The Teradrim of Aetolia

The Teradrim are Aetolia’s earth warrior-mages, a Shadow-tethered class in Bloodloch that wields Terramancy (stone and earth as a bludgeon, focused on the flail), Animation (golem-crafting with Earthen runes of power), and Desiccation (sand magic that turns landscapes to wasteland).
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Bloodloch |
| Guild | Apostles (Patron: Arvelis, the Jackal) |
| Skill sets | Terramancy, Animation, Desiccation |
| Mirror class | Tidesage (Spirit) |
| Sister class in guild | Earthcaller |
| Signature mechanic | Golem-binding (semi-autonomous earthen servants) |
| Best for | Players who want heavy elemental magic with a pet-class layer |
Established in the year 164 of the Midnight Age, the original Teradrim warband made its home in the deep caverns under Bloodloch. From the Earthen Grotto, the Teradrim and their Earthcaller siblings keep watch over the Pillars of the Earth, the ancient structures that hold the world’s prisons stable.
If you want a class that combines elemental-mage scale with martial weapon work and a permanent golem companion bound to your will, the Teradrim is one of Aetolia’s most distinctive Shadow picks.
Origin and lore
Teradrim pursue power through domination of the Earth. They live in the Earthen Grotto beneath Bloodloch and stand vigil over the Pillars of the Earth, which are uncountable cthonic monoliths that hold up the void between Azvosh, the Elemental Plane of Earth, and the Prime Material Plane. If the Pillars fail, the planes collide. That is the apocalypse the Teradrim exist to prevent.
The deeper threat is older. In ages past, the Sorcerer-Kings of Azvosh, some of the highest-ranking Earthen, tried to steal the Pillars’ power for themselves. The earth answered. The Sorcerer-Kings were bound to the Pillars for eternity, drained of strength as they struggle to break free, and the prison itself must be fed with regular offerings of blood to keep it stable. The strongest Teradrim stand as kin of the Earthen, taking on their form and drawing on the Pillars to fuel their strength.
Their values come straight from Ivoln, the Earthen Lord, who conquered Azvosh in ages past and instilled into the Earthen a creed of strength, purity, violent conquest, and endurance without end. Modern Teradrim memorialise that conquest through disciplined war dances and ritual practice.
Skill sets
The Teradrim skill sets are Terramancy, Animation, and Desiccation.
Terramancy is the foundational elemental art. A Teradrim eschews fine elemental work in favour of treating earth and stone as a bludgeon. Binding rites call up earth and rock to shatter limbs and skulls, and the class wields the flail in close combat as its signature weapon.
Animation is the golem skill. A Teradrim raises lifeless soldiers of stone and earth, etching them with runes of power that bind the construct to its maker’s will. Golems are bulky, powerful entities that fight alongside the Teradrim. At advanced levels, they can be taught reflexes and devastating combat manoeuvres, and they effectively become a second body for their maker.
Desiccation is the sand and ruin art. A Teradrim draws on the sweltering sands of the desert to dry land, blight terrain, and leave a battlefield as a desolate waste. The skill operates on a larger environmental scale than Terramancy’s direct strikes.
Skill abilities
Terramancy
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Formation
DescriptionSyntax: EARTH FORM
EARTH PETRIFY <club>Creates an earthen flail, that you may use to crush your foes. Unlike flails formed of metal, it will not be as durable and will possess inferior quality, however it can serve well in a pinch.
You can additionally petrify "a steel-banded club" item, turning it into a suitable stone war club.
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Absorb
DescriptionSyntax: EARTH ABSORB
Call upon the earth to cleanse yourself of a random affliction. Should you be standing underground or in a flood of sand, then you will remove an extra affliction.
Cooldown: 15 seconds
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Stonebind
DescriptionSyntax: EARTH STONEBIND
By binding your weapon in stone, its earthen properties will extend and envelop your arms in a sheet of granite - both preventing you from being disarmed and allowing you to make use of it with a single crippled arm.
Note that although you will be able to attack with a single crippled arm, it will inflict a penalty on the speed of your flail attacks if you choose to do so.
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Surefooted
DescriptionSyntax: EARTH SUREFOOTED
The earth will now grant you passage, allowing you to move with increased celerity for a limited time as long as you stand upon the ground.
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Entwine
DescriptionSyntax: EARTH ENTWINE
Entwine your hands with earthen magic so that, when you parry an opponent's blow, you can touch their weapon in response and fill it with the weight of the earth.
This weight will disarm your opponent if they cannot hold onto their weapon, otherwise there is a small chance it will cripple their arm under its weight.
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Stoneblast
DescriptionSyntax: EARTH STONEBLAST <target>
Releasing a volley of stone fragments will allow you to shatter the aura of rebounding or a magical shield upon your target. Should they be protected by neither, then you will strip a random defence instead at an increased balance cost.
