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Hey, here I'll post drafts, info and ideas about Expanded World, a new mod I'm starting. The plan is this mod to be the base for Deities Masteries - If Enhanced Gameplay improves game elements and Deities changes the skill trees and pets, Expanded world is about new monsters, heroes, bosses and items, balance and difficulty, and in the end - maps. The idea is the mod to be played on top of Enhanced Gameplay when there is enough content - with or without the mastery mod.
Next few posts will be reserved, so I can post more info later. Warning: there will be heavy spoilers! ;)
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New Content Ideas - Act I Greece:
I. Creatures, Heroes & Bosses
1. Beasts
Bats: Cave Bat, Gigantic Bat.
Bears*: Bear, Cave Bear.
Boars: Boar, Dusk Boar, Monstrous Boar .
Crows: Carrion Crow, Plague Raven.
Rats*: Giant Rat, Plague Rat.
Turtles: Salt Turtle, Swamp Turtle.
Wolves*: Wolf, Mountain Wolf.
Great Cats*: Panther (Spawns with Maenads).
Foxes*: Fox (Spawns with Maenads).
2. Beastmen
Boarmen: No change
Centaurs: New - Dionysian Centaur*.
Ichthian: No change
Minotaurs: New - Elder Minotaur.
Satyrs: New - Elder Satyr (Renamed Brute), Dionysian Satyr*, Satyr - Pane (can spread fear). New unit - satyr-slinger (drops MI sling)
Harpies* (Changed race to Beastman): Elite version - Siren
Ratmen: No change
Tritons*: Only male, but spawn with Nereids (sea-nymphs). Sea witch mesh will be used only for uber heroes like Thoosa and Scylla.
Ratmen: No change
3. Undead
Ghosts*: Ghost, Phasma
Taraxippos* (horse scaring poltergeist - here made to a spectral horse, or maybe a mounted ghost?)
Skeleton: same.
Wraith: same.
Zombies: renamed to revenant maybe.
4. Insectoids
Arachnos - same.
Cryptworms* - in tombs.
Spiders - same.
Wasps* - similar to black locust from ragnarok.
Karkinos - Coastal, Mud.
5. Constructs
Automatons
Silver/Golden Dogs
6. Plants
Oaken Guardian - Walking tree (reskinned ascacophus), that can summon hamadryads. They DO die when it is killed.
Swamp Dweller - Same as bog dweller, only in act I.
Quillvine - just in Act I.
7. Giants
Cyclopes (Lesser) - as in many other mods.
Gigantes - human-like or recolored hades ones.
8. Demons
Eurynomus - Same
Limos - Same
Orthus* - Renamed to Orthus Spawn
9. Magical
Corrupted Nymphs* - Naiad (swamps), Dryad (woods), Maenad (dionysian camps), Oread (mountains), Nereid (coasts).
Gorgons *
Sprites*
10. Bosses
1. Kerkopes Brothers* - two Satyr Bandit mini-bosses (Passalus - spear, Acmon - bow) in the kidnapped shepherd quest.
2. Phereus the Mad* - Elder Satyr boss guarding the road in the Medicine Wayland quest. Satyrs around him are not fodder and he can use Battle Standard.
3. Pandarus ~ Thieving Eurynomos - buffed, base attack has a chance for Vitality Decay.
4. Black Strangler* - Spider boss in the cave before tegea. Slow, Trap, Petrify, Poison, Vitality, Pierce, Venom. >:D
5. Krak'tak the Defiler - Arachnos boss in the Poisoned Spring quest cave.
6. Leimon the Vengeful - Much more uber (needs buff).
7. Stymphalian Birds* - 3 ranged vulture-like bosses in the zone with most birds/harpies after Tegea. Same as the ones near Corinth.
8. Parthenope* - Siren boss in the Shipwreck quest near Megara. Surrounded by drown sailors and lesser sirens. Can Mass Charm pets.
9. Thoosa* - a giant Tritoness uber hero in the cave after Megara, along with male tritons and nereids.
10. Ino* - accompanied by her two sisters Agave and Autonoe (Autonoe - melee, Agave - ranged, Ino - caster).
11. Pythian Dragon - mini-boss on the entrance of Delphi.
12. Lernean Hydra - appears in all difficulties. Higher regen and poison retaliation. She can summon a sidekick - Lernean Karkinos.
13. Talos - appears in all difficulties.
11. Heroes
1. Polyxo* - Maenad hero.
2. Dryalus* - Elder Centaur. Casts Heart of Oak and can summon dryad pet.
3. Lykos Wolf-Herder* - Satyr hero, Boar-rider, can summon two wolves.
4. Eurythion* - Centaur Trapper boss.
5. Phlegraeus* - Satyr Fire Mage boss.
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New Content Ideas - Act II Egypt:
1. Beasts
Bats
Turtles* - Nile Turtle
Hyenas: Hyena, Crocotta* (Greater Hyena, Reskinned)
Great Cats: Lioness* (Saberlion with Shortened Teeth)
Vultures
Snakes*: Giant Snake (from Ragnarok)
Crocodile (Reskinned Salamander)
2. Beastmen
Jackalman - Elite version is Spawn of Anubis (black)
Reptilian - Elite version is Spawn of Ammit.
Desert Hag* (changed to Beastman) - No change.
Felines* (Catlike women) - Minion of Bastet, Minion of Sekhmet.
3. Undead
Mummy
Tomb Guardian
Revenant (Zombie)
Skeleton
Ghost
Wraith
4. Insectoid
Antlion
Scarab
Cryptworm
Scorpion
Scorpos
Spider
Sand Locust
Desert Centipede
5. Constructs
Guardian Statue
Pharaonic Statue
6. Plants
Sand Horror
Tomb Rot* (changed to Plant)
7. Giants
Ethiophian Giant (black skinned)
8. Demons
Duneraider - same.
Eurynomus - same.
Sand Wraith - same.
Shadowstalker - same.
Sha* (Beast of Set) - Black tomb guardian mesh, shadow aura.
9. Magical
Sphynx* - Both mob and a boss before Thebes.
Basilisk* (Giant Snake mesh, Ranged, Poison, Venom, Petrify) - Basilisk Spit (All Weapons).
Katoblep* (Poison-Breathing Bull) - Bull Horn (Headgear) - +% Offensive Ability.
10. Bosses
Chimera* - moved to Egypt, where it should be according to myths. Manticore will be moved to Babylon.
Ancient Sphynx* - Guarding the gates of Thebes.
Spawn of Apophis* - black basilisk boss.
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Content Ideas - Act III Orient
1. Beasts
Yetis
Bats
Pengs
Great Cats: Saberlions (Reskinned to Gray), Tigers* (reskinned saberlion)
Amazonian Warbirds* (Ornithes Areioi, Birds of Ares) - Vulture-like birds that spawn with Amazons. Same as Stymphalian Birds, only different color.
Zhen* (Zhenniao, Poisonfeather Bird) - purple-green poisonous birds in China.
Dragonturtles* - red colored turtles in China.
Griffins* (if possible to make) - near Babylon.
