who would attempt to hide in the dirt below and forcing them to surface if capable.
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Cinderkin
DescriptionSyntax: ENACT CINDERKIN
CALL CINDERKINSummon forth a cinderkin, which can attack and deal fire damage to your opponent. You must have a piece of coal in your inventory in order to do this.
You can view HELP LOYALTY for more information on how to command it.
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Suncloak
DescriptionSyntax: ENACT SUNCLOAK
Shrouding yourself in pure light will prevent others from looking directly at you, leaving them unable to discern your features or the things you wear.
The Hypersight skill will allow you to see past it. Please see AB VISION HYPERSIGHT for more information.
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Cascade
DescriptionSyntax: ENACT CASCADE <target|ME>
Release a beam of spirit energy that will slowly bounce between allies in the same location, healing them for a small amount of health and healing a random affliction. It can only bounce up to five times, at which point it will dissipate.
Bounces upon yourself will not heal you of an affliction.
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Tempering
DescriptionSyntax: ENACT TEMPERING
Enact the purification of the body by removing impurity and tempering it against physical attack. This will increase your resistance against cutting and blunt damage.
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Firefist
DescriptionSyntax: ENACT FIREFIST
For a short period, you can set your fists alight, allowing fist-based attacks to set your opponent ablaze. It will last for a limited amount of time and can be activated without cost to your equilibrium or balance.
Firefist will work with the following abilities:
Pummel, Palmforce, Clawtwist, Direblow, and Fisticuffs (Punch).Cooldown: 80 seconds
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Rejection
DescriptionSyntax: ENACT REJECTION
Only those who utilise solely their body and mind may strike you. This ability will form an aura of rebounding around you instantly, deflecting weapon attacks directed at you until destroyed or you make an agressive action.
A pending aura of rebounding from smoking a pipe will be cancelled if this ability is used successfully.
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Quicken
DescriptionSyntax: ENACT QUICKEN <target>
Quicken the temperature of fire upon another who is already ablaze, increasing the fire's intensity by three levels.
You can check AFFLICT ABLAZE for more information on increasing intensity.
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Etching
DescriptionSyntax: ENACT ETCHING <chain>
Requires a silver chain.Cleanse your chains and bless it with runic etchings that will protect you from harm. These etchings will allow you some resistance against non-physical damage while the chain is worn.
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Pendulum
DescriptionSyntax: ENACT PENDULUM <target> [REVERSE]
Twist their spirit and shift their bodypart trauma and related limb afflictions in a clockwise direction. This ability only affects the arms and legs.
For example, it will move a broken left arm to the right arm, and a broken right arm to the right leg. You may choose to do this anti-clockwise by using the reverse keyword.
Cooldown: 20 seconds
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Deflection
DescriptionSyntax: ENACT DEFLECTION
Call upon your spiritual might and grant yourself a chance to deflect incoming arrows, causing them to drop to the ground. There is another chance you will deflect them entirely, returning the arrow from whence it came.
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Heatspear
DescriptionSyntax: ENACT HEATSPEAR <target>
Strike a burning opponent, forcing the flames through their body in an impressive jet of holy fire. This will heat the flames into such a state that the ablaze affliction cannot be cured until the heatspear is.
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Discharge
DescriptionSyntax: ENACT DISCHARGE
This ability stores up damage done to you, and then when a certain threshold has been passed, it will activate and release healing energy that will restore some of your wounds.
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Infernal
DescriptionSyntax: ENACT INFERNAL <target>
Once you have broken the torso of your opponent, you can place the Seal of the Infernal upon them which will ocassionally burst into flames and set them on fire.
If you should fully damage and break any body part of your opponent while they are under the effects of the Seal, then a deadly shroud of flame will begin to form around them. When they move between locations the shroud will flare up and burn them, setting them ablaze and dealing fire damage. Additionally, if they try to form a magical shield, then the fiery shroud around them will burn it down and remove it.