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Resonance
DescriptionSyntax: EARTH RESONANCE
Resonating with the might of the earth will grant you a bonus to your health and mana regeneration, providing you remain upon the ground.
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Footfeel
DescriptionSyntax: EARTH FOOTFEEL
As a master of the earth, it is a simple task to check for those enter into its embrace through the vibrations in the rock. This ability will allow you to passively sense if an adventurer enters into the ground below through any means in your current area. You must be upon the ground to feel the vibrations.
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Stonefury
DescriptionSyntax: EARTH IMBUE STONEFURY
Imbue your flail with the fury of stone. This will cause your flail to deal increased damage against your target, however as a trade off, your attacks will become somewhat slower.
You may only imbue your flail with one force at a time.
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Grasp
DescriptionSyntax: EARTH GRASP <target>
Send forth a column of earth into the skies above you, dragging down a target of choice who attempts to evade your grasp. This will throw them to the ground and knock them off balance if successful.
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Rockshower
DescriptionSyntax: EARTH ROCKSHOWER
Providing you are within an earthen environment, this lesser manifestation of earthen might will draw the sharp rocks from around you into a swarm above you, then drop them upon your unwilling enemies in the location.
You may perform this ability in the following earthen environments:
Mountain, Hills, Desert, Natural underground, Constructed underground, Mines, Lifeless sands, Cavern, Crater, Canyon.There is also a small chance one of the rocks will upset the balance of a person it strikes.
If you are indoors, then it will become harder to escape the swarm of rocks and the damage will be increased.
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Merge
DescriptionSyntax: EARTH MERGE
EARTH SHIFT <dir>
EARTH EMERGEMerge into the earth, taking you below ground. While buried within the earth, you can shift around to travel, and emerge again when ready.
When you emerge back to the surface, you will burst free from the ground and hurl rubble and stone at your enemies, dealing blunt damage to them.
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Quake
DescriptionSyntax: EARTH QUAKE
The earth will shake with your very presence, damaging anyone in your location who is unlucky enough to have fallen upon the ground. This damage is further amplified by the amount body part damage inflicted upon the victim.
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Erosion
DescriptionSyntax: EARTH IMBUE EROSION
By imbuing your flail with the force of the desert, each strike has half a chance to increase the strength of your sandstorm in your location by one level. You can read AB DESICCATION SANDSTORM for more information.
You may only imbue your flail with one force at a time.
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Runemark
DescriptionSyntax: EARTH INSCRIBE <minor rune> UPON <major rune>
Major rune: 2 inks
Minor rune: 1 inkYou may now etch ancient runes upon yourself, granting you a number of bonuses. The first rune etched is known as the minor rune, and is etched upon a major rune. Depending on the colors used, a number of effects will occur.
--- MAJOR ---
RED: Improves limb damage by flails, reduces direct damage.
BLUE: Stonefury damage increased and malus reduced, reduces limb damage.
YELLOW: Erosion chance improved by 10% and doubles sandstorm growth.
GREEN: Fracture now has a 50% chance to make the target fall.
PURPLE: You may swap your minor rune with no equilibrium loss.--- MINOR ---
RED: Fracture becomes faster and deals increased limb damage.
YELLOW: Increases bleeding done from Teradrim abilities by 30%.
BLUE: The chance for Ricochet to fade/end is decreased.
GREEN: Gutsmash will cause the arrhythmia affliction.
PURPLE: You may swap your major rune with no equilibrium loss.
GOLD: Your flail damage is dependent on intelligence, not strength.For purple inks, the same syntax is used, but as long as the purple ink remains in the slot it was originally painted in no equilibrium loss will be incurred.
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Earthenpass
DescriptionSyntax: EARTH PASS <target>
While buried within the earth, you may travel to your target anywhere on the continent after a short delay. Should there be a monolith or should either of you stand in a non-earthen location, then the delay will become somewhat longer.
Earthen environments include:
Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand, caverns, craters, and canyons. -
Chasm
DescriptionSyntax: EARTH CHASM <target>
You may draw upon the earth itself to devour your victim, slaying them instantly after a channelled delay. While opening the chasm will require your full attention, there is a small chance that it will expand to an extra two enemies within your location, slaying them as well if the action is completed.
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Impale
DescriptionSyntax: EARTH IMPALE <target>
WITHDRAW STALAGMITEYou may draw upon the earth with your flail to provide a massive stalagmite, allowing you to impale a prone target upon its end. You may withdraw the stalagmite to free them if you so choose.
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Steady
DescriptionSyntax: EARTH STEADY [RITE|VERSE]
You may purge the earth around you of unnatural effects, it will, in order:
* Remove magically flooded water
* Destroy a spiritual rite
* Destroy an Earthen verseYou may choose whether to target a rite or verse only, if you so desire.