Kirins* (Kylin, Quilin) - Chinese creatures, hybrid between a dragon and giraffe or elk.
2. Beastmen & Humans
Amazons* - near Babylon/Parthia. Use skills from Warfare/Ares mastery (will see which)
Ratmen - same
Tigermen - same
Felines* - Minions of Li Shou - the Chinese goddess of cats. Her minions will spawn along tigermen.
Yerrens - Elite version - Servants ot the Monkey-King*
Neanderthals - same.
3. Undead
Ghosts* (Chinese - Gui): Gui ~ nightmare (black), Gui ~ plague-bearer (vitality decay), Gui ~ torch-mouth (fire breath).
Bhuts* - Indian ghosts. Tibet.
Jiang-shi* - Vampiric revenants in China, that absorb human qi (life force). Massive life leech and % health reduction on attack.
Skeletons
Abyssal Sorcerers* - the word "Lich" will not be used anywhere, same as "zombie". Theses are modern RPG game inventions and doesn't fit old mythology.
4. Insectoids
Mantids
Jungle Locusts*
Jungle Centipedes*
Tropical Spiders
Tropical Arachnides
Tropical Beetles*
5. Constructs
Teracotta
Yan Shi Automatons* - Yan Shi was a chinese artificer.
Tulpas* - spirit golems, formed by the energies of a tibetan sorcerer.
6. Plants
Bogdweller
Junglecreep
Quillvine
Jungle Guardian* (Ascacophus)
7. Giants
Offspring of Kua Fu*
8. Demons
Djinn
Mogwai* (Demon, Devil) - chinese demon. have to find some pictures.
Rakshasa* - Tigerman-like demon with 4 or 6 arms and blue skin. Tibet.
Yaksha* - another Indian nature demon that spawn with rakshasas.
Vetala* - Body possessing indian demons. Spawn upon revenant death.
9. Magical
Naga* - Gorgon-like creature with 4 or 6 arms. Spawn in caves.
Jin Chu* (Jin Chan, Chan Chu, Golden Toad) - A small Chinese Aunoran with red eyes and golden skin that drops lots of treasure (rare encounter).
Spirit Foxes* (Nine-Tailed Foxes) - Evil fox spirits, which turn to beautiful women and consume human souls. A pale nymph which spawns silver fox on death.
Unicorns* (if possible to make) - Chinese unicorns look more like rhinoceros.
Manticores* - Moved to Babylon area. Both mobs and a boss.
10. Bosses
Manticore* - Babylonian boss, replacing Chimera.
Caucasian Eagle* (Construct) - a giant bronze eagle in Outer Mongolia.
Mushussu* - a dragon-like mini-boss in the Hanging Gardens.
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Content Ideas - Act IV Hades
1. Beasts
Hydradons
Odontotyrrans
Daemon Horses* - made to enemies, breath fire.
Stygian Hounds* - orthus mesh. Black, breathe poison.
2. Beastmen
Anteoks
Ichthians - Rhodes Coast.
Aunorans, Pale Aunorans
Lamias, Abyssal Lamias*
Troglodytes
3. Undead
Corrupted Shades* - will replace ALL liches, skeletons and zombies in Hades (except lost souls)! In the underworld the dead are spirits, not physical beings.
Lost Souls
4. Insectoids
Karkinos, Pale Karkinos
Formicid, Pale Formicid
5. Constructs
Golden Tripods* - mini-siege strider costructs in Olympus. Spawn with Automatons.
Siege Striders
Abyssal Automatons (Black) - In Elysium battle, along with Siege striders.
6. Plants
Ascacophus - same.
Nightblossoms* - mobs in Soronis swamp.
Stygian Fungoids* - Hades caves.
Timberhulks* - same
7. Giants
Elder Cyclopes* - reworked to be volcanic, as they are in legends. Use fire/lighning attacks.
Rhodian Gigantes/Korybantes* - native giants in Rhodes (existing in legends).
Gigantes/Dactyls - same (only recolored)
8. Demons
Erinyes* (Replaces Furies) - in legends, underworld deities/daemons of vengeance. Depicted as winged women - I'll use valkyrie mesh for base. (Poison/Fire)
Androktasiai* (renamed Melinoes) - female daemons of bloodshed. Melinoe in legends is one - nymph that brings nightmares, so the name will be used for a Lampad hero.
Machae* - Elites - Dread Rider - mounted machae on demonic horses.
Bone fiends - same.
Empusas - same
Keres - same
Nightstalkers
Epiales
9. Magical
Oneiri* - basicaly Dream nightmares in Hades, only enemies.
Lampades* - underworld naiads of the five Hades rivers: Styx (Poison/Decay), Phlegethon (Burn/Life leech), Acheron (Vitality, Reduced Dmg/Resist), Cocytus (Frostburn/Slow), Lethe (Sleep/Confusion)
10. Bosses
Scylla, Bane of Messina (Giant Tritoness Boss in Rhodes Coast)
Colchian Bulls* - A pair of fire-breathing bronze bulls, guarding Medea's Garden, instead of the Ascacophuses.
Echidna, Mother of Horrors (Gorgon-like Uber-Boss in Hades) - Typhon's wife, replaces undead typhon battle, spawn hordes of different monsters >:D
Styx, Lady of the River (Lampad Uber-Hero in Hades) - Insane poison/vitality attacks.
Brontes and Steropes - reworked to Elder Cyclopes, will be added the third brother - Arges.
Charon (changed race from Undead to Demigod or Lesser Deity, replacing Telkhine race).
Cerbrus (changed race from Beast to Demon).
11. Heroes
Daeira, Persephone's Handmaiden (Lampad Hero)
Orphne, High Priestess of Hecate (Lampad Hero)
Gorgyra, Bride of Acheron (Lampad Hero)
Melinoe, Bringer of Nightmares (Lampad Hero)
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New Content Ideas - Act V North
There is already alot of content in Ragnarok, and my knowledge of Norse mythology is not that great... there will be less changes here.
1. Beasts
Bats
Bears
Boars
Carrion Birds: Crows, Stymphalian Birds* - birds with metallic feathers, which they throw like arrows. replace crows near Corinth, spawn with sirens.