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Zenith
DescriptionSyntax: ENACT ZENITH
Begin to store heat within your body, which will slowly build until it reaches a tipping point. Once this point is reached, you will cure one random affliction, and certain abilities will no longer require balance for a limited amount of time.
This state can be reached sooner by moving between locations, as long as it isn't the direction you just came from and you are not fleeing combat.
Once you have reached your zenith, the following abilities will no longer require balance:
Focalmark, Scorch, Cauterize, Heatspear, Infernal, Quicken, and Pyromania. -
Exudation
DescriptionSyntax: ENACT EXUDATION <target> <affliction>
Remove a random-curable affliction from the spirit of another. This affliction will then take physical form in the shape of an orb. You can then THROW the orb at someone to inflict another with the affliction you just removed, which will be masked in the process.
Please see HELP RANDOM CURES for what is considered randomly curable.
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Immolation
DescriptionSyntax: ENACT IMMOLATION <target>
Unleash a devastating blaze of holy flame upon your opponent, stirring the existing flames around them into a swathe of crackling flame that will completely incinerate them, leaving behind naught but ash. In order for this to succeed, the target must be ablaze and possess at least twelve stacks of intensity.
You can check AFFLICT ABLAZE for more information on flame intensity.
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Dwindle
DescriptionSyntax: ENACT DWINDLE
Place a powerful effect over your location, draining the spirit of any who enter it and lowering their max health, mana, and limb health by half. Although powerful, this effect can be broken by speaking the word 'Esondae' out loud.
This ability does not alter your current health and mana, only the maximum values.
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Pyromania
DescriptionSyntax: ENACT PYROMANIA
Stomp your foot into the ground and cause eruptions of volcanic flames to jet up from the ground. These eruptions will strike enemies within your location periodically, dealing fire damage, and the effect will follow you as you move.
If one of their legs are crippled, then the heated air ejected from the ground will unbalance and knock them over. If they are shielded, then it will destroy the shield under the heat.
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Gauntlet
DescriptionSyntax: ENACT GAUNTLET <target>
This powerful ability will bind your two spirits together in an unyielding dance of death. Neither may escape until the other is dead. In order for this effect to become binding, the challenged must AGREE to the terms, otherwise little will come of it.
Both parties must have near full health in order to enact and agree to the terms.
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Symbiosis
DescriptionSyntax: ENACT SYMBIOSIS <target>
Through steadfast zeal, you may help hone the mind, body, and soul of a living mortal, scourging sin and shadow amidst the Grand Flame until they serve as a living conduit of Spirit. At the completion of this process, this individual shall become vessel to an entity of Spirit, a dual-natured being known as a duamvi. The Spirit-symbiote shall maintain the flow of Spirit, preventing it from overwhelming and destroying the newly-made duamvi.
The process of symbiosis must be performed before and within the Grand Flame - no lesser vahait shall do.
This skill requires you to be a part of the Illuminai guild, or to be sanctioned by the guild, in order to successfully use. You are able to use this while you are in a different class, providing that you maintain ownership over this skill.
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Purgatory
DescriptionSyntax: ENACT PURGATORY
This powerful ability allows you to open a gateway to a realm betwixt Prime and Spirit, imprisoning those that would strike others in its location.
First you must begin the ability by enacting it, which will require you to call out to the beings of the beyond. During this time you may not make any actions that consume balance or equilibrium, or your focus will be lost.
Once complete, all those within your location that have committed an act of violence within the last minute will be drawn into the Halls of Purgatory where they will be trapped. Although strong against spirits, the prison cannot hold living mortals forever, and can eventually be escaped from.
Psionics
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Might
DescriptionSyntax: PSI MIGHT
Measure how much psionic energy you have. The amount you can have is proportional to the max amount of mana you can have at any one time. Abilities will generally either generate psionic energy, or consume it.
Based upon the percent of psionic energy you hold, your abilities will be altered in strength. The lower it is, the faster the move becomes and the less damage they deal, where as the higher it is, the more damage it will deal and the slower it will become.
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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.