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Ricochet
DescriptionSyntax: EARTH RICOCHET
You may swing your weapon with such force and precision that parried blows will sometimes bounce from your target's weapon, crippling a random limb and delivering a small stun to the unfortunate victim.
You have a chance to lose your concentration with each ricochet, causing the defence to fade.
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Stonevice
DescriptionSyntax: EARTH STONEVICE
Should your victim remain impaled upon your stalagmite, you may cause the earth to explode - shredding their gut and dealing both magical damage and asphyxiation damage at once.
The rock shrapnel will also inflict light and deep wounds upon their body, and cause trauma to their torso.
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Tomb
DescriptionSyntax: EARTH TOMB <target>
If there is an opponent buried within the earth below you, you can instruct the earth to crush them of their breath and bones. This will deal significant damage and crack their ribs under the pressure.
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Momentum
DescriptionSyntax: EARTH MOMENTUM
Increase your internal momentum, causing the next five flail attacks that you use to have 15% increased accuracy and 20% less downtime due to balance loss. This does not cost equilibrium nor balance to activate and will expire if not used promptly.
Cooldown: 60 seconds
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Earthenwill
DescriptionSyntax: PREPARE EARTHENWILL [imprint action]
Imbue your golem with the will to deliver a blow of choice against your target when you next land a successful attack with your flail. If you do not select a choice of attack, then it will choose on its own.
This ability costs no equilibrium or balance to activate.
Cooldown (when triggered): 15 seconds
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Shockwave
DescriptionSyntax: EARTH SHOCKWAVE <target>
You may send a ripple through the earth itself, crippling any limb with bruising on your unfortunate foe, to a maximum of three, and leave them fallen. Should they lack levitation, then it will cripple three random limbs regardless of bruising state.
If they are affected by the quicksand affliction, then it will wear off if struck by Shockwave two times during its duration.
Please AB DESICCATION QUICKSAND for more information.
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Earthenmaw
DescriptionSyntax: EARTH EARTHENMAW
Call upon the earth to open its maw wide, thrusting forth stalagmites of stone to impale any enemy of yours in your location or adjacent that is prone.
If they remain impaled for more then five seconds and stand upon soft ground, then they will be dragged into the earth below. They will need to BURROW ABOVE in order to escape.
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Undeath
DescriptionSyntax: EARTH UNDEATH <target>
Through choice and voluntary sacrifice, one may shed the coils of mortality and embrace the Gift given by the Earthen Father. What was left of the weak mortal body will be left behind, embraced into a new form helped to be shaped by the Earth itself. In making this choice, one will no longer visit Lord Dhar's realm through death, but rely upon the earth for reshaping.
The purification process must be done within Ivoln's temple, before His shrine, where Earthcaller Khuzrol resides.This skill requires you to be a part of the Apostle 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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Earthenform
DescriptionSyntax: EARTHENFORM EMBRACE
EARTHENFORM RELEASE
DESCRIBE EARTHENFORM SELF <description>You may make a pact with the jailers of the sorcerer-kings of Azvosh, granting yourself the strength of the Pillars of the Earth and rising to embrace a new, massive earthenform.
While in this state, you will receive the following bonuses:
* Increased strength.
* Increased constitution.
* Increased intelligence.
* Resistance to electrical damage.
* Can speak the Earthen language. - You can use the following flail attacks upon your enemies
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Batter
DescriptionSyntax: EARTH BATTER <target> [body part]
Grasping your flail, you may batter your foe in quick succession and deal damage to them.
If you so choose, you may aim for a specific body part in the hopes of causing trauma to an adventurer. You may aim for the head, the torso, an arm, or a leg.
DetailsTarget Location Same location
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 89%
Set Weapon Trauma 13.75%
Set Weapon Speed Range 2.40 to 3.10 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Slam
DescriptionSyntax: EARTH SLAM <target> <LEFT|RIGHT> <ARM|LEG>
By whirling your weapon in a wide arc, you can batter your target's limbs with a powerful blow - causing limb damage and inflicting surface trauma in the form of bruises.
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Facesmash
DescriptionSyntax: EARTH FACESMASH <target>
A heavy blow to the head with your flail will both cause vicious damage to your victim and inflict surface trauma in the form of bruises.
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Gutsmash
DescriptionSyntax: EARTH GUTSMASH <target>
This mighty blow to the torso with your flail will not only harm your foe, but inflict trauma in form of bruises in the process.
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Fracture
DescriptionSyntax: EARTH FRACTURE <target> <LEFT|RIGHT> <ARM|LEG>
This powerful swing from your flail will crack an opponent's limb, dealing trauma to it. Should the limb be suffering from bruising, then the blow will cause bonus limb damage depending on the severity, and will additionally cripple it.
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Furor
DescriptionSyntax: EARTH FUROR <target> <body part> <body part>
In a moment of furor, bring your flail crashing down upon an opponent twice, attacking two body parts of your choice and dealing damage to them. You may not target the same body part twice.