Eagles
Giant Rats
Giant Turtles
Snakes
Yetis
Salamander
2. Beastmen
Anteoks
Boarmen
Centaurs
Ichthians
Merfolk
Ratmen
Harpies* (made beastmen): Harpy, Siren
Humans: Bandit, North Bandit, Mercenary, Cultist
3. Undead
Draugs
Dvergrs
Skeletons
Ghosts
Dvergr Skeletons
Revenants* (Renamed Zombies)
4. Insectoids
Beetles
Centipedes
Cryptworms
Hornets
Karkinos
Mantids
Spiders
5.Constructs
Asgard Statues
Golems
Mimer Drones
6. Plants
Fungoids
Junglecreeps
Quilvines
Timberhulks
Wood Colossuses
Tomb Rots* (made to plants)
7. Giants
Eldjotuns
Jotuns
Trolls
Ulvjotuns - Elite version: Priest of Fenrir*
8. Demons
Bilwis
Bonescourges
Dvergrs
Drakes* (Children of Fafnir)
Fire Imps
Shadowstalkers
9. Magical
Eihenjars
Vakyries
Alfr, Dokkalfar
Dragonspawn
Nixies, Urd Nixies
Kelpies
Phantasms
Pixies* - mini-wood sprites, as the thorn-sprites in Underlord
Bosses
Note: I'm surprised there is not much reference of the 3 children of Loki - Fenrir, Jormungand and Hel. I don't think you should fight them directly, but you can face at least something close:
Sea Wyrm (working name) * ~ Spawn of Jormungand
Sköll and Hati* ~ Sons of Fenrir (giant wolf twins that swallow the sun and moon at Ragnarok)
Garmr* ~ Hound of Niflheim (giant spectral wolf, guardian of the goddess Hel)
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This is so kool man! My first thought is "If you need help with map-making - sign me on to the team!" ;) Looking forward to more info
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This is so kool man! My first thought is "If you need help with map-making - sign me on to the team!" ;) Looking forward to more info
You're really up to helping? After you finish Hamunaptra ofcourse?
Edit: Posted the Egypt part.
Edit2: Orient is posted.
Edit 3: Hades is posted.
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Wow... now I know getting this stuff done will take a while, but I am looking forward to this!! :0
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looks great ! :)
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Greek Monsters Family Tree:
MONSTER CHILDREN OF GAIA (Primal Goddess of the Earth)
Dragons: Pythian Dragon (Python) / Colchian Dragon / Nemean Dragon
By TARTARUS (Primal Abyss) - Typhon / Echidna / Gigantes
By URANUS (Primal Sky) - Titans (Oceanus, Hyperion, Coeus, Cronus, Crius, and Iapetus) and Titanides (Mnemosyne, Tethys, Theia, Phoebe, Rhea, Themis) / Elder Cyclopes (Brontes, Steropes, Arges, Euryalos, Elactreus, Trakhios, Halimedes, Akmonides, Pyrakmon) / Hecatoncheires (Briareos, Kottos, Gyges - giants with fifty heads and hundred arms)
By PONTUS (Primal Sea) - Ancient Sea Gods (Nereus, Thaumas, Phorkys, Ceto, Eurubya)
By the BLOOD OF URANUS - Erynies (Alecto, Megaera, Tisiphone) / Many Lesser Gigantes: (Samothracian Cabeiri, Cretan Curetes, Phrygian Corybantes, Trojan Dactyls) / Meliae (Elder Oreads). Lesser Gigntes and Meliae are ancestors to many satyrs and nymphs.
By PONTUS or POSEIDON - Charybdis (Sea-drinking monster)
MONSTER CHILDREN OF CETO & PHORKYS
Gorgons (Stheno, Euryale, Medusa) / Graeae (Enyo, Deino, Pemphedo) / Thoosa (mother of Polyphemus) / Scylla / Echidna (another version)
Cetus Monsters: Ethiopian and Trojan
MONSTER CHILDREN OF TYPHON & ECHIDNA
Gorgo (Ancient Gorgon, slain by Zeus) / Chimera / Orthus / Cerberus/ Hydra / Crommyonian Sow (mother of Calydonian Boar) / Hesperian Dragon (Ladon, sometimes son of Gaia or Ceto)
MONSTER CHILDREN OF ORTHUS & CHIMERA
Sphynx / Nemean Lion
New Monster Race Ideas:
1. Beast - normal animals. Magical creatures like Basilisk, Salamander, Hydradon, etc. will probably be moved to other races.
2. Beastman - used only for "natural" hybrid monsters like satyrs, centaurs, harpies etc. Gorgons for example will be Magical or Draconic. There are too many beastmen in the game anyway.
3. Chthonic* (former Titan race) - used for many kinds of ancient dark gods and monstrosities, including Typhon, Echidna, Hydra, Cerberus, Cetus, Chimera etc. Mostly for the children of Typhon + Echidna or Ceto and Phorkys. In the North - for the offspring of Loki and Angrboda. Nighogg in this case is Chthonic, no matter its a dragon. Maybe even Surtr... In other words - this race will be the main race for big mean bosses.
4. Deity (Former Olympian race) - used for major gods like Hades, Persephone and all Norse gods.
5. Demigod* (former Telkine race) - used for many uber-heroes and bosses like Telkhines, Styx (goddess), Charon, Graeae and others.
6. Demon - some of the demons will be moved to Magical, Draconic or Chthonic.
7. Draconic* (former Device) - many magical serpent-like creatures: Dragons, Wyrms, Draconians, Gorgons, Nagas, Basilisks, Salamanders, etc. I still hesitate if to include Hydra and Nidhogg here.
8. Fae* (former Ghost) - all fairy-like magical creatures: elves, nymphs, nixies, sprites (Underlord style) and others. There will be alot of nymph types, thrust me.
9. Insectoid - no change.
10. Giant - gigantes, cyclopes, jotunns, trolls, etc.
11. Magical - Elementals, Djinns, Storm Wisps, Ancestral Warriors, magical and spirit animals, etc.
12. Mechanism* (former Construct) - all automatons and mechanical traps, including Rogue's bolt traps. NOT used for simple stuff like spider webs, levers, battle standards, monster lures, etc. All these things will be without race, to open space for another one.
13. Plants - no change.
14. Undead - no change.
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You're really up to helping? After you finish Hamunaptra ofcourse?
Yeah man, and this project will be adding new areas/tweaking to the original game maps right? If so that'll be a fresh change for me too.
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Thanks man, for now I'm only sketching ideas, but when time comes, you are wellcome on board :D
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Started the next part of the drafts - MI changes. For now I only made a list of vanilla MI's by act and monster, next I'll start to tweak the stats and add the new MI Ideas. I'll reserve some more posts :P.
MONSTER INFREQUENTS VANILLA AND CHANGED
ACT I GREECE
ARACHNOS
Deathweaver's Legtip
5% Chance of +300% Poison Damage
30-45/99-150/150-225 Poison Damage over 3 Seconds
Deathweaver's Shield
15/20/30 Piercing Damage
20% Chance of 4-8/12-15/19-22 Piercing Retaliation
15% Pierce Resistance (all tiers, really?)
Deathweaver's Helmet
20% Chance of 4-8/12-15/19-22 Piercing Retaliation
10/20/30% Poison Resistance
Deathweaver's Chitin
50% Chance of 4-8/12-15/19-22 Piercing Retaliation
+10/15/20 Strength
Deathweaver's Armplates
50% Chance of 4-8/12-15/19-22 Piercing Retaliation
+6/12/18% Attack Speed
BOARMAN
Enforcer's Cuirass
+14/21/28% Damage to Beastmen
+10% Health Regeneration
+14/20/26 Strength
Enforcer's Bracers
+14/21/28% Damage to Beastmen
+10% Health Regeneration
+14/20/26 Strength
CENTAUR
Trapper's Spear
18/69/126 Bleeding Damage over 3 Seconds
30% Chance of 50% Slower Movement for 3 Seconds
Outrider's Buckler
5/7/10% Chance of 100% Physical Resistance
15/20/30% Pierce Resistance
+8% Attack Speed
+8 Dexterity
+6 Strength
Outrider's Skullcap
25/50/75% Stun Resistance
+5/15/25 Dexterity
+20/40/80 Health
Outrider's Tunic
8/16/26% Pierce Resistance
+5/15/25 Dexterity
+20/40/80 Health
+10% Movement Speed
CYCLOPS
Polyphemus' Tenderizer
3% Chance for one of the following:
20-40/30-50/40-60 Bonus Damage
50/80/110 Reduced Armor for 3 Seconds
3s seconds of Stun
7% of Attack damage converted to Health
GORGON
Sentinel's Helm
8/16/24% Pierce Resistance
12/20/28% Poison Resistance
+8/16/24 Dexterity
Sentinel's Cuirass
+25/50/75 Defensive Ability
+25/50/75 Offensive Ability
Sentinel's Armbands
+20/30/40% Pierce Damage
+1/2/3 to all skills in Hunting Mastery
Stheno's Wisdom
8/10/12% Physical Resistance
+10% Energy
+40% Energy Regeneration
+45/60/75% Casting Speed
GORGON, GREATER
Stonebinder's Crown
12/20/28% Poison Resistance
+8/16/24 Intelligence
Stonebinder's Sash
+25/50/75 Defensive Ability
3/5/7% Chance to Dodge Attacks
Stonebinder's Cuffs
10% Elemental Resistance
+1/2/3 to all Skills
MAENAD
Jaguar Claws
33% Chance of 60/144/300 Bleeding Damage over 3 Seconds
+20% Attack Speed
+1/2/3 to Open Wound
MINOTAUR
Kinslay
3/5/7% Chance of:
3 seconds of Fear
50% Slower Movement for 3 Seconds
Breastplate of the Minotaur
+5% Armor Protection
+60/80/100 Health
+10% Strength
Bracers of the Minotaur
+60/80/100 Health
+10% Strength
SATYR
Stone Hammer
5.0% Chance of +100% Physical Damage
+8/22/36 Strength
Brigand's Bow
+20% Attack Speed
+8/22/36 Dexterity
Brute's Plate
10% Physical Resistance
+2/3/3 to Adrenaline (2/3/4?)
SATYR, MAGE
Staff of the Magi
-15% Recharge
+25% Fire Damage
12/60/90 Burn Damage over 3 Seconds
+5 Intelligence
+1/1.3/1.5 Energy Regeneration per second
Hood of the Magi
+10/20/30 Intelligence
+30% Energy Regeneration
+50% Casting Speed
Charm of the Magi
+10/20/30 Intelligence
+30% Energy Regeneration
+50% Casting Speed
SKELETON
Skeleton Darts
20% Chance of +200% Pierce Damage
10% Chance of 40/45/50% Reduction to Enemy's Health
TELKINE
Megalesios' Veil
+5/8/12% Intelligence
+30/50/70 Energy
+50% Energy Regeneration
Megalesios' Seal
+5/8/12% Intelligence
+30/50/70 Energy
+20% Energy Regeneration
WRAITH
Ethereal Cage
12/24/48 Life Leech Retaliation over 3 Seconds
10 Energy Leech Retaliation over 1 Seconds
25/35/45% Life Leech Resistance
+50% Energy Regeneration
Ethereal Clasp
25/35/45% Cold Resistance
+20% Attack Speed
+25% Energy Regeneration
Ethereal Leggings
25/35/45% Energy Leech Resistance
+25% Energy Regeneration
+20% Movement Speed
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ACT II EGYPT
DESERT HAG
Deathwing Helmet
+15/20/25 Dexterity
5/7/9% Chance to Dodge Attacks
DUNE RAIDER
Eldrich's Bow
50% Increase in Projectile Speed
+20% Attack Speed
Dune Raider Knives
45/120/240 Poison Damage over 3 Seconds
+1/2/3 to Flurry of Knives
Windswept Harness
15% Chance of 33/75/123 Life Leech Retaliation over 3 Seconds (need buff)
Windswept Pack
+10/15/20% Total Speed
Windswept Bracers
15% Chance of 33/75/123 Life Leech Retaliation over 3 Seconds
Windswept Greaves
15% Chance of 33/75/123 Life Leech Retaliation over 3 Seconds
JACKALMAN
Jackalman Sling
1/2/3% Chance of 111% Reduction to Enemy's Health
20.0% Chance of 1 second of Confusion
Jackal's Harness
+15/20/25 Dexterity
+50/70/90 Health
+15/20/25 Strength
Jackal's Wristquard
+15 Defensive Ability
+15/21/28 Dexterity
+20/30/40% Health Regeneration
+15 Offensive Ability
JACKALMAN, MAGE
Lupine Shroud
12/20/28% Fire Resistance
+40/60/80 Energy
+20% Energy Regeneration
Lupine Vestment
12/20/28% Fire Resistance
+40/60/80 Energy
+50% Energy Regeneration
Lupine Bracelet
12/20/28% Fire Resistance
+40/60/80 Energy
+20% Energy Regeneration
MUMMY
Ceremonial Headdress
12/20/28% Poison Resistance
25% Stun Resistance
+4/8/12% Health
+25% Energy Regeneration
Ceremonial Armor
12/20/28% Poison Resistance
+4/8/12% Health
+50% Energy Regeneration
Ceremonial Bracers
12/20/28% Poison Resistance
+4/8/12% Health
10% Attack Speed
+25% Energy Regeneration
Ceremonial Greaves
12/20/28% Poison Resistance
+4/8/12% Health
+25% Energy Regeneration
REPTILIAN
Overseer's Mantle
+16% Lightning Damage
8% Lightning Resistance
+1/2/3 to Storm Nimbus
Overseer's Crest
+20% Fire Damage
+1/2/3 to Earth Enchantment
SKELETONS, GILDED
Revenant Crown
+1/1/2 to all Skills
Revenant Plate
+1/1/2 to all Skills
Revenant Gauntlets
+1/1/2 to all Skills
Revenant Greaves
+1/1/2 to all Skills
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ACT III ORIENT
ARACHNOS, TROPICAL
Exotic Carapace
20/30/40% Pierce Resistance
20/30/40% Poison Resistance
+45 Health
Exotic Mask
20% Chance of 24-48/72-90/114-132 Poison Retaliation over 6 Seconds (must be 3 seconds)
20/30/40% Pierce Resistance
Exotic Armor
20% Chance of 24-48/72-90/114-132 Poison Retaliation over 6 Seconds (must be 3 seconds)
20/30/40% Pierce Resistance
Exotic Armguard
20% Chance of 24-48/72-90/114-132 Poison Retaliation over 6 Seconds (must be 3 seconds)
20/30/40% Pierce Resistance
BANDARI
Bandari's Helm
8/15/21% Elemental Resistance
+0.5 Energy Regeneration per second
+20% Energy Regeneration
Bandari's Corselet
8/15/21% Elemental Resistance
+1.0 Energy Regeneration per second
+40% Energy Regeneration
Bandari's Bracers
8/15/21% Elemental Resistance
+0.5 Energy Regeneration per second
+20% Energy Regeneration
Bandari's Greaves
8/15/21% Elemental Resistance
+0.5 Energy Regeneration per second
+20% Energy Regeneration
DJINN
Djinn's Shackles
+15/20/25 Intelligence
+1.0 Energy Regeneration per second
+20% Energy Regeneration
DRAGONIAN
Head Hunter's Axe
5% Chance of +200% Physical Damage
6% Chance of 1.5 seconds of Stun
Razorback Harness
+80/100/120 Health
+50% Health Regeneration
+23/28/33 Strength
ICHTHIAN
Ichthian Harpoon
10% Chance of +100% Bleeding Damage
48/108/165 Bleeding Damage over 3 Seconds
Ichthian Whomper
10% Chance of:
25/75/150% Energy Drain
2 seconds of Stun
Ichthian Aegis
+100% Bleeding Damage
20% Chance of 15 Bleeding Damage Retaliation over 3 Seconds (need scaling!)
+20/30/40 Dexterity
+20/30/40% Health Regeneration
ICHTHIAN, MAGE
Ichthian Oracle's Crown
5/10/15 Elemental Retaliation
+30% Energy Regeneration
Ichthian Oracle's Vestment
5/10/15 Elemental Retaliation
+0.5 Energy Regeneration per second
+70% Energy Regeneration
LICHE
Scepter of the Liche King
-25% Energy Cost
+1.0/1.3/1.5 Energy Regeneration per second
Crown of the Liche King
11/17/23% Elemental Resistance
+1.0 Energy Regeneration per second
+50% Energy Regeneration
NEANDERTHAL
Marauder's Bone Axe
17-25/27-35/37-45 Cold Damage
10% Chance of 40% Slowed for 2 Seconds
Marauder's Helm
7 ~ 12 Piercing Retaliation (need scaling)
20/30/40% Cold Resistance
+50/70/90 Health
Marauder's Girdle
20/30/40% Cold Resistance
+50/70/90 Health
Marauder's Armguard
20/30/40% Cold Resistance
+50/70/90 Health
Marauder's Greaves
20/30/40% Cold Resistance
+50/70/90 Health
NEANDERTHAL, MAGE
Shaman's Headdress
-5/8/10% Recharge
7 ~ 12 Piercing Retaliation
20/30/40% Cold Resistance
+30% Energy Regeneration
Shaman's Adornment
-5/8/10% Recharge
20/30/40% Cold Resistance
+80/100/100 Energy (80/100/120)
+50% Energy Regeneration
Shaman's Coil
-5/8/10% Recharge
20/30/40% Cold Resistance
+30% Energy Regeneration
Shaman's Leggings
-5/8/10% Recharge
20/30/40% Cold Resistance
+30% Energy Regeneration
RATMAN
The Rat's Hat
+25% Health Regeneration
Grants skill: Flash Powder
The Rat's Pack
+25% Health Regeneration
Grants skill: Armor Handling
The Rat's Clap
+10% Attack Speed
Grants skill: Thunderclap
The Rat's Track
+10% Movement Speed
+1/2/3 to Art of the Hunt
+1/2/3 to Trail Blazing
Vagabond's Shirt
+10/15/20% Movement Speed
-20% Dexterity Requirement for all Weapons
Quiver of N'Imh
100% Bleeding Resistance
15/25/35% Pierce Resistance
+10/15/20% Attack Speed
TIGERMAN
Sabertooth
+30% Attack Speed
+16/26/36 Dexterity
+15/25/35 Offensive Ability
Mongol Chakrams
60/144/300 Bleeding Damage over 3 Seconds
+1 to Calculated Strike
Prowler's Cuirass
20/30/40% Elemental Resistance
15% Fire Resistance
+16/26/36 Dexterity
Prowler's Cuffs
+10% Attack Speed
+20/40/60 Defensive Ability
+20/40/60 Offensive Ability
Prowler's Legguards
+20% Attack Speed
3/5/7% Chance to Dodge Attacks
TIGERMAN, CHAMPION
Tiger Claw
3% Chance of +200% Bleeding Damage
81/171/231 Bleeding Damage over 3 Seconds
+30/50/70 Offensive Ability
Warlord's Helm
+25/30/35 Dexterity
+25/30/35 Strength
Warlord's Coat
+25/30/35 Dexterity
+25/30/35 Strength
TIGERMAN, MAGE
Bai Hu's Coronal
-10/15/20% Energy Cost
+25/30/35 Intelligence
+30% Energy Regeneration
Bai Hu's Mantle
-10/15/20% Energy Cost
+25/30/35 Intelligence
+50% Energy Regeneration
YERREN
Warchief's Garb
+20/30/40% Less Damage from Beasts
+16/26/36 Strength
Warchief's Bracers
+20/30/40% Less Damage from Beasts
+16/26/36 Strength
Warchief's Leggings
+20/40/60% Less Damage from Beasts
+16/26/36 Strength
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ACT IV HADES
ANOURAN
Mbuti's Advocate
+50/100/150 Health
+20/30/40% Health Regeneration
Grants Skill: Study Prey
Bramblewood Bow
25% Chance of 30/40/50 Reduced Resistance for 3 Seconds
+10/15/20% Attack Speed
Batrachos Breastplate
50/90/130% Pierce Resistance
3/5/7% Chance to Avoid Projectiles
Batrachos Bracers
+8/12/16% Armor Protection
30/60/90% Poison Resistance
Batrachos Greaves
+40/80/120 Defensive Ability
3/5/7% Chance to Dodge Attacks
ANOURAN, PALE
Witch Doctor's Vestment
15/(missing)/35% Vitality Damage Resistance
15/50(25?)/35% Pierce Resistance
+50/100/150 Defensive Ability
+50% Energy Regeneration
Witch Doctor's Bracelet
20% Chance of:
10/20/30% Reduced Damage for 3.0 Seconds
10/20/30% Reduced Resistances for 3.0 Seconds
+30% Energy Regeneration
Witch Doctor's Leggings
10/20/30% Elemental Resistance
+30% Energy Regeneration
+10% Movement Speed
Schlilsh's Skinner
3/5/7% Chance of +100% Bleeding Damage
90/150/210 Bleeding Damage over 3 Seconds
EMPUSA
The Night Mistress's Clutch
Chance for one of the following:
32-86/90-181/167-266 Cold Damage
59/136/216 Fire Damage
32-86/90-181/167-266 Lightning Damage
+1.3/1.4/1.6 Energy Regeneration per second
+2/3/4 to Sands of Sleep
+2/3/4 to Distort Reality
The Night Mistress's Crown
+10/15/20% Elemental Damages
5/7/9% Absorption of Spell Energy
+30% Energy Regeneration
The Night Mistress's Corselet
30/50/70% Pierce Resistance
5/7/9% Chance of 50% Damage Reflected
+50% Energy Regeneration
The Night Mistress's Bracelets
+20/30/40% Sleep Duration
40/60/80% Sleep Resistance
+30% Energy Regeneration
The Night Mistress's Leggings
+10/15/20% Armor Protection
+30% Energy Regeneration
+10% Movement Speed
FORMICID
Soldier's Unyielding Will
+100/200/300 Defensive Ability
3/5/7% Chance to Dodge Attacks
Soldier's Skullplate
40/60/80% Bleeding Resistance
40/60/80% Sleep Resistance
Soldier's Chitin
40/60/80% Pierce Resistance
5/8/11% Absorption of Spell Energy
Soldier's Legplates
20% Chance of 40/60/80% Reduced Offensive Ability Retaliation for 3 Seconds
40/60/80% Poison Resistance
FORMICID, MAGE
Myrmigki Crown
40/60/80% Lightning Resistance
+30/60/90 Defensive Ability
+30% Energy Regeneration
Myrmigki Vestment
10/20/30% Elemental Resistance
+30/60/90 Defensive Ability
+30% Energy Regeneration (50%)
Myrmigki Leggings
+30/60/90 Defensive Ability
+30% Energy Regeneration
+15% Movement Speed
FORMICID, PALE
Myrmidon's Sting
+10/15/20% Attack Speed
+24/31/36 Dexterity
Myrmidon's Skullplate
20% Chance of 20/30/40 Damage Reduction Retaliation for 3 Seconds
40/60/80% Sleep Resistance
Myrmidon's Chitin
3/5/7% Chance of 100% Physical Resistance
40/60/80% Pierce Resistance
Myrmidon's Legplates
40/60/80% Poison Resistance
+100/150/200 Defensive Ability
FORMICID, PALE MAGE
Ch'kra's Crown
+20/25/30% Lightning Damage
+30/60/90 Defensive Ability
+30% Energy Regeneration
Ch'kra's Vestment
30/50/70% Pierce Resistance
+30/60/90 Defensive Ability
+30% Energy Regeneration (should be 50%)
Ch'kra's Leggings
+30/60/90 Defensive Ability
+30% Energy Regeneration
+15% Movement Speed
GIGANTES
Rancor
15/25/35 Vitality Damage
3/4/5% Chance of 50% Reduction to Enemy's Health
Vengeance
15.0% Chance of 20/30/40 Fire Retaliation
Grants skill: Quick Recovery (Activated upon taking melee damage)
Alcynoneus' Mask
+100/150/200 Defensive Ability
Grants skill: Energy Shield of Alcyoneus (Activated upon taking melee damage)
Alcynoneus' Breasplate
45/65/85% Pierce Resistance
+100/150/200 Defensive Ability
Alcynoneus' Gauntlets
45/65/85% Lightning Resistance
+100/150/200 Defensive Ability
Alcynoneus' Legplates
45/65/85% Fire Resistance
+100/150/200 Defensive Ability
GIGANTES, ALT
Porphyrion's Mask
45/65/85% Cold Resistance
+50/75/100 Defensive Ability
Porphyrion's Breasplate
45/65/85% Pierce Resistance
+50/75/100 Defensive Ability
Porphyrion's Gauntlets
45/65/85% Fire Resistance
+50/75/100 Defensive Ability
Porphyrion's Legplates
45/65/85% Lightning Resistance
+50/75/100 Defensive Ability
KERES
Anaplekte's Skullcap
40/60/80% Skill Disruption Protection
15/25/35% Elemental Resistance
Anaplekte's Cuirass
40/60/80% Pierce Resistance
40/60/80% Reduced Entrapment Duration
KERES, MAGE
Ker's Fetish
+30% Fire Damage
+1.3/1.4/1.6 Energy Regeneration per second
+2/3/4 to Volcanic Orb
Shroud of Ker
+30% Energy Regeneration
Grants skill: Vision of Death (Activated upon taking melee damage)
Vestment of Ker
20/30/40% Elemental Resistance
20/30/40% Pierce Resistance
Coil of Ker
5/7/9% Physical Resistance
5/7/9% Chance to Avoid Projectiles
+30% Energy Regeneration
Leggings of Ker
+50/75/100 Energy
+30% Energy Regeneration
+20% Movement Speed
LAMIA
Ismene's Helm
+20/30/40% Poison Damage
40/60/80% Poison Resistance
Ismene's Cuirass
+20/30/40% Pierce Damage
40/60/80% Pierce Resistance
Ismene's Bracers
+20/30/40% Bleeding Damage
40/60/80% Bleeding Resistance
MACHAE
Phonoi
+40% Life Leech
7/9/11% of Attack damage converted to Health
Demonic Rippers
25/55/90 Vitality Damage
+1/2/3 to Psionic Burn
Alala
+50/100/150 Defensive Ability
Grants skill: War Horn (Activated on low health)
Homados
30/50/70% Cold Resistance
+10% Attack Speed
Palioxis
15/25/35% Bleeding Resistance
15/25/35% Pierce Resistance
4/8/12% Absorption of Spell Energy
Proioxis
30/50/70% Fire Resistance
+15% Movement Speed
MELINOE
Khthonion Spike
3/4/5% Chance of +100% Physical Damage
+50/80/110 Offensive Ability
Khthonion Razor
90 Energy Leech over 3.0 Seconds
5/7/9% of Attack damage converted to Health
Bloodborn Visor
+8/12/16% Elemental Damages
10% Elemental Resistance
+30% Energy Regeneration
Bloodborn Girdle
20/40/60% Bleeding Resistance
20/40/60% Life Leech Resistance
+50/75/100 Defensive Ability
+50% Energy Regeneration
Bloodborn Armbands
-5/10/15% Energy Cost
3/5/7% Chance to Dodge Attacks
+30% Energy Regeneration
Bloodborn Leggings
40/60/80% Sleep Resistance
+15% Movement Speed
TROGLODYTE
Folg
+6/8/10% Dexterity
+6/8/10% Strength
Grants skill: Thunderclap (Activated on attack)
Atouk
5/7/9% Physical Resistance
+6/8/10% Dexterity
+6/8/10% Strength
Lar
5/7/9% Physical Resistance
+6/8/10% Dexterity
+6/8/10% Strength
Gog
5/7/9% Physical Resistance
+6/8/10% Dexterity
+6/8/10% Strength
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ACT V NORTH
ALFR
Trueshot Bow
+25% Damage to Beastmen
+25% Damage to Demons
+15/20/25% Casting Speed
Helm of Alfheim
+10% Less Damage from Beastmen
+1/2/3 to all skills in Nature Mastery
Tunic of Alfheim
+10% Less Damage from Beastmen
+1/2/3 to all skills in Nature Mastery
Bracers of Alfheim
40/50/60% Increase in Projectile Speed
+10% Less Damage from Beastmen
+1/2/3 to all skills in Hunting Mastery
Boots of Alfheim
+10% Less Damage from Beastmen
+1/2/3 to all skills in Hunting Mastery
BANDIT
Scironian Helmet
20% Pierce Resistance
+1/2/3 to all skills in Rogue Mastery
Scironian Armor
20% Pierce Resistance
+1/2/3 to all skills in Rogue Mastery
DRAUGR
Bone Bow
120/180/240 Life Leech over 3 Seconds
120/180/240 Energy Leech over 3 Seconds
Shield of the Restless King
30 ~ 45 Burn Damage over 3 Seconds
+15% Less Damage from Ghosts
Grants skill: Death Ward (show details)
Helmet of the Restless King
+20/30/40% Vitality Damage
+15% Less Damage from Ghosts
Ring Mail of the Restless King
+20/30/40% Vitality Damage
+15% Less Damage from Ghosts
Gauntlets of the Restless King
+20/30/40% Vitality Damage
+15% Less Damage from Ghosts
Guards of the Restless King
+20/30/40% Vitality Damage
+15% Less Damage from Ghosts
DVERGR
Dvergr Runestones
60/125/220 Elemental Damage
+1/2/3 to Magical Charge
Dvergr-Forged Battle Axe
+30% Damage to Constructs
+30% Damage to Devices
Grants skill: Magma Strike (Activated upon taking damage)
Dvergr-Forged Longsword
+30% Damage to Constructs
+30% Damage to Devices
+10/15/20% Attack Speed
+2/3/4 to Magical Charge
Dvergr-Forged Edge Mace
+30% Damage to Constructs
+30% Damage to Devices
Grants skill: Runeword: Explode
Master Forge Helmet
+10% Less Damage from Constructs
+10% Less Damage from Devices
15/20/25% Elemental Resistance
Master Forge Cuirass
+10% Less Damage from Constructs
+10% Less Damage from Devices
15/20/25% Elemental Resistance
Master Forge Armbands
+10% Less Damage from Constructs
+10% Less Damage from Devices
15/20/25% Elemental Resistance
Master Forge Greaves
+10% Less Damage from Constructs
+10% Less Damage from Devices
15/20/25% Elemental Resistance
DVERGR, MAGE
Prospector's Rod
+20/30/40% Burn Damage
210/444/690 Burn Damage over 3 Seconds
+20% Damage to Constructs
+20% Damage to Devices
+1.4/1.5/1.7 Energy Regeneration per second
Master Seer's Robe
+10% Elemental Damages
+10% Less Damage from Constructs
+10% Less Damage from Devices
15/20/25% Elemental Resistance
EINHERJAR
Einherjar Hammers
+20/25/30% Physical Damage
15.0% Chance of 1 second of Stun
+1/2/3 to Concussive Blow
Einherjar's Line (Spear)
+30% Damage to Giants
Grants skill: Volley
Einherjar's Stand (Shield)
30 ~ 45 Burn Damage over 3 Seconds
+15% Less Damage from Giants
20% Shield Recovery Time
+2/3/4 to Runeword: Absorb
Einherjar's Fate (Sword)
+15/20/25% Physical Damage
+25% Damage to Giants
Grants skill: Reckless Offense (not working)
Helm of Valholl
+10% Less Damage from Giants
35/55/75% Vitality Damage Resistance
Harness of Valholl
+10% Less Damage from Giants
35/55/75% Bleeding Resistance
Armguards of Valholl
+10% Less Damage from Giants
30/45/60% Reduced Freeze Duration
30/45/60% Slow Resistance
Buskins of Valholl
+10% Less Damage from Giants
30/45/60% Reduced Petrify Duration
30/45/60% Stun Resistance
ELDJOTUN
Blacksteel Executioner
11-22/22-44/33-66 Fire Damage
1.0% Chance of 90% Reduction to Enemy's Health
90/180/270 Reduced Armor for 3 Seconds
Blacksteel Spike
+20/25/30% Pierce Damage
120/240/360 Reduced Armor for 3 Seconds
Blacksteel Bulwark
30-45 Burn Damage over 3 Seconds
+20% Shield Block Chance
20/30/40% Fire Resistance
Grants skill: Shadow's Touch (Activated upon taking ranged damage)
Blacksteel Helmet
30% Pierce Resistance
+1/2/3 to all skills in Rune Mastery
Blacksteel Plate
30% Pierce Resistance
+1/2/3 to all skills in Earth Mastery
Blacksteel Bracers
30% Pierce Resistance
+1/2/3 to all skills in Rune Mastery
Blacksteel Greaves
30% Pierce Resistance
+1/2/3 to all skills in Earth Mastery
ICHTHIAN, FJORD
Ichthian Spine (Spear)
20/25/30% Cold Resistance
Grants skill: Wash Out (Activated on attack)
Ichthian Stinger (Bow)
20% Chance of +200% increased Pierce Ratio
Ichthian Shell
30-45 Burn Damage over 3 Seconds (should be Frostburn and scaling?)
30/40/50% Cold Resistance
30/40/50% Reduced Freeze Duration
30/40/50% Reduced Petrify Duration
Icescale Helm
6/9/12% Chance to Avoid Projectiles
Grants skill: Reflection (Activated when equipped)
Icescale Armor
6/9/12% Chance to Avoid Projectiles
Grants skill: Reflection (Activated when equipped)
Icescale Bracers
6/9/12% Chance to Avoid Projectiles
Grants skill: Reflection (Activated when equipped)
Icescale Guard
6/9/12% Chance to Avoid Projectiles
Grants skill: Reflection (Activated when equipped)
ICHTHIAN, FJORD MAGE
Staff of the Deep
50.0% Chance of -40% Recharge
+25% Cold Damage
+25% Frostburn Damage
30/60/90 Frostburn Damage over 3.0 Seconds
+1.4/1.5/1.7 Energy Regeneration per second
Crown of the Deep
+15/20/25% Cold Damage
+15/20/25% Frostburn Damage
30/40/50% Fire Resistance
Raiment of the Deep
+15/20/25% Cold Damage
+15/20/25% Frostburn Damage
30/40/50% Fire Resistance
Bracelets of the Deep
+15/20/25% Cold Damage
+15/20/25% Frostburn Damage
30/40/50% Fire Resistance
Guards of the Deep
+15/20/25% Cold Damage
+15/20/25% Frostburn Damage
30/40/50% Fire Resistance
MERCENARY
Stormraven Sword
20% Chance of:
20/25/30% Reduction to Enemy's Health
90 ~ 180/180-360/270-540 Bleeding Damage over 3 Seconds
20/25/30% Slowed for 3 Seconds
Grants skill: Lethal Strike
MERFOLK
Deep Sea Trident
20/25/30% Lightning Resistance
Grants skill: Thunder Strike
Triteia's Coral Crown
20% Lightning Resistance
+1/2/3 to all skills in Storm Mastery
Triton Armor
20% Cold Resistance
+1/2/3 to all skills in Storm Mastery
NERTHUS' CULTIST
Staff of the Chosen
40/50/60% Increase in Projectile Speed
56/118/184 Piercing Damage
168/354/552 Poison Damage over 3 Seconds
+1.4/1.5/1.7 Energy Regeneration per second
Grants skill: Summon Spriggling
Hood of the Chosen
44/55/66% Chance of -40% Recharge
+10% Less Damage from Magical
Coat of the Chosen
44/55/66% Chance of -80% Energy Cost
+10% Less Damage from Magical
Rings of the Chosen
44/55/66% Chance of -40% Recharge
+10% Less Damage from Magical
Wraps of the Chosen
44/55/66% Chance of -80% Energy Cost
+10% Less Damage from Magical
NIXIE
Kelpie Circlet
7/9/11% Chance to Dodge Attacks
+10/14/18% Casting Speed
Kelpie Cuisse
7/9/11% Chance to Dodge Attacks
+10/14/18% Movement Speed
Kelpie Vambrace
7/9/11% Chance to Dodge Attacks
+10/14/18% Attack Speed
TROLL
Troll's Splitter (Axe)
50% Chance of 15-45/30-90/45-145 Bleeding Damage
50% Chance of 90/180/270 Reduced Armor over 3 Seconds
+30% Damage to Plants
Troll's Basher (Mace)
8/10/12% Chance of 0.5-1.5 second(s) of Stun
+30% Damage to Plants
Troll's Sticker (Spear)
90-135/180-270/270-405 Bleeding Damage over 3 Seconds
+40% Damage to Plants
Troll's Cutter (Sword)
45-135/90-270/135-405 Bleeding Damage over 3 Seconds
+30% Damage to Plants
Armors:
Bonebreaker Cowl
+20/30/40% Bleeding Damage
+10% Less Damage from Plants
Bonebreaker Mail
+20/30/40% Bleeding Damage
+10% Less Damage from Plants
Bonebreaker Bracelets
+20/30/40% Bleeding Damage
+10% Less Damage from Plants
Bonebreaker Greaves
+20/30/40% Bleeding Damage
+10% Less Damage from Plants
TROLL, MAGE
Troll's Branch
53/111/173 Piercing Damage
140/296 Bleeding Damage over 3 Seconds
+20% Damage to Plants
+1.4/1.5/1.7 Energy Regeneration per second
Bonecaster Shawl
+10/15/20% Physical Damage
+20/30/40% Bleeding Damage
+10% Less Damage from Plants
VALKYRIE
Boots of the Valkyrie
+3/5/7 Health Regeneration per second
+7/12/17% Movement Speed
+1 to all Skills
YERREN, WHITEFUR
Bear Rider's Garb
Bear Rider's Bracers
Bear Rider's Leggings
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There's got to be a way to include the battle of Troy.
Mycenae ruins could have the ghost of Agamemnon transport you through time back to the battle to defeat Achilles or something like that.
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Very cool idea! Is it possible to edit a quest, so you can choose which side to fight on, and it cancels the other choice?
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Two ways.
1. (this is the one I used before in LoC v1) Hijack an existing quest.
For example: Take the quest that is a scripted scene in athens or whatever. Open ANOTHER scripted scene somewhere else and COPY all the scripted scene data from the first quest to the other quest. Now the second quest file contains both scripted scenes. They usually have the "token you can never get" so they never complete, and the game doesn't really care which quest file the action code is in as the conditions are specific to each scene.
Now you have a blank quest file (the one from which you copied the quest stuff from) to do what ever you want, including completing the quest.
2. Add a new quest file to you map file. You have to actually add a quest file to the map in Editor.exe from your mods built game assets for it to activate in game. If you can do this with a map, you can add as many quests as you want.
EDIT: Note: The quest editor doesn't have a "Copy" or "Cut" command in the interface, you have to use "Ctrl + C" to copy. You then have to use the garbage can icon to delete quest steps/actions/conditions.
I've been unsuccessful adding new quest files to my maps so far, but who knows?
EDIT: Oh, you mean to determine whic side to fight on.
Sure, I suppose.
You make 4 army proxy pools and proxies.
1. Greece friendly, Trojan enemy armies and proxies
2. Trojan friendly, greek enemy armies and proxies
If player touches greek banner, spawn greek friendly at location X, spawn Trojan enemy at location Y
If player touches Trojan banner, etc...
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There's got to be a way to include the battle of Troy.
Mycenae ruins could have the ghost of Agamemnon transport you through time back to the battle to defeat Achilles or something like that.
fun fact about Achilles, this happened during the battle of Troy:
Enraged over the death of Patroclus, Achilles ends his refusal to fight and takes the field, killing many men in his rage but always seeking out Hector. Achilles even engages in battle with the river god Scamander, who has become angry that Achilles is choking his waters with all the men he has killed. The god tries to drown Achilles but is stopped by Hera and Hephaestus. Zeus himself takes note of Achilles' rage and sends the gods to restrain him so that he will not go on to sack Troy itself before the time allotted for its destruction, seeming to show that the unhindered rage of Achilles can defy fate itself.
the last sentence is intriguing
you could be the hero Zeus sends to restrain Achilles, eh?
https://en.m.wikipedia.org/wiki/Achilles
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The only drawback of the Troy idea is that both armies are human and considered "good"... I mean, in Titan Quest you only fight monsters and evil men. That's one of the reasons i like it - it doesn't send you on a killing spree versus normal warriors or the Olympian gods like in God of War. Serously, that game is well made, but its brutal and freaking blasphemous - a frenzied spartan wipes out the entire Pantheon...
Another possibilty is you can be sent to a human/god vs monster battle, like the human wars vs centaurs, gods war vs giants, why not even titans...
Anyway, here is an early monster concept for the mod - a new demon that will spawn in Hades:
(https://i.imgur.com/XN5sv5B.jpg)
https://www.youtube.com/watch?v=SecQWj3Xbbg
A little info about Androktasiai:
THE ANDROKTASIAI (Androctasiae) were the female spirits (daimones) of battlefield slaughter, daughters of Eris, the goddess of strife and discord. They were similar to the Keres and were the companions of other battlefield daimones such as the Makhai (Machae).
Now that I look at it, I think she needs a tail :)
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and i was thinking that concept would be impossible, you did it again nargil! / clap clap 8)
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Drafted some of the Act I creatures:
EXPANDED WORLD ~ MONSTERS
I. GREECE
1. SATYRS
Common
Types: Forest Satyr, Mountain Satyr, Dionysian Satyr
Scout (Skills: None)
Peltast (Skills: Woodlore)
Warrior (Skills: Weapon Training)
Slinger (Skills: Woodlore, uses thrown)
Hunter (Skills: Woodlore, Ensnare, uses bow)
Apprentice (Skills: Regrowth + Disseminate, uses staff)
Champion
Courier (Skills: Calculated Strike, Alacricity Aura, Throwing Knife) - Hermes
Hoplite (Skills: Woodlore, Shield Charge, Throw Javelin) - Dionysus
Zealot (Weapon Training, Dual Wield, Pan's Battle Cry - Area Fear/% Dmg Reduction/-% OA) - Dionysus/Pan
Tityrus (Skills: Woodlore, Marksmanship, Pan's Flute - Area Fumble/Impair/Confusion, uses sling) - Dionysus/Pan