Prestige Class

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List of Prestige Classes

Name Description Requirement Abilities
Champion Icon
Champion
Champions are those who seek the pinnacle of martial ability.

It was a nameless Champion of the coastal plains who finally slew the Bull-Giant of Achra.

Taking up the giant's famous axe, she wandered into the East, far beyond the world-ending sea.

25 points in Martial Powers Martial powers

Gain +1 Speed per stack of Poise IconPoise on self

On dodge, block or shrug-off:

If attack range is equal to 1:

Flame Knight Icon
Flame Knight
In the ancient war that lit the burning lands, it is said a Flame Knight wielded a greatsword forged from a dragon's breath.

A follower of Azar, he was executed during the reign of the war-queen.

His blazing sword, coveted by a pale, shapeless demon, was lost to the stars.

25 points between Fire PowersFire and Martial Powers Martial powers

Per point of Strength, if two-handing:

  • Deal +20% Fire DamageFire damage

On adjacent attack:

  • Deal 300 Fire DamageFire damage to the target

On shrug-off:

Gain +30 Armor per stack of InflameInflame on self

Shantih Icon
Shantih
The first Shantih was a Kull orphan raised in the storm temples of Achra.

A master of the "lightning-dance," she became a legendary duelist that wandered the coastal plains, gathering followers.

Her death came at the hands of an unnatural, voiceless knight, clad in violet armor, fallen from a path in the stars.

25 points between Lightning PowersLightning and Martial Powers Martial powers

Per point of Dexterity:

On attack:

On dodge:

Frost Knight Icon
Frost Knight
The Inuga Frost Knights of the high glaciers once stood against the Surtmir armies, repelling them to the crevasse-lands below with their chilling shield-magic.

The tradition was preserved as a glorification of ice, the end of depredation.

25 points between Ice PowersIce and Martial Powers Martial powers

Per point of Strength:

On being attacked:

  • Apply 5 FreezeFreeze to the attacker

On hit, if target has FreezeFreeze:

  • Deal Blunt damage to all units in a 2 tile range

On apply FreezeFreeze:

  • Apply 1 PoisePoise to yourself
Samnite Icon
Samnite
The first Samnites were bare-chested fighters of the deep forest, eaters of a magic vine.

The strongest among them journeyed to the great bouts of lost Shuppurak, where they secured renown, as few could stand against their irrepressible vim.

25 points between Life PowersLife and Martial Powers Martial powers

Per empty armor slot:

On being attacked:

  • Perform an extra attack against an adjacent enemy
  • Heal yourself for an amount equal to your Strength
Sahasi Icon
Sahasi
The Sahasi are sacred warriors of the mountain temple-lands, guardians of the artless initiates and lore-seekers, who crave the succor of mystery.

When the temple-stones were young, there was a prophetic Ur-Magus who spoke of a great war annihilating the stars; the Sahasi order was formed around this secret fear.

As they grow in strength, Sahasi often make pilgrimage to the astral wall, where they pledge to defend Achra against unknown horrors of the glimmering dark.

25 points between Astral PowersAstral and Martial Powers Martial powers

On dealing Astral / Physical damage:

  • Increase it by 3 * stacks of PoisePoise on self
  • Apply 2 PoisePoise to yourself
Death Knight Icon
Death Knight
The Death Knights were once Skeleton-thralls of a blight-prince, waging war for the gate of death.

In a far-ranging raid through Achra, the Death Knights came upon the desert of the gods, where it is said Ashem smiled, and restored their will.

The Death Knights rebelled, overwhelming their prince with heavy, relentless blows, until his corpse was finally abandoned to the whirling sands.

25 points between Martial Powers Martial and Death PowersDeath powers

On dealing adjacent Death damage:

  • Increase the damage by your Armor

On ally death / enemy death:

  • Apply 10 PoisePoise to yourself
  • Heal 50
Dianmai Icon
Dianmai
The Dianmai rose to prominence in the bouts of lost Shuppurak, where they learned to sicken their foes with a secret bare-fisted technique.

They now wander Achra as duellists and assassins, though many still worship Yu, the "poison-stone" of that doomed city; these Dianmai make pilgrimage to the tunnel-lands beneath the dawn-marshes, in the search of the legendary jade polis of Yu, that holds countless blessings and relic-prisms of subtle green light.

25 points between Martial Powers Martial and Poison PowersPoison powers

On attack, if bare fist:

On apply SicknessSickness:

On hit:

  • Deal Pierce damage to the target
    • Damage = 10 * stacks of EvasionEvasion on self
Executioner Icon
Executioner
Executioners receive their training underground, among the red-masked folk of a secret tunnel-church.

The war-queen of the burning lands, coveting the eminence of her marble palace, often used Executioners to hunt priests of Azar who fled into the mountains.

Executioners have since been feared as blood-smeared oppressors, though they bear no loyalty to any ruler, obeying only their occult creed, the "rite of slaughter," that redeems all distortions of the earth.

25 points between Martial Powers Martial and Blood PowersBlood powers

Gain bonus Armor = 5 * Strength * Main-hand Weapon Size

On adjacent attack, if two-handing:

  • Deal 500 Slash damage to the target*
  • Repeat with Blood damage

On killing an enemy:

  • Heal 100
  • Perform an extra attack against a random adjacent enemy
Mind Knight Icon
Mind Knight
The Mind Knights are noble warriors of the yellow church, trained by the master-servants to channel their willpower into martial skill.

When heliots surrounded the church and threatened its ruin, a Mind Knight chellenged the arch-heliot to a ritualistic duel.

The white sun glinted on her arcing blade, it is said, and the heliots fled in terror as their leader fell, immaculately sliced in half upon the salt waste.

25 points between Martial Powers Martial and Psychic PowersPsychic powers

Per point of Willpower, if two-handing:

On being attacked:

Pyromaniac Icon
Pyromaniac
The first Pyromaniac was a flame priest of the mountain temple-lands who discovered the secret syllable of fire, and was bestowed with an endless "heightening."

Pyromaniacs are those who seek this hidden sound, inflaming themselves through ritual acts of incineration; it was a Pyromaniac who brazenly summoned the first untamed Red Dragon from within the secret mountain.