You can only target the arms or legs with this ability. For example, you could target the left leg and right arm.
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Overhand
DescriptionSyntax: EARTH OVERHAND <target>
You may position your flail strike to bypass your target's aura of rebounding, knocking them to the ground and stripping their levitation defence in the process.
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Pulp
DescriptionSyntax: EARTH PULP <target>
This powerful strike to the torso will only connect to a prone target, dealing heavy damage and crushing their chest. This will collapse their lung in the process, making it difficult to escape and cause harm when smoking a pipe until it is cured.
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Barrage
DescriptionSyntax: EARTH BARRAGE <target>
A slow but powerful barrage upon your foe. This will strike your opponent three times with your flail, battering random limbs in a chaotic fashion, although each landed hit will be slightly weaker. It will not strike the same limb more than once.
Additionally, there is one-in-two chance that each blow will cause surface trauma to your opponent's limb, forming a bruise where your flail struck.
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Skullbash
DescriptionSyntax: EARTH SKULLBASH <target>
This slow but powerful blow to the head will deal hefty damage to the opponent with your flail.
Against adventurers, it will cause trauma to their skull and deal an increasing number of afflictions dependent on the bruising currently inflicted to the head. Each effect is cumulative.
No bruising: Amnesia.
Minor bruising: Whiplash.
Moderate bruising: Indifference.
Severe bruising: Smashed throat.DetailsTarget Location Same location
Weapon Damage Modifier 130%
Weapon Damage Modifier (Denizen) 126%
Set Weapon Trauma 16.00%
Set Weapon Speed Range 3.40 to 4.10 seconds
RequirementsRequires balance and equilibrium.
Costs 60 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Hammer
DescriptionSyntax: EARTH HAMMER <target>
Generate a massive cascade of stone to form an earthen maul, bringing it down upon your victim in an attempt to end their life. Your victim must possess at least three body parts with moderate bruising or more to be successful, otherwise it will have little effect.
Animation
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Animate
DescriptionSyntax: GOLEM ANIMATE
You are now capable of animating a great golem from earthen materials, binding it to your will. In order to do this you must first collect five pieces of clay from the land, which can be collected by digging in a Swamp or a Wetland environment.
You can view HELP LOYALTY for more information on how to command it.
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Instruct
DescriptionSyntax: GOLEM <command> [...]
Instruct commands to your golem, even remotely from a distance if you so choose. Each command will do something different and is explained below.
Info - GOLEM INFO [ITEMS]: Learn about the state of your golem.
Get - GOLEM GET <item>: Grab an item from their location.
Give - GOLEM GIVE <item> TO <target>: Pass an item to someone.
Drop - GOLEM DROP <item>: Have your golem drop an item it holds.
Call - GOLEM CALL: Recall your golem from a distance, returning to your side.
Return - GOLEM RETURN: Have your golem retreat to safety within the earth. -
Imprinting
DescriptionSyntax: GOLEM IMPRINT <ability>
GOLEM REFLEX <ability> <ON|OFF>
GOLEM IMPRINTSYou may infuse your golem with a lasting mental imprint, allowing them to recognize when they should perform certain attacks.
When a golem is ready to attack and has been ordered to fight, they will go down their list of imprints in sequential order, using the first ability that they are capable of doing. To take advantage of this, it is wise to place imprints that you wish to prioritize before later ones. Generally speaking, abilities with no or few conditions should be the last on the list. If the golem is unable to attack with an ability imprinted upon it, it will default to the Strike ability.
They may also be given reflexes, which will cause your golem to immediately act when a situation presents itself. However, each reflex beyond the first will slow down how often your golem attacks slightly.
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Erasure
DescriptionSyntax: GOLEM ERASURE [ALL]
In a single thought, you may erase all imprints from your golem. Should you specify ALL, reflexes will also be forgotten.
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Movement
DescriptionSyntax: GOLEM MOVE <direction>
You may command your golem to move about independent of your actions. You may even command it remotely.
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Earthpaint
DescriptionSyntax: GOLEM PAINT <color>
You may paint your golem in a variety of coloured inks, enhancing its abilities.
Red ink:
Each strike has a 33% chance to ignite the foe and deal extra fire damage.Blue ink:
Each strike has a 33% chance to freeze the foe and deal extra cold damage.Yellow ink:
Your servant will regenerate health much more quickly, and you will be granted a minor bonus when using health elixirs.Green ink:
Every third hit, your flail will deliver the loki venom to your opponent.Purple ink:
A golem infused with purple paint will receive no penalty to their attack speed for the first three reflexes they are trained to perform, and they gain an extra slot for their vigilance ability.A golem may only be painted with one ink at a time, and any new inks will replace the previous.
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Listening
DescriptionSyntax: GOLEM LISTEN <ON|OFF>
Your golem will continually report anything said within their location, should you not be present.
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Escape
DescriptionSyntax: GOLEM ESCAPE HERE
You may specify a location for your golem to escape to, should they fall below 25% of their maximum health.
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Glance
DescriptionSyntax: GOLEM GLANCE
At a minor cost to equilibrium, you may envision whatever your golem can see.
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Priority
DescriptionSyntax: GOLEM PRIORITY <ability>
This command allows you to specify an ability for your golem to use when next available, regardless of your imprint order. The ability must still meet the specified requirements in order to activate, otherwise it will perform like normal.
Priority requires balance to set and consumes a very small amount of equilibrium.
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Recover
DescriptionSyntax: GOLEM RECOVER
By lending mental power to your golem, you will cause them to instantly regenerate a portion of their life. This ability consumes a moderate amount of equilibrium, but may be done off balance.
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Bodylink
DescriptionSyntax: GOLEM SAY <sentence>
GOLEM EMOTE <string>You are now linked to your golem's thoughts, allowing you to control their speech and actions. This can be performed even at a distance.
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Memory
DescriptionSyntax: GOLEM MEMORY SWITCH <1|2|3>
Your golem is now capable of storing their memory of imprints and reflexes, allowing you to switch between three distinct plans of action.
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Servant
DescriptionSyntax: GOLEM SERVANT <ON|OFF>
You may order your golem to fetch the body of any kills that you make.
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Intertwine
DescriptionUsage: GOLEM INTERTWINE <colour>
You can now paint a second ink upon your golem, allowing it to receive two Earthpaint benefits at once.
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Twinsoul
DescriptionSyntax: GOLEM TWINSOUL <ON|OFF>
You may bind your body to your golem, allowing you to share a portion of each other's damage. Should your golem die, however, you will find yourself suffering heavily - taking a heavy amount of damage and receiving a significant stun.
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Vigilance
DescriptionSyntax: GOLEM VIGILANCE <ability> [ability2]
Your golem is now so well-trained that they may be taught to specifically hone their reflexes on a single chosen task. This reflex will become innate to them with no penalty to attack speed, and will, in some cases, bolster its capabilities in that task.
There is a significant cooldown upon changing this effect however, so make sure you choose wisely.
Some of the bolstered effects include:
CORNER - Increases your own ability to dodge by 3%.
AIRGUARD - Arrows will be reflected, chance to deflect increased.
RATTLE - Increases damage and balance loss on hit.
FEND - Increases resistance to all forms of damage.
PROP - Will proc 100% of the time.
SHAKE - Chance increased and golem also causes amnesia on hit.
STEADFAST - Attempts to move allies have a chance to fail.You do not need the reflex to be imprinted in order to gain the benefits. It will be enabled automatically regardless of your imprinted selections.
A golem can normally only have a single vigilance, unless it has been painted with purple earthpaint which grants a second.
Cooldown: 1 hour
- Your golem can have the following imprints
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Strike
DescriptionImprinted ability.
Your golem will strike any foe they are capable of, directly dealing blunt damage.
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Heartpunch
DescriptionImprinted ability.
Should your target possess bruising upon the torso, your golem will take advantage with a powerful blow to the chest that causes an arrhythmia and will briefly stun them.
If the target is the process of forming an aura of rebounding, then the punch will disrupt the aura from congealing into a fully fledged defence against weapons.
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Rip
DescriptionImprinted ability.
Your golem will attempt to wrench a prone opponent's limbs, crippling one in the process. If all limbs are crippled, then it will cause trauma to the torso instead.
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Wrack
DescriptionImprinted ability.
Your golem is not only capable of physical punishment - should it sense an opponent with a mangled torso, it will send a wave of psychic force through their mind, inflicting psychic damage, and causing both paresis and an arrhythmia.
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Shout
DescriptionImprinted ability.
An opponent afflicted with a broken head will earn a powerful shout from the golem, shaking their vision and leaving them with blurry sight.
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Shatter
DescriptionImprinted ability.
If your opponent attempts to hide behind a magical shield, your golem will lurch forward with a powerful blow that will shatter it.
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Grapple
DescriptionImprinted ability.
A prone victim with a broken torso is an ideal target for a golem to pin, powerfully holding them grappled until they writhe free from its grasp.
Cooldown: 14 seconds
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Pummel
DescriptionImprinted ability.
Syntax: GOLEM IMPRINT PUMMEL <1-80%>This unique ability requires a little extra information in order to be imprinted upon your golem.
When your opponent's health falls below the specified threshold, your golem will lash out and deliver a powerful blow that stuns your opponent. This imprint will be placed on cooldown for a short time after it is utilised by your golem.
Cooldown: 60 seconds
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Choke
DescriptionImprinted ability.
Should your victim be prone and experiencing moderate bruising upon the head, your golem will attempt to squeeze the life from them - causing asphyxiation damage and inducing a blackout. This imprint will be placed on cooldown for a short time after it is utilised by your golem.
Cooldown: 30 seconds
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Wrench
DescriptionImprinted ability.
To imprint: GOLEM IMPRINT WRENCH [<LEFT|RIGHT> <ARM|LEG>]
This unique ability requires a little extra information in order to be imprinted upon your golem.Should your golem spot moderate bruising upon the limb you have most recently struck, their next blow will dislocate the limb's joint. If left uncured, it will eventually cause the limb to collapse and become broken.
By default your golem has only a 33% chance it will attempt to wrench a limb even when its conditions are met, however if it attempts to wrench the exact limb that you have specified in your imprint, then the chance is guaranteed instead.
Your golem cannot wrench a limb that is already broken or dislocated, neither will it work on the head or torso.
- Your golem can have the following reflexes
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Knockdown
DescriptionReflex ability.
Enemies who attempt to fly away or swing into the trees will occasionally be met with a forceful shove to the ground, accompanied by a loss of levitation.
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Corner
DescriptionReflex ability.
Your golem will attempt to corner the target it has been ordered to attack, granting a chance to prevent them from dodging. They will still be able to divert however.
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Fend
DescriptionReflex ability.
Your golem will maintain a stance at your front, making it difficult for others to strike you. This will reduce the damage you take from blunt and cutting based attacks.
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Airguard
DescriptionReflex ability.
Your golem will watch out for incoming projectiles, blocking them with its bulk should the chance arise.
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Rattle
DescriptionReflex ability.
When your opponent manages to parry your blows, your golem will lash out in response - unbalancing your foe and removing their parry.
Cooldown: 10 seconds
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Prop
DescriptionReflex ability.
Your golem will attempt to keep you standing against all odds - should you be knocked to the ground by an active attack, your golem will have a chance to pick you back up. This ability will fail if either of your legs are crippled.
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Cycling
DescriptionReflex ability.
A golem that focuses on cycling their attacks will never repeat the same attack twice, unless no other conditions are met in their imprint list.
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Shake
DescriptionReflex ability.
Your golem will watch your opponent carefully, spotting attempts to consume curative pills or use a pipe, and granting a chance to knock them away. This will only be effective against the target you ordered your golem to kill.
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Kneeshatter
DescriptionReflex ability.
When an enemy attempts to leave your location with bruising to one of their legs, your golem will knock them to the ground and cripple that leg, preventing their escape.
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Steadfast
DescriptionReflex ability.
Your golem will protect you from being moved against your will against all costs, even against magical effects. Only by choice will your golem allow you to move.
Desiccation
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Scour
DescriptionSyntax: SAND SCOUR
Scour yourself with procured sand, cleansing away any foul smells or drying away wet skin.
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Flood
DescriptionSyntax: SAND FLOOD
SAND RELEASE [HERE]
SAND LISTSummon forth a layer of dry desert sand in your location, allowing you to make full use of your many abilities that require it. Each location that you layer in sand will require a constant upkeep of willpower in order to maintain and prevent blowing away, except for your first.
Releasing your sand will disperse any remote sands you control, except for any in your current room. SAND RELEASE HERE will disperse only the sand in your room.
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Sandwalk
DescriptionSyntax: SAND WALK <direction>
If both your current and an adjacent location are covered in summoned sand, you may move between them, destroying any walls that may be in your path.
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Surge
DescriptionSyntax: SAND SURGE <direction>
So long as you stand upon sand that you have summoned, you may spread it in a adjacent location of your choice. Any barriers such as walls or doors will prevent you from spreading forth your sand.
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Trap
DescriptionSyntax: SAND TRAP <target>
Requires you to be standing within a location with dry sand.Cause your opponent to sink slightly into the ground, delaying their movement. This will last until they either leave the location or the effect expires.
Cooldown: 20 seconds
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Presences
DescriptionSyntax: SAND PRESENCES
See all those who currently stand within your sand domain, including their location.
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Regeneration
DescriptionThis ability is passive.
You will regenerate a small portion of both endurance and willpower while standing in a location with your sand.
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Ruminate
DescriptionSyntax: SAND RUMINATE
In a state much like meditation, this ability draws on the powers of your sand to restore willpower in great amounts. The amount of willpower restored will increase significantly as the process continues.
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Sandstorm
DescriptionSyntax: SAND STORM [RELEASE]
By standing within a location with summoned sand, you may stir it into the skies around you generating one of the main tools of the Teradrim; the sand storm. The sand storm will follow you should you move, and will act as dry sand for skills that require it.
Once summoned, the storm will periodically deal bleeding damage to your enemies, depending on the strength of the storm. The storm will increase by one level every four seconds you stand upon summoned sand. If you are not standing upon sand, the time is doubled instead.
There are five levels of sandstorm - once your sandstorm is at its maximum strength, you may use a number of sand abilities (listed in AB DESICCATION) free of equilibrium. However, this will reduce the sandstorm by two levels to do so.
Slice is an exception to this rule, and may be used at sandstorm level moderate or higher instead, providing your target is in the same location as you.
Levels:
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scarce
light
moderate
severe
massiveTo do this, append 'storm' to the end of the command for your attack. e.g. SAND WHIP <target> STORM. You can also optionally include a storm level, to prevent the ability form being cast if your sandstorm isn't at that level. e.g. SAND SLICE <target> STORM MASSIVE.
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Concealment
DescriptionSyntax: SAND CONCEAL <ON|OFF>
While in a location with dry sand, your movement will be masked to any but allies.
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Dominion
DescriptionSyntax: SAND DOMINION
Assert the dominance of the earth in your location, removing all domains except for your own. If one of the domain's controller resides in your location, there will be a slight delay to this ability.
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Disturbances
DescriptionSyntax: SAND DISTURBANCES <ON|OFF>
At a significant drain to your willpower, track all movement in and adjacent to your sand domain.
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Shift
DescriptionSyntax: SAND SHIFT <target>
Providing you have summoned sand of your own make within your location and your target's location, you may swap locations with them.
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Blast
DescriptionSyntax: SAND BLAST
Shred the skin of enemies within the local area who stands within magically summoned sand. This will deal damage and cause some bleeding.
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Simoon
DescriptionSyntax: SAND SIMOON <target>
Lift your summoned sand within the location into your sandstorm and send it slowly towards a target in the form of a simoon. This will spread sand in each room along its path, until it meets the target or is unable to continue.
The simoon may travel four rooms for every level of strength your sandstorm possesses.
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Distort
DescriptionSyntax: SAND DISTORT
While this defence is active upon your summoned sand, none within the room may be tracked by the Scent (racial) or Track (Lycanthropy) abilities. This has a small willpower cost to maintain.
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Shield
DescriptionSyntax: SAND SHIELD <target>
With a flick of your wrist, you may form a glass barrier that functions as a shield upon your target.
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Swelter
DescriptionSyntax: SAND SWELTER <ON|OFF>
At a modest willpower drain, you can heat the sands in your room with the strength of the desert, causing hidden mental afflictions to enemies within.
Possible afflictions include:
Dizziness, anorexia, vertigo, or weariness. -
Confound
DescriptionSyntax: SAND CONFOUND
By infusing your summoned sand with a powerful mirage, you can obscure the exits around you making it difficult to see a way out.
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Projection
DescriptionSyntax: SAND PROJECTION <ON|OFF>
You are now able to control your sands remotely, allowing you to use a number of abilities on adjacent targets if there is magically summoned sand in both your locations.
These abilities include:
Trap, Whip, Scourge, Slice, Shred, and Curse. -
Wave
DescriptionSyntax: SAND WAVE <target>
By summoning a powerful wave of sand, you can expel your target from your location regardless of the mass defence. This will consume the summoned sand in your room.
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Instability
DescriptionSyntax: SAND INSTABILITY
You may cause the sands in your area to become soft and giving, reducing the celerity of enemies and preventing the use of dashing or sprinting.
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Spikes
DescriptionSyntax: SAND SPIKES
Covers your sandy room in hard spikes, causing foes who lack the levitation defence to take damage and bleeding upon movement or when falling down.
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Harshen
DescriptionThis ability is passive.
Your sandstorm is now merciless against battered foes - enemies who are prone will take double damage from the storm's fury.
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Desert
DescriptionSyntax: SAND DESERT
In one grand gesture, you can not only flood your room with sand, but adjacent rooms that are unobstructed as well.
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Whirl
DescriptionSyntax: SAND WHIRL
In a quick motion, you can pull your own sand around you up into your sandstorm, removing the sand flood from your location but empowering your sandstorm instantly to a severe level. If your sandstorm is already severe or massive, the sand will have no effect.
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Spire
DescriptionSyntax: SAND SPIRE <ally>
Requires you to be standing within a location with dry sand.Command your sand to rise up and protect your ally's limbs in a spire of hardened sand. As such, the next two times their limbs would be crippled, it will be resisted instead.
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Meld
DescriptionSyntax: SAND MELD
You can surround yourself in a powerful barrier of sand, consuming the sand within your location but rendering you immune to most forms of attack.
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Pillar
DescriptionSyntax: SAND PILLAR
By forming a pillar of sand, you can greatly extend the range of your abilities, allowing you to use any sand ability that may be used in tandem with Projection on any target within your local area who stands within summoned sand.
You may only summon one pillar at a time, and only one pillar may be summoned in a given room. Leaving the room will shatter the pillar.
- Your sandstorm allows you to use the following abilities free of equilibrium
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Whip
DescriptionSyntax: SAND WHIP <target>
Requires you to be standing within a location with dry sand.Strike your target with a whip of sand, causing one of the afflictions below:
Recklessness, dizziness, ringing ears, epilepsy, or stupidity. -
Scourge
DescriptionSyntax: SAND SCOURGE <target>
Requires you to be standing within a location with dry sand.Utilising your sand, you can flick it at one of your opponent's limbs at random and quickly cripple it into an unusable state.
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Slice
DescriptionSyntax: SAND SLICE <target>
Requires you to be standing within a location with dry sand.
Funnelling your power through nearby dry sand, you may slice a target with a blade of living sand. This will shred the rebounding defence first, then shield, then cloak, then a random defence. -
Shred
DescriptionSyntax: SAND SHRED <target> <body part>
Requires you to be standing within a location with dry sand.Shred your target with a powerful blast of sand, causing damage to a limb of choice.
You may choose from the head, torso, or either arm/leg.
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Curse
DescriptionSyntax: SAND CURSE <target>
Requires you to be standing within a location with dry sand.Let the desert drain life giving fluids from the unworthy. Plague your foe with the curse of sand, coating them in a layer of dry earth that absorbs all liquids before they reach their skin.
This will give the slough affliction, causing poultices to become ineffective. The affliction will fade naturally after a number of seconds if not cured normally.
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Quicksand
DescriptionSyntax: SAND QUICKSAND <target>
If your target is prone, you can surround them with a sinking quicksand. Their levitation will be stripped, and they will be unable to put the levitation back up until a short time has passed, or they move to a location without sand.
Visual style and identity
Teradrim forsake graceful motion in favour of brute strength. All three skills are direct, forceful expressions of the earth, and even their golems are bulky and powerful, using size and might to aid their maker. The effects of Teradrim elementalism are impossible to mistake. There is no subtlety. There is no delicacy.
The class look is heavy. A flail in hand, a golem at the side, an Earthen war dance in the body memory. Teradrim are immediately recognisable in any group.
Side effects of the work
A connection to the Plane of Earth carries a constant risk: the same madness that consumed the Sorcerer-Kings. The earth is hungry. It demands respect and consistent offerings of blood to maintain favour. Disrespect breaks the bond, and a Teradrim who breaks faith finds themselves bereft of strength.
The work also reshapes the practitioner physically and mentally. Teradrim are unusually fit, a consequence of the strength and endurance required to wield earth elementalism. They are also often stubborn and singleminded, a trait exacerbated by undeath and detachment from the Cycle. Paranoia can set in over time. A Teradrim who loses internal balance may start to see threats in friends and enemies alike, eventually unable to tell one from the other if they are not fellow Earthen.
Who plays this class
The Teradrim attracts players who want elemental scale fused with martial weapon work and a pet-class layer. The roleplay frame is duty-driven, conquest-positive, and deeply reverent toward Ivoln and the Earth. You are a jailer of world-ending prisoners and a soldier of an old, harsh tradition. The class rewards conviction.
Mechanically, golem management gives Teradrim a tempo all their own. The flail handles close work, Terramancy controls space, and Desiccation extends pressure across an environment. The kit suits players who enjoy combining direct combat with environmental control.
City and guild
The Teradrim guild is the Apostles of Bloodloch, the Shadow Tether’s city of undeath. Patron: Arvelis, the Jackal. The Apostles guild was once the Teradrim Warband and now houses both the Teradrim class and its sister class, the Earthcaller, warrior-priests who pair bone-magic with the holy verses of the Earthen Dirge.
Joining as a Teradrim means committing to Shadow. You cannot actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the seven untethered classes. Race choice is independent of class, so you can play a Teradrim of any Aetolia race.
The Teradrim mirror is the Tidesage, Enorian’s researcher-mages of the lost isle of Keltund. Both are elementalist classes that work primal forces alongside martial weapon training. Teradrim shape earth and stone for conquest. Tidesages shape ocean and fog for discovery.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Teradrim profile. Or see every Aetolia class for the rest of the roster.
Earthcaller
Teradrim’s sister class in the Apostles. Warrior-priests of Azvosh who wield Subjugation (bone magic and croziers), Apocalyptia (the Earthen Dirge), and Tectonics (lava and stone). Pick Earthcaller if you like the Apostles guild and earth theology but want a priest’s verses and bone-magic instead of golems and a flail.
Tidesage
The Teradrim’s mirror across the Spirit-Shadow divide. Enorian researcher-mages who draw on ocean and fog. Pick Tidesage if you like the elemental-warrior chassis but want a curious, scholarly tone rather than a conquest-driven one.
Sciomancer
Spinesreach’s Shadow-element magi. Sciomancy, Sorcery, Gravitation. Pick Sciomancer if you like heavy elemental magic on the Shadow side but prefer pure spellwork to the martial-and-pet mix Teradrim run.
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