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Aura
DescriptionSyntax: PSI AURA <target>
View the aura of another providing they remain within sight of your location.
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Waves
DescriptionThis ability is passive.
When meditating or sleeping, you will be able to see the actions and words of others as though you were fully aware.
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Regulate
DescriptionSyntax: PSI REGULATE <1-200%>
This ability will allow you to regulate your psionic energy, as so it does it not overwhelm you or completely leave you. Once a value is specified, it will passively shift your psionic energy to your desired value.
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Locate
DescriptionSyntax: PSI LOCATE <target>
Locate another with a simple wave of your hand, revealing their surroundings to you and others in your location.
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Fetch
DescriptionSyntax: PSI FETCH <target>
Form a wreathe of psionic energy to fetch someone within the area and bring them to you. You will be unable to grasp someone who is protected by the cloak defence.
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Flash
DescriptionSyntax: PSI FLASH
Release a powerful burst of psionic energy as bright light, causing flash blindness in all those present for a few seconds.
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Harmonize
DescriptionSyntax: PSI HARMONIZE
Providing you have set a value with Regulate, you may actively harmonize your psionic energy. This will shift it towards your desired value by consuming your equilibrium.
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Medium
DescriptionSyntax: PSI TELL <person> <message>
REPLY <message>This ability allows you to speak with someone who has recently died, providing they linger within the Underhalls. They will not be able to communicate with you unless you initiate communication with them first. In order for one of the dead to speak back with you, they must make use of REPLY.
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Neutralise
DescriptionSyntax: PSI NEUTRALISE <target>
Simple psionic gifts are no match for a master of the arts. With a simple gesture, you can remove defences that protect the mind from psychic attack. Additionally, it will nullify the effects of the levitation and speed elixir.
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Lance
DescriptionSyntax: PSI LANCE <target>
A basic psionic attack for offensive use against others. This ability will allow you to form a psionic lance of magical energy, that you can then hurl at an opponent and deal magical damage to them, even if they are adjacent to you.
The damage is additionally increased for each ability your opponent has on cooldown that is counted in seconds.
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Hold
DescriptionSyntax: PSI HOLD <item>
Much like having a third arm, you can use your psionic might to cause an item to follow behind you. How heavy of an item you can hold is dependant upon your intelligence stat.
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Dull
DescriptionSyntax: PSI DULL <target>
Reach out with a light touch of psionic energy and dull your opponent's mind, inflicting them with indifference. This touch is light enough that its effects will go unnoticed.
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Recover
DescriptionSyntax: PSI RECOVER
Focus your mind and cleanse it of extraneous thought, removing a random mental affliction should you have one.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
Cooldown: 20 seconds
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Deprival
DescriptionSyntax: PSI DEPRIVE <target>
Deprive another of their spatial refuge, leaving them mentally trapped without safe haven. This will afflict them with both agoraphobia and claustrophobia at the same time.
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Psychometry
DescriptionSyntax: PSI TOUCH <item>
Providing it is within your inventory, you can find out who was the last person to hold the item in question.
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Flight
DescriptionSyntax: PSI FLIGHT and LAND
Utilising your psi, you can lift yourself from the ground and take flight into the skies.
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Absorption
DescriptionSyntax: PSI ABSORB <target>
Absorb a resource from your opponent, regenerating some psionic energy in the process. What resource this ability will drain will depend on the class of the target.
What it will drain is based on the below:
Alchemist - Volatility.
Archivist - Bio energy.
Carnifex - Stolen soul.
Ravager - Ego.
Revenant - Shadow essence.
Shaman - Primal energy.
Templar - Blade charge.
Teradrim - Sandstorm power.
Tidesage - Apparition power.
Monk - Kai energy.
Predator - Absorbed magic.
Voidseer - Insight.
Warden - Displaced soul.
Wayfarer - Fury.
Zealot - Psi.If the none of the above applies to the opponent, then it will drain their mana.
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Fathom
DescriptionSyntax: PSI FATHOM <target>
Gain complete understanding of another and probe their strengths and weaknesses. This will allow you to see their current resistances plus a few other tidbits of information.
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Vacuum
DescriptionSyntax: PSI VACUUM <target>
If your opponent is above you, you may remove the space between you and them and bring them crashing to the ground. This will break both their legs in the process.
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Warning
DescriptionThis ability is passive.
When someone attempts to seek out your location with an ability, you will feel their gaze for the moment it takes for them to gather the information needed to reveal where you are.
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Shock
DescriptionSyntax: PSI SHOCK <target>
Direct a psionic shock at a target in your location, allowing it feed upon a mental ailment in order to deal psychic damage. This will cure the mental affliction in the process. You may perform this action while off balance.
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Dread
DescriptionSyntax: PSI DREAD
Utilising your psionic might, you can release a wave of negative energy throughout your location, inflicting your enemies with fear.
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Sliver
DescriptionSyntax: PSI SLIVER <target>
Detection difficulty modifier: 0%Keep track of your opponent by implanting a small sliver of your psionic might upon them through a subtle touch. This tiny signature of yours will allow you to tell when they are near by, as well as allow you to hear their thoughts when they use the THINK command. It will fade on its own after a period of time, but only if they are not in the same location as you.
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
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Mindspark
DescriptionSyntax: PSI MINDSPARK
Most rarely utilise the full potential of their mind, but a well trained psionic knows how to tap into that potential. With this ability, you can spark up your mind and make your thoughts more clear, granting you a bonus to your intelligence.
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Tether
DescriptionSyntax: PSI TETHER <target>
By forming a psionic bond with your target, you can cause it to snap with amazing force should your opponent try and escape from you, dealing psychic damage. It will only snap once they or you move more than two locations from each other.
If it is the opponent who snaps the tether, then they will be knocked unconscious and the damage is increased.
Cooldown (when triggered): 10 seconds
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Riftwalk
DescriptionSyntax: PSI RIFT <dead target> and ENTER GATEWAY
Tear open a rift to the location of someone's dead body, which you can then enter.
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Bending
DescriptionSyntax: PSI BENDING [OFF]
Through your psionic control you can turn ranged damage back on itself and reduce its effect, providing it is aimed at you from a distance. If you are in the same location as the attacker then it will be of little help.
It will also help you resist telepathic attempts to form a lock upon your mind, making their efforts take longer until they succeed.
This will drain your willpower over time in order to do so.
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Traject
DescriptionSyntax: PSI TRAJECT [RELEASE]
Leave behind a psionic imprint upon your current location that will traject any spoken words within it to you for a limited time.
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Torrent
DescriptionSyntax: PSI TORRENT
When low on psionic energy, you can release a torrent of your hidden potential, allowing you to increase it by 80% in trade for temporarily lowering your constitution by 2 points. This can exceed your maximum limit for psionic energy, however the excess will drain away quite quickly.
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Corporality
DescriptionSyntax: PSI CORPORALITY [OFF]
This ability will allow you to project a curtain of psionic energy that will clamp down on anyone who attempts to shed their corporeal form within your location. However the demand upon your mind to perform such a feat will tax it of mana and willpower.
This power can also be projected forth, locking down those in the same room as your astral form.
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Step
DescriptionSyntax: PSI STEP <target>
Cross short distances in a single step, allowing you act immediately once you've moved. You can travel up to three rooms away by default, but this can be further changed up (or down) by the amount of psionic energy you have.
The monolith sigil will not block your attempts, however you may not step into a stockroom.
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Disable
DescriptionSyntax: PSI DISABLE <target> <skillset> <ability>
Disable an ability of choice with your psionic might for a temporary few seconds, if they are currently prone. You may not disable core abilities to a class such as, for example, Doublestab for an Infiltrator.
Cooldown: 90 seconds
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Projection
DescriptionSyntax: PSI PROJECTION and PSI RETURN
Additional syntax: PSI FORM <ability> [target]
Project your will from your body and travel around the world in astral form. While in this state, you will be able to speak with others and move as though normal. You also may perform a limited amount of psionic abilities while in this form.
Make sure to omit the PSI syntax from the ability when using it with form. Example: PSI FORM LANCE <target>
You may perform the following actions while in astral form:
Aura, Flash, Neutralise, Lance, Dull, Deprival, Fathom, Shock, Dread, Sliver, Traject, Step, Disable, and Corporality.You can also perform the following abilities from Vision:
Aura, Sacral, Vibrations, and Traps.You will not be able to cross into an adjacent area while in your astral form, as the distance between you and your body will be too far to maintain a connection. However, if your body stands on the threshold between two areas, you will be able to cross into it providing it is not a one-way exit.
Lastly, while in this state, your body will be vulnerable to the whims of others. Ensure that you leave your body behind in a safe location, or you can gamble the risks.
Visual style and identity
Zeal’s martial arts are characterized by powerful, precise strikes, augmented by Inner Spark and spirit to enact brilliant displays of white fire from the focalmarks on hands and feet. Light and sparks linger about them during, as well as after, the fiery evocations of Purification.
Psionics by contrast is deceptively subtle: self-defense techniques, telekinetic movement, extrasensory perception, and at higher levels astral projection. The Zealot reads as a focused, determined warrior whose violence shines with Spirit-Plane brilliance.
Side effects of the work
Spirit, the most lively and energetic of the elements, may over time shift the personality of any practitioner who draws upon it frequently. Zealots are no exception. Even calm personalities can be rendered more excitable, extreme, or volatile by Spirit’s influence, a quality that often exists in tension with the highly structured Zealot arts.
The discipline, repetition, and conditioning that Zealots practice to master their techniques also create a strong tendency to ritualize everyday behavior. Speaking a blessing before meals, particular ways of washing hands, walking home, or preparing for bed. Zealots often rely upon these routines to remain grounded against Spirit’s volatility.
Who plays this class
The Zealot suits players who want a Light-aligned martial artist with strict discipline and visible faith. The roleplay frame is monastic and focused, often alienated from the people the Zealot defends because their attention is on the art and the cause rather than on small talk.
Mechanically, the class rewards players who like martial-arts combat with brilliant magical display. Zeal’s chain work is unusual even within Aetolia’s martial classes, and the focalmark fire system gives Zealots a visual signature that no other class shares. Psionics adds a mental-warfare layer for players who want to do more than punch.
If you want a Light-aligned martial discipline that opposes undead and vampires specifically, the Zealot is built for exactly that. Purification is tuned to that fight.
City and guild
The Illuminai is anchored in Enorian, the Hammer of Dawn. Patron: Celezor, Accord of the Righteous. The guild houses the Zealot martial class and the Luminary priestly class, both descended from the 452 MA merger of the old Daru and Luminaries guilds.
Joining the Zealot ranks means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so you can play a Zealot of any Aetolia race.
The Zealot mirror is the Ravager, Bloodloch’s hellfire-fueled brawler. Both are martial-style classes drawing on city ethos. Ravager draws on Perdition and Corrupt Chaos for power. Zealot draws on Rewh’va, the Grand Flame, and the Daru lineage.
Frequently asked questions
Other classes to consider
Three classes worth a look if the Zealot profile interests you. Or see every Aetolia class for the rest of the roster.
Luminary
The sister class in the Illuminai. Spirituality, Devotion, Illumination. Pick Luminary if you want the same Enorian faith and the same guild but prefer a mace-and-shield priest with a guardian angel over a martial artist with a silver chain.
Ravager
The Shadow mirror. Brutality, Ravaging, Egotism. Pick Ravager if you want the same brawler chassis but prefer Bloodloch’s hellfire and Corrupt Chaos to Enorian’s Spirit Plane and Grand Flame.
Monk
The Sentaari monk class in Duiran. Tekura, Kaido, Telepathy. Pick Monk if you want a martial artist with a more balanced body-mind-spirit focus, untethered access, and the Sentaari monastery rather than the Illuminai’s faith-forward frame.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Zealot and play free