He was devoured, it is said, and the beast, brimming with swallowed magic, rampaged into the world-ending sea.

25 points in Fire PowersFire powers

Per stack of InflameInflame on self:

  • Deal +5 Fire damage

On dealing Fire damage:

Tamasa Icon
Tamasa
When a wandering priest of Agni took refuge in the storm temples, he abandoned the destroyer-god and began worshipping Rabal, a young storm-god of cataclysm.

Rabal grants power to all who perform his ritual of immolation; those who pursued this dangerous art became known as Tasmasas.

The priest and his Tamasa followers were soon exiled from the storm temples for their recklessness as taboo-violators, for the profane act of self-incineration.

25 points between Lighting PowersLightning and Fire PowersFire powers

On stand still, if enemies live:

  • Deal Fire damage to yourself
  • Double the stacks of ChargeCharge on yourself
  • Apply 5 ChargeCharge to yourself
  • Deal 100 Fire damage in a path to 2 enemies at any range
  • Repeat with Lightning damage
  • Remove all non-ChargeCharge effects from yourself

ChargeCharge is no longer reduced on stand still

Exultite Icon
Exultite
Exultites descend from excorites, judge-executioners of the burning lands who, upon the war-queen's death, wandered purposeless into the mountains of Achra.

It is said they discovered a secret tunnel-church; the excorites took shelter, and received sacraments of blood-magic from the red-masked folk of that place.

They emerged as reinvigorated Exultites, a mysterious battle-cult, who gather sacrificial followers to one day "wage judgement" against the world-ending sea.

25 points between Fire PowersFire and Blood PowersBlood powers

On dealing damage to an ally:

On game turn / prayer, if enemies live:

  • Apply 2 InflameInflame to yourself
  • Deal Blood and Fire damage to all units in a 3 tile range
    • Damage = 10 * stacks of InflameInflame on self
Topheth Icon
Topheth
In the burning lands, when the war-queen's reign was broken, a secret coven of sorcerers fled the marble palace, traveling south to the borders of the deep forest.

Among the Lochra, they became known as the Topheths, famous for the ritual incineration of their own followers, the power to transmute life-force into waves of death; in time, the Tophetic arts were embraced by the skull-wearers of the Lochra priesthood.

However, some priests refuse to accept the Topheths, as their history in the burning lands, and true role within the marble palace, has been mysteriously lost.

25 points between Fire PowersFire and Death PowersDeath powers

On ally attack / an ally being attacked:

  • Perform a 500 damage Hit against that ally

On ally death:

  • Deal Death damage to all enemies
    • Damage to enemies = 20 * # of allies
  • Deal Fire damage to yourself
Arsonist Icon
Arsonist
The Arsonists began as an apostate-sect of grove priest who preached the ritual burning of life, to make room for fresh growth.

When the forests of the West were threatened by a rampaging firedrake, a coven of Arsonists lured the beast into the mountains, where they snuffed out its fire with charred, surging roots, summoned from their fervent prayers.

Arsonists are now honoured allies of the grove cult, restoring the forests of Achra with invogorating heat.

25 points between Fire PowersFire and Life PowersLife powers

On entrance:

  • Summon 10 Roots

On prayer:

  • Summon 3 Roots

On summon:

  • Deal 75 Fire damage in a path to 1 enemy in a 4 tile range

Roots are small stationary plants that entangle enemies.

Surtmir Icon
Surtmir
To be Surtmir once meant to pursue the sublime mixture of fire and ice, as taught by Ragna, the dead god of the frozen waste.

After a power struggle, many of the Surtmir clans, intoxicated by ice magic, became monstrous warrior-giants, forming a terrible army.

Those who keep the old ways still invoke the ancient heart of Ragna, a ruddy ember that trembles beneath the shining ice.

25 points between Fire PowersFire and Ice PowersIce powers

On attack:

  • Apply 5 FreezeFreeze to all enemies in a 2 tile range

On apply FreezeFreeze:

  • Deal Fire damage to the target
  • Apply equal stacks of ScorchScorch to the target
Hazar Icon
Hazar
When an exiled heliot of the salt waste came to the temples of the Naqui, she was welcomed into their culture of attunement, and became a renowned sage.

In time, she synthesized the fire magic of the temple-lands with her own rites of corrosion, and so arose the first Hazars, masters of the acid-ground, who patrol the western mountains, defending against monsters of the deep forest.

25 points between Fire PowersFire and Poison PowersPoison powers

On entrance / game turn:

  • Create acid terrain in a 3 tile range

On attack / stand still:

  • Heal yourself equal to the total stacks of CorrosionCorrosion on enemies on acid terrain
  • Apply 5 CorrosionCorrosion to enemies on acid terrain
Kashra Icon
Kashra
The Kashra are valiant star-warriors that sojourn beyond the astral wall to battle the champions of the Pentot, purple-masked demons of the astral dark.

Though the Pentot are numerous and powerful, they refuse to invade Achra so long as a Kashra lives, preferring the duel-festival, the honoured contest of power, glorious in the shimmering arches of night.

25 points between Fire PowersFire and Astral PowersAstral powers

On initial attack:

  • Perform 2 extra attacks against the target

On attack:

  • Remove all non-InflameInflame effects from yourself
  • Apply 3 InflameInflame to yourself
Frenzied One Icon
Frenzied One
The Frenzied Ones trace their cult to a prince-consort of the burning lands, once beloved of the war-queen.

In the depths of the marble palace, the prince discovered the red mask, a relic of Phoenix, that inflamed his spirit past all constraint.

So masked, the prince hefted his golden axe and abandoned the war-queen to wage war upon the towers of Achra, screaming, it is said, of a great path in the stars.

25 points between Psychic PowersPsychic and Fire PowersFire powers

Gain +1 Speed per stack of InflameInflame on self

Deal +5 damage per stack of InflameInflame on self

On stand still:

On stand still / being attacked:

Gothi Icon
Gothi
Gothi are devoted warrior-priests of the storm temples, called the "exquisite ones," who embody the "fine light" of the thunderbolt, sacred to Hadad.

It is said the storm temples are the greatest height in Achra; when the world-ending sea rises, the Gothi pledge to return to the blue pillars, to display their glittering art, to become the final beauty of the earth, shining against the plunge of annihilation.

25 points between Lightning PowersLightning powers

On step:

  • Deal 300 Lightning damage to 1 enemy in a 3 tile range

On dealing Lightning damage:

Stormbringer Icon
Stormbringer
When a wide-ranging Arjana came to the storm temples of Achra, on a trade journey south, he was initiated into the blue-pillared hall, and learned the ways of Hadad, the storm-god at the beginning of the world.

He became the first Stormbringer, famous among his folk; countless Granga, crawling up from the crevasse-lands, seeking to pillage Arjana wealth, were annihilated by his magic gale.

25 points between Ice PowersIce and Lightning PowersLightning powers

On dealing Lightning / Ice damage:

On game turn / divine intervention, if enemies live:

  • Deal 100 Lightning and Ice damage to all units in a 4 tile range
Alizeh Icon
Alizeh
The Alizeh arose from a sect within the storm temples, Tengu priests of Auzom, the star-wind, child of Agara.

Though Auzom's name was lost, the Alizeh tradition persevered, and in time was brought to the Qamar of the astral wall, who welcomed the cursed bird-forms of the Tengu.

The Alizeh now serve as rangers of the void, dancing swiftly along paths of blue-violet light.

25 points between Astral PowersAstral and Lightning PowersLightning powers

On step:

  • Deal 25 Lightning damage to 2 enemies at any range
  • Repeat with Astral damage

On dealing Lightning or Astral damage:

Bolga Icon
Bolga
When an Albaz traveler made pilgrimage to the storm temples, passing first through the gate of death, she was outcast for bearing the touch of blight.

In the ravine-lands far below the temples, she founded the dreaded cult of Bolga, the unedning black-clouded storm that revels in death.

25 points between Lightning PowersLightning and Death PowersDeath powers

On killing an enemy:

  • Deal 100 Lightning damage to all units in a 2 tile range
  • Repeat with Death damage
  • Apply 2 ChargeCharge to yourself

Gain +10 Armor per stack of ChargeCharge on self

Shazuza Icon
Shazuza
The Shazuza are disciples of a forgotten calamity, the "sickening thunder" that once swept the eastern desert.

The first Shazuza was a sublime Ihra, who, defying the limits of flesh, learned to beckon lighting to smite the poisoned blood of her enemies.

She became a terrible destoryer of rat-men, who, in those days, still swarmed up through the festering, many-tunneled dark.

25 points between Poison PowersPoison and Lightning PowersLightning powers

On step:

  • Deal Lightning damage in a path to all enemies with SicknessSickness
  • Perform a Hit against all enemies with SicknessSickness
    • Lightning damage, Hit damage = 20% of your Main-hand Hit
Samsi Icon
Samsi
When a storm-monk made pilgrimage to the yellow church, to learn from the master-servants there, she founded Samsi, the way of brilliance.

For many years, her "yellow lightning" would persist as an overwhelming weapon against mindhunters and heliots of the salt waste.

25 points between Lightning PowersLightning and Psychic PowersPsychic powers

On dealing Psychic damage:

  • Deal Lightning damage to the target

On dealing Lightning damage:

  • Apply 1 BlindBlind to the target
Damunja Icon
Damunja
The Damunja are assassins who trace their art to a wandering night-serpent that escaped a red-hued vortex in the stars.

When the serpent came to Achra, it taught the secrets of blood to the Damunja, along with the horror of the thunder-curse, which became their mark.

In time, the serpent lost its power of speech and flight, and withdrew into the tunnel-lands, where it was sacrificed in an Irga festival of blood.

It is said a red mist still presides in the deep chasms of the earth.

25 points between Blood PowersBlood and Lightning PowersLightning powers

On dealing Lightning damage:

  • Apply 5 BleedBleed to the target

On hit

  • Deal 15 Lightning damage to yourself
  • Deal Lightning damage to adjacent units and to the target
    • Damage = stacks of BleedBleed on self * stacks of BleedBleed on the target

You no longer take damage from any source triggered by BleedBleed and it is no longer removed with Willpower

Ormjarl Icon
Ormjarl
As the Lochra priesthood rose to power in the deep forest, they sent a contingent to the storm temples to learn the secrets of thunder-magic.

They returned with a thunderdrake whelp, which in the dim closeness of the forest grew white horns instead of wings, and became the first Blue Wyrm.

Ormjarls are masters of the Blue Wyrms, though in time many of the beasts would be stolen and raised as mounts for the rapacious Storm Knights, who covet the authority of the towers.

25 points between Lightning PowersLightning and Life PowersLife powers

On entrance:

  • Summon 3 Blue Wyrm familiars

Blue Wyrms are wingless beasts that spit lightning

On dealing Lightning damage:

  • Heal all allies for 20

On summon:

  • Deal 100 Lightning damage to 1 enemy at any range
Angiok Icon
Angiok
The Angiok are blessed priests of the Inuga, sworn enemies of the monstrous Tupilaq.

By Inuga creed, the title of Angiok is available to all wanderers, provided they submit to the ordeal of spirit, the sacred emptying of heat.

The outskirts of Inuga villages often contain the frozen bodies of failed Angioks, crouched like shrines, lost to the swirling earth.

25 points in Ice PowersIce powers

On stand still:

  • Apply 5 FreezeFreeze to all enemies in a 3 tile range

On apply FreezeFreeze:

  • Deal Ice damage in a path to the target
Ice Shah Icon
Ice Shah
The Ice Shahs are an Arba-founded cult of the northern waste, who perfect their magic of animate-ice at the foot of the high glaciers.

All around their hidden temple, it is said, spreads an enchanted tundra of cold, green-blue vines, that guards them against the bronze-masked Granga, exiles of the blue tower, who pillage from their dwelling-places deep in the crevasse-lands.

25 points between Ice PowersIce and Life PowersLife powers

On prayer:

  • Summon 8 Living Ice

Living Ice are conscious spires of ice that project bolts of frost.

On summon:

  • Create frozen vines terrain in a 1 tile range at the summoned unit

On game turn, if an enemy is on frozen vines:

  • Apply 5 EntangleEntangle to the enemy unit
  • Deal 200 Ice damage to the enemy unit

On enemy death, if the enemy is on frozen vines:

  • Summon 1 Living Ice
Mura Icon
Mura
The crystalline warren, secret burrow-temple of sorcerers and knights who covet their inward-facing meditative arts, sometimes dispatches pilgrims to the surface lands of Achra.

These are known as the Mura, mirror-summoners, who by arcane edict seek to reflect the world back upon itself, to redeem the warren's unknown mission beneath the earth.

25 points between Astral PowersAstral and Ice PowersIce powers

On entrance:

  • Summon a Pearl Mirror

On stand still, if enemies live:

  • Perform an extra attack against each adjacent Pearl Mirror
  • Summon a Pearl Mirror

Pearl Mirrors are immune to damage dealt by you

Pearl Mirrors are stationary mirrors summoned from pearls and ice.

On a Pearl Mirror being attacked:

  • You deal Astral damage to 1 enemy in a 4 tile range
  • Repeat with Ice damage
    • Damage = 20% of attacker's Hit, Main-hand if player
Dreamer Icon
Dreamer
Most Dreamers serve the goddess Mehtar, who slumbers deep within the high glaciers, guarding the world's edge with phantasms of ice.

Some, however, abstain from Mehtar's gift, choosing instead to wander Achra.

It is said a Dreamer once came to the yellow church, to challenge the psychic art of the master-servants.

A battle ensued, a great spiral of blue light, it is said, and in the fading dusk, a gently rain fell on the salt waste.

25 points between Ice PowersIce and Psychic PowersPsychic powers

On stand still, if enemies live:

  • Apply 5 DreamDream to yourself
  • Perform all of your "game turn" actions
    • Does not tick down effects
Uspori Icon
Uspori
It is said that the northern filth-valleys were disgorged by the green mother, after the first lowering of the waters, in disgust at the sudden brilliance of the stars.

In that place of wild sickness, the Uspori are those who craft a unique paralyzing poison, through a secret ritual performed in hidden caves.

Accompanied by monstrous Bukavac, the Uspori are feared skirmishers, and often stand against blight-raiders from the gate of death.

25 points between Ice PowersIce and Poison PowersPoison powers

On dealing Ice / Poison damage to an enemy in a 2 tile range:

On entrance:

  • Summon a Bukavac familiar

The Bukavac is a swift beast with a paralyzing touch.

Anqarak Icon
Anqarak
Anqaraks are feral spirits from "the lands beyond the skin."

Among the Inuga, the aspect of the Anqarak is often invoked when their territories are threatened by Ice Priests or Surtmir fanatics.

After a ritual burning of beast-fat, an anointed fighter takes on the Anqarak's long-clawed shape, and begins the sacred gathering of blood.

25 points between Ice PowersIce and Blood PowersBlood powers

On attack:

On apply BleedBleed / FreezeFreeze:

  • Apply equal stack of AnqarakAnqarak to yourself
Inuqqa Icon
Inuqqa
It was an Inuqqa of the Arjana who first stood against the Surtmir onslaught, as they poured blue-furred and monstrous from their volcano.

The Inuqqa entered a trance; in a pillar of cold blue light, death rained down on the invaders.

Though a Surtmir war-king finally triumphed, beheading the Inuqqa, a great mound of his comrades lay withered and slain upon the frozen waste.

25 points between Ice PowersIce and Death PowersDeath powers

On dealing Death damage:

  • Increase it by 1% per stack of FreezeFreeze on yourself and the target
  • Apply 2 FreezeFreeze to yourself

On kill, if unencumbered:

  • Deal 25 Death damage to all enemies
  • Remove all FreezeFreeze from yourself

You no longer take damage from any source triggered by FreezeFreeze and it is no longer removed with Willpower

Arch-Magus Icon
Arch-Magus
When hobgoblins, coveting the secrets of gold, made war upon the mountain temple-lands, it was a lone Arch-Magus who defended the pillared gate.

It is said the Arch-Magus sank into a deep trance; within moments, the hobgoblins were destroyed in a hiss of astral flame, reduced to shapeless lights, that swayed like a field of transparent violet flowers.

25 points in Astral PowersAstral powers

On stand still:

  • Perform a 100 damage Hit against 2 enemies in a 5 tile range

On hit:

On apply MeditateMeditate:

  • Deal 100 Astral damage in a path to 1 enemy at any range
Arborus Icon
Arborus
Those who pursue meditation past the body's own life-limits, it is said, receive a new form, that draws from the root of life, the first grove whose worldly presence was destroyed long ago.

Practitioners take on the shape of an ancient, divine star-tree, called the tree of Arborus, glittering with flocks of cosmic wisps, hatched from the pink stars of the night.

25 points between Astral PowersAstral and Life PowersLife powers

On stand still:

On game turn, per stack of TreeformTreeform on self up to 30:

  • Summon a Wisp

Wisps are levitating orbs of cosmic energy, prone to constant teleportation.

Ill Prophet Icon
Ill Prophet
When the green mother perished, Brud legend speaks of an "ill star" that appeared in the sky.

Ill Prophets are disciples of this star, and are said to themselves emit a strange light that warps the land itself into a glimmering, poisonous waste.

Above the filth-valleys, there is a purple-hued mountain, whose slopes were long ago lost to the work of the Prophets, who prepare for the day when their star falls to Achra, and the spirit of the green mother is revived.

25 points between Astral PowersAstral and Poison PowersPoison powers

On stand still:

  • Create strange tint terrain in a 1 tile range around yourself and at a random tile
  • Deal Astral damage to all enemies standing on strange tint
  • Repeat with Poison damage
Destroyer Icon
Destroyer
Destroyers begin their service as powerful mages of the gate of death, standing upon the dark-violet ramparts.

When a destroyer gains too much magic, enough to challenge the blight-princes, he is dressed in feathers and rags, fitted with a strange mask, and cast into the mountains above the crevasse-lands, to wage war against the Granga, who wield bronze chakrams and fear no violence.

25 points between Astral PowersAstral and Death PowersDeath powers

On game turn, if enemies live:

  • Deal 50 Death damage to all units
  • Repeat with Astral damage

On kill:

Psychonaut Icon
Psychonaut
When a Qamar sojourner came to the yellow church, she founded the cult of the Psychonauts, a hidden path by which priests could enter the stars.

This path is studied in secret, for adept Psychonauts rarely return to Achra, preffering to flit through the passages of cosmic light, fearing the encumbrance of the earth.

25 points between Psychic PowersPsychic and Astral PowersAstral powers

+3 stacks of any RepulsionRepulsion applied by you

On teleport:

On dealing Psychic damage to a unit in a 3 tile range:

  • Teleport to a random tile
  • Apply 5 StasisStasis to yourself

On dealing Astral damage:

Horror Icon
Horror
Among the Koszmar, who writhe in their nameless chasm, to become a Horror is a triumph against suffering, a whirling, shapeless power.

Those who take on the aspect of Horror are scorned by the deities of Achra, who, it is said, fear and reject all gifts from "beyond the stars."

25 points between Astral PowersAstral and Blood PowersBlood powers

On being dealt damage:

  • Apply HorrorformHorrorform to yourself equal to the damage received

On kill, if you have HorrorformHorrorform:

  • -1 charge to each known prayer
  • Deal Blood damage to all units in a 2 tile range
Venite Icon
Venite
The Venites are fighters trained in the way of poison, the "shimmering middle" that overcomes both life and death.

Though they often defend the northern filth-valleys against blight priests and wandering monsters from the frozen waste, many Venites travel the lands of Achra, teaching their discipline.

Dancing on the edge of decay, remembering the green mother, who died long ago, they sing "O cusp! O shimmering emerald cusp!"

25 in Poison PowersPoison powers

On initial attack, if the target has SicknessSickness:

  • Perform 3 extra attacks against the target

On hit:

  • Deal 100 Poison damage in a path to 3 enemies in a 3 tile range
Snakedancer Icon
Snakedancer
Authority over serpents is renowned in the dawn marshes, where monstrous Acroserpents are bent to the will of Keliots.

Legend tells of a reptilian wanderer who once passed through the marshes, strangely coloured, from the ancient Saurian clan, whose step mesmerized the serpents underfoot.

It is said the serpents followed the wanderer out of the marshes in a great slithering mass, and the Snakedancer tradition remains, coveted by the brutal Keliots that rules the whispering reeds.

25 points between Poison PowersPoison and Life PowersLife powers

Per point of Dexterity:

  • +50 Hit to Reptile allies
  • +2 Speed to Reptile allies

On step, if enemies live:

  • Summon a Serpent

Serpents are slithering poison-fanged reptiles.

On summon:

Merzot Icon
Merzot
Those who poison their own blood to "seek abomination" are called Merzot.

When the Surtmirs sought to invade the filth-valleys, it was the Merzot who drove them back, with waves of foul-smelling gore.

25 points between Poison PowersPoison and Blood PowersBlood powers

Gain +500 max Life

Add +20 to all healing

On being attacked:

  • Deal Poison damage to all units in a 2 tile range
  • Repeat with Blood damage
    • Damage = 10% of your max Life
Vengati Icon
Vengati
The Vengati are a sect of Mesmers from the ywllow church who took up residence in lost Shuppurak, where they were inspired by Yu, a goddess contained in a jade sculpture, known as the "poisoned stone"

Through the proliferation of sickness, the Vengati amplified their psychic art, though it is often said these practices sped the downfall of that great city

25 points between Poison PowersPoison and Psychic PowersPsychic powers

On dealing Psychic damage:

On ally death / enemy death:

Plaguemancer Icon
Plaguemancer
It is said that Achra was once a world of cities, strung with wide-stone paths, until the coming of plague, the destroyer of delights

Plaguemancers, in sombre covens, keep dim remembrance of this devastation

Among the Brud of the filth-valleys, Plaguemancers are well-known as prophets and terrible, nation-destroying mystics, reaching far beyond the natural indignities of death

25 points between Poison PowersPoison and Death PowersDeath powers

You become immune to applications of Plague

On apply Sickness / Doom:

  • apply 1 Plague to the target

On enemy death:

  • apply 2 Plague to all enemies
Doomsayer Icon
Doomsayer
Doomsayers are dreaded monks of the wilderness, empowered by an imprisoned cave-god of death

Scorned by the folk of Achra, Doomsayers are said to perform their gathering-rites in a secret canyon deep below the temple-lands, among the skulls of gigantic beasts from the ancient earth, that protrude mask-like from the stone

25 points in Death PowersDeath powers

On game turn / stand still / enemy attack:

  • apply 15 Doom to all enemies in a 3 tile range

On enemy death:

  • apply Doom to 1 enemy at any range equal to the stacks of Doom on the dying unit
Worm-born Icon
Worm-born
The Worm-Born follow in the ways of an exiled grove priest.

Upon facing starvation in the deep forest of the West, the priest performed a desperate life-beckoning ritual.

His body was fused with a multitude of emerald-hued worms, the swarming corpse-eaters of that wild place.

25 points between Life PowersLife and Death PowersDeath powers

On entrance:

  • Summon 10 Crawlers

On being attacked:

  • Summon 2 Crawlers

Crawlers are writhing worms with a doom-laden bite.

Per summoned ally:

  • +5 Speed
  • +50% Hit / Block
    • Scales off equipped weapons / flat DEX bonuses
Acolyte Icon
Acolyte
The Acolytes were once a sect of the Alhaja, who seek the highest piety.

Now, all Acolytes gather in a sacred yurt-city, in the desert of the gods, where they fast and burn incense, kneeling beneath plumes of dark-violet smoke.

It is said their minds are filled with death and sacrifice, pleasing to divinity, which soars above every indulgence.

25 points between Death PowersDeath and Psychic PowersPsychic powers

On entrance:

  • Grant 1 charge to each known prayer

On attack / ally death, if enemies live:

On prayer:

  • Deal Death damage to 1 enemy in a 3 tile range
  • Repeat with Psychic damage
    • Damage = Main-hand Hit
Pain Cleric Icon
Pain Cleric
Pain Clerics are clergymen of the secret tunnel-church, teaching scriptures of blood beneath Achra.

Their followers are themselves devoted to pain, which the Clerics channel into a terrible curse, often inflicted on doomed wanderers who breach the church's border-passages.

25 points between Blood PowersBlood and Death PowersDeath powers

On an ally being attacked:

  • Deal 100 Blood damage to the attacked ally

On damaging an ally:

  • Apply 5 DoomDoom to 1 enemy at any range
  • Deal 100 Death damage to the closest enemy
Briar Mage Icon
Briar Mage
Briar Mages are friends of the Briarfolk, who dwell in the secret corners of the deep forest.

They stand opposed to Bramble Priests, who hunt the Briarfolk, coveting their everliving vines.

One day, according to the Briarfolk, the first grove will return, the forest will retake the world, vines will cover the mountains, and the terrible ocean will soften into clear, nourishing pools.

25 points in Life PowersLife powers

On game turn, if enemies live:

  • Summon 2 Briarfolk

Briarfolk are human-shaped plants that entangle enemies

On summon:

  • Apply 5 EntangleEntangle to 3 enemies at any range

Increase all Physical / Poison damage by the stacks of EntangleEntangle on the target * 10

Gliva Icon
Gliva
The first Gliva was a wandering druid who, during a pilgrimage into the tunnel-lands, discovered the "hidden song" of the mushrooms, a powerful psychic communion.

Seeking to spread their faith, Glivas now wander the deep forest of the West, where they are persecuted by the Lochra priesthood, who above all worship the redemptive possibilities of violence.

The Glivas claim that one day the mushrooms will overtake the surface of Achra, and the first grove of the child-gods will be reborn in an image of fungal splendor.

25 points between Psychic PowersPsychic and Life PowersLife powers

Your summoned allies are replaced with Mushrooms

  • Inherit 20% of your max Life, doesn't work on Cadavers / Familiars

On a Mushroom being attacked:

  • You deal Psychic damage to the attacker

On being attacked:

  • Summon a Mushroom

On stand still, if enemies life:

  • Summon 2 Mushrooms at random tiles

Mushrooms are fragile stationary growths that apply Sickness.

Blood-drinker Icon
Blood-drinker
The Blood-Drinkers began as a sect of Morlocks, devoting their bodies to sacred life-thirst.

Legends still remain of their emergence, where in one howling night they glutted themselves on the vitrea of cave-folk, in the hills below the Naqui temples.

Though the sect was annihilated by a Naqui Flame Knight, their cursed, invigorating desire entered the magic of Achra, waiting for those who choose to grasp it, deep in the pull of blood.

25 points between Life PowersLife and Blood PowersBlood powers

Add +100% to all healing

-50% all resistances

On adjacent attack:

  • Deal Blood damage to the target
    • Damage = 2% of the target's max Life

On dealing Blood damage

  • Heal yourself for 10% of the damage dealt
Mesmer Icon
Mesmer
In the hierarchy of the yellow church, those master-servants who choose to venture into Achra are called Mesmers.

A Mesmer, seeking the wide lore of the earth, was traveling through lost Shuppurak when rat-men emerged from the plain and assaulted the ruined walls; there was a strange bell-sound, and, it is said, the entire force of rat-men lay down, their minds emptied, yellow-green eyes bulging in the dust.

25 points in Psychic PowersPsychic powers

+3 stacks of any RepulsionRepulsion applied by you

On stand still / dodge:

RepulsionRepulsion damage is now dealt in a path

Gain +10 Dodge per stack of RepulsionRepulsion on self

Mindhunter Icon
Mindhunter
The first Mindhunter was an initiate of the yellow church who questioned the wisdom of the master-servants, fearing the intoxication of psychic power.

Exiled to the salt waste, he was abducted by Heliots and subjected to their terrible rites of dissolution.

Against this suffering, in the furious revolt of his spirit, it is said, the exile gained the secrets of blood-magic, and thereby became a deadly assassin, the first Mindhunter, eternal enemy and brutal mirror of the disciplined Mind Knights of the yellow church.

25 points between Psychic PowersPsychic and Blood PowersBlood powers

Per point of Willpower:

  • +1 Speed

On dealing Psychic damage, if unencumbered:

  • 200% of the damage is dealt again as Blood damage to an adjacent enemy

On step:

Blood Mage Icon
Blood Mage
The Blood Mages learned their magic from Irga festivals, deep in the tunnel-lands, in the chasms above the infernal plane.

They call upon the "inner blood," a source of power, hidden in the surpassing dark.

All skin, all flesh, they say, is an overfull jar, a thing to be opened.

25 points in Blood PowersBlood powers

On apply BleedBleed:

  • Deal Blood DamageBlood damage to all units in a 2 tile range
    • Damage = 10% of your max Life

On game turn / stand still / self-damage:

  • Apply 6 BleedBleed to all enemies in a 3 tile range
Paragon Icon
Paragon
The Paragon were founded by the first, ancient king of lost Shuppurak.

It is said the Paragon-anointed army of those days was unconquerable, turquoise-armored, bristling with immaculate lances; they famously slayed a Cave Worm of the deep earth, in a battle that flattened the coastal plains.

25 points in any powers

On stand still:

On applying a non-harmful, non-transformation effect to yourself:

  • Apply the same effect to a random ally
    • Applied stacks = current stacks of that effect on you
Gallus Icon
Gallus
The Gallic order was born from the death of the Bull-Giant

Desiring the power of earth-shaking, the first Gallus wore armor crafted from the giant's dense bones

20 points in Heavyweight, or chest armor with at least 120 base Armor

+50 Encumbrance

Per point of Strength:

  • +10% Encumbrance from items

On shrug off / game turn, if enemies live:

  • deal Blunt damage to all units in a 4 tile range equal to your Encumbrance
Strijeal Icon
Strijela
There was once a nameless Stran of the Eastern desert, whose companion animal was slain by a Torch Priest.

The Stran descended on the tents of the torch-coven, her furious javelins flying in every direction; an Amir found her kneeling, grief-stricken among the impaled priests.

The name he granted her, Strijela, has since become a title of great renown.

20 points in Aim

On equipping a ranged weapon:

  • It gains "attacks area if Off-hand empty"

On attack, if attack range greater than 1:

  • Deal damage in a path to the further enemy
    • Damage = 10 * your Dexterity
    • Damage type = Main-hand weapon
Bheith Nochti Icon
Bheith Nochti
The Bheith Nochti are sacred bare-chested fighters that once roamed the desert of the gods

In the purity of the desert, it is said, they found a secret place of absolute piety; in the hissing sand, a smooth terrace of white otherworldly stone

20 points in Bheith Nocht

Per empty armor slot:

  • +100 Accuracy
  • +100 Dodge
  • +8 Speed

On prayer:

  • Permanently upgrade your Main-hand item +20 Hit (if equipped)
    • Max 1000 base Hit
  • Deal damage to adjacent enemies
    • Damage = Main-hand damage type, Main-hand Hit
Aqliyya Icon
Aqliyya
The Aqliyya are a rebel sect of the yellow church.

Devoted to mind-fighting, they wander the salt waste and the desolate western mountains as sages and bringers of justice, often battling fanatic Brungle clans that seek to raid Achra from their worm-pits

20 points in Mindfighter

On dodge / block / shrug off:

  • perform an extra attack against an adjacent enemy
    • Extra attacks use your Main-hand weapon and do not count as an "initial attack"

On adjacent attack, if two-handing:

  • perform a Hit against 1 enemy at any range
Suwag Icon
Suwag
The Suwag are wandering fighters who enchant their weapons with animate gore

It is said the first Suwag was an Albaz warrior who explored deep into the tunnel-lands where she discovered a secret church of blood; hoping to purify the weaknesses of her blade, she embraced the church's painful, transforming mysteries

20 points in Gore Cleave

On step:

On adjacent attack:

  • deal Blood damage in a straight line starting from your location
    • Damage = 50 * points spent on Blood powers
Berserker Icon
Berserker
The Berserkers are brutal fighters who roam the cold foothills of the deep forest.

In combat, they mar themselves with ice, blood, and deathly curses, known as the "three kings of violence."

Berserkers are held sacred by the Lochra priesthood, where they are anointed as living offerings to the triumphant mysteries of pain.

25 points between Martial Powers Martial powers and powers that inflict self-damage

-2 Inflexibility

On attack / kill:

  • Deal 15 Ice damage to yourself
  • Repeat with Blood and Death damage

On dealing Ice / Blood / Death damage to yourself / adjacent units:

Gain +20 Hit per stack of BerserkBerserk on self

Windblade Icon
Windblade
Windblades once roamed the Eastern desert as fighter-mystics, lending their skill to warring Amirs.

In their tradition, it is said, "No law, no heart's distemper, surpasses the nobility of thy flashing blade."

A Main-hand Slash DamageSlash weapon with at least 350 base Hit

20% chance to deal +200% Slash DamageSlash damage

On entrance:

On step, if you don't have WindstrikeWindstrike:

Starjumper Icon
Starjumper
The folk of Achra who pass into the stars are said to feel a joyous emancipation.

To the Qamar of the astral wall, this freedom is cautioned as a spiritual ailment, a fall to edgelessness.

The most ailed, the most joyful, are called Starjumpers, of those who wander the violet paths, who leap the widening dark.

20 points in any teleportation powers:

On step:

  • Teleport to a random tile
  • Apply 5 StasisStasis to yourself

On teleport:

  • Deal Astral DamageAstral damage to all enemies in a 3 tile range

Damage = your Dexterity * Willpower

StasisStasis no longer prevents you from teleporting

Uhrata Icon
Uhrata
The Uhratas of Achra are master prayer-singers, consigning their bodies to divine judgement.

It was a sect of ecstatic Uhratas who first made pilgrimage to the shores of the path, rowing magnificent ribbon-hung ships from the ruined cove of lost Shuppurak; it is said their pious song was the first offering to the shadows of the towers.

20 points in any 'chant' powers:

On killing an adjacent enemy:

  • Grant 1 charge to your first prayer

On prayer, if enemies live:

  • Deal Fire damage to yourself
  • Repeat with Astral / Ice / Poison / Blood damage
  • Repeat each instance against 1 enemy at any range
    • Damage = 5% of your max Life
Oozemancer Icon
Oozemancer
When the green mother lived, the filth-valleys were a land of oozes, shimmering emerald creatures of elemental poison.

In time, those who made pacts with the oozes became Oozemancers, and took up rulership of the filth-valleys.

With the rise of the gate of death, the power of the oozes faded, though rare Oozemancers still wander the dim, poison mists.

20 points in any ooze powers:

On enemy death / game turn, if enemies live:

  • Summon an Ooze

On attack / stand still:

  • Allied Oozes perform an extra attack against an adjacent enemy

Allied Oozes gain Revenge; they perform an extra attack on ally death

Oozes are writing elemental masses that smother enemies with sickness and corrosion.

Necromancer Icon
Necromancer
Necromancers are those committed to the lore of reanimation, of death-from-life.

Desiring power, or striving for their own ends, they often stand opposed to edits passed by the gate of death, and for generations have been hunted by its blight-princes.

20 points in any undead powers:

On game turn, if enemies live:

  • Summon 2 Skeleton Warriors

On an ally being killed by an enemy:

  • Perform a Hit against the killer
    • Hit damage = 20 * # of allies

Skeleton warriors are armored undead that fight with curved slashing blades.

Liturgist Icon
Liturgist
In the mountain temple-lands of Achra, Liturgists are those who lead and combine the element-cults.

They are followed by great crowds of zealots, who yearn to one day gather in the sacred pillars, streaked with violet, astral light.

20 points in any 'cult' powers:

On entrance:

  • Grant 1 charge to each known prayer

On prayer:

  • Allied Priests gain +5 Speed and +100 Hit

On summoning a Priest, if enemies live:

  • Summon a Worshipper familiar

Worshippers are enthused servants that deal astral damage to themselves.

Elementalist Icon
Elementalist
It was an Elementalist who conjured the first temple of Achra, fabricating it from the young mountains and dedicating it to Spectra, the vanished goddess of rainbows, birth and the once-living sea. The temple is now considered nameless and lost, buried by the new deities of the temple-lands or, according to certain sages of the wilderness, hidden under the towers of the path.

In the distortion of the ages, it has become increasingly rare for a true Elementalist to rise from the kinetic arts, though aspirant cultists often claim this title.

20 points in any 'kinesis' powers:

Your Accuracy and Hit from attacks is limited to 20

Deal +10% non-Physical damage per point of Willpower

On attack, per kinesis power:

  • perform a Hit against the target

On stand still, per kinesis power:

  • perform a Hit against 1 enemy in a 4 tile range

Hit damage = 20 * points spent on 'kinesis' powers

Torturer Icon
Torturer
Torturers, it is said, first learned their art of the "sacred agony" from an exiled Slagh priest, who fled the deep forest for the safety of the winding mountains.

Though Torturers are often shunned in the temple-lands, they remain unmatched in subduing the giant Obars that rampage from the tunnels, who obey nothing but pain.

20 points in any 'master' powers which bestow harmful effects:

Willpower no longer removes harmful effects from you

On stand still:

On applying a harmful effect to yourself:

  • Apply the same effect to 1 enemy at any range
    • Applied stacks = current stacks of that effect on you
Beastmaster Icon
Beastmaster
Beastmasters are trainers of rare beast-familiars who once served as arch-priests within the walls of Mardok's stone city.

In lost Shuppurak, the Beastmasters gathered for a tournament of might, but were attacked by fire-pledged assassins from the burning lands, who coveted their Brass Dragons.

The Beastmasters have since abandoned civilization, wandering the mountains and wild-places as duelists.

20 points in any beast familiar powers:

On entrance:

  • Summon a powerful beast depending on your highest-level beast familiar, Life / Hit multiplied by Glory / 5
    • Brass Dragon - Red Dragon
    • Quartz Tortoise - Grika
    • Garnet Spider - Tsuchigumo
Shapeshifter Icon
Shapeshifter
Long ago, a priest of lost Shuppurak made pilgrimage to the dawn marshes, and learned of a marsh-cleric who could take on a serpent-shape.

Coveting this power, the priest stole the scroll of changing, but was instead cursed by the cleric, warped into a monstrous, chimeric form; he became the first Shapeshifter, whose green-hued blood craves transformation.

20 points in any transformation powers:

+1 stacks of any "transformation" effect applied by you.

On step / attack:

  • apply 2 Wildform to yourself.

When applied, this effect replaces and inherits the stacks of any current transformation.

Arch-Lizard Icon
Arch-Lizard
The Arch-Lizards are a sect of "pure" shapeshifters who trace their origin to the lost temples of the dawn marshes

Beneath the mountains, where an underground river fans out into the coastal plains, the marshes were once ruled by serpent-kings in noble splendor

Now it is a place of brutality, the endless hunting-ground of keliots and their servant-beasts

Lizard Visage equipped, or head armor with at least 40 base Armor

On entrance / game turn, if head armor is equipped and all other armor slots are empty:

Ur-Beast Icon
Ur-Beast
The Ur-Beast is a spirit of the deep forest, whose aspect is often invoked by battle-crazed fighters of the berserkergang.

Within the Lochra priesthood, the Ur-Beast's intense fury is viewed as both a miracle and a deep wretchedness, a violence that both preserves and consumes the world.

It is the fate of many who invoke the Ur-Beast to finally degrade into Gora, yelping hounds of mindless bloodlust, banished to the astral dark, howling ever-hungry above the lands of Achra.

Beast Visage equipped, or Main-hand 'Axe' weapon with at least 300 base Hit

On attack / apply BerserkBerserk, if head armor is equipped and all other armor slots are empty:

Night-Crow Icon
Night-Crow
The Night-Crows began as a sect of sorcerers who were cast out from the gate of death

Dressed in humiliating feathered garments, they wandered the bleak northern montains until they came pon the corpse of a giant, iridescent crow; the sorcerers ate of its magic, decaying flesh, forever gaining its power and shape

The Night-Crows are now called the "wild path" for aspiring mystics, who wish to pursue the glory of the stars

Crow Visage equipped, or at least 3 'Staff' weapons in inventory

On kill / apply MeditateMeditate, if head armor is equipped and all other armor slots are empty:

  • Apply 2 Crowform IconCrowform to yourself
  • Deal 15 Astral damage to yourself
  • Deal Death damage to the closest enemy
Anroth Icon
Anroth
Before the first distortions of the earth, Anroth was a fighter raised to divinity. It was Anroth alone who struggled upon the crumbling wheel of light, the descending rainbow of creation, for nameless years, vanquishing demons of the fecund dark.

Those who walk the path of Anroth abstain from glory-given powers, immensely raising their natural abilities and strengthening their weapons. Their emblem is a shield bearing the first rainbow, that whirls in every direction.

20 Glory with no powers

On learn:

On Glory rising, if you have no powers:

  • Permanently upgrade your equipped weapons +100 Hit / +100 Block
  • Heal to full life
  • Remove all externally-applied Effects from yourself
Ogham Icon
Ogham
A rebel sect that began among Lochra skull-wearers, the mute Ogham follow a strict orthodoxy that forbids the utterance of divine language. To pray is instead to partake in the mystery of violence, the splling of gore

The Ogham refuse the favor of their deities, seeking redemption chaotically in the roar of battle

"Mutter no prayer, for war is thy invocation"

20 Glory

You may no longer use prayers or receive divine intervention

On initial attack:

  • Recite a random prayer
    • This may recite prayers with 0 charges
Struggler Icon
Struggler
Sometimes, from the contortions of history, a lone wanderer will emerge to challenge the nameless, shapeless beings that swarm from gulfs beyond the void.

Driven by revenge or sheer tenacity, they are often hunted to brutal annihilation, erased from the memory of the earth, but for those washed in the utmost purity of violence, striding glorious through the howling wastelands of the path

20 Glory while in the Land of Achra

Fearsome Pretas will hunt you, hungry ghosts from the land of dust...

33% chance to endure any amount of damage

  • Endured damage is set to 1
  • Works on self-damage

On being damaged by an enemy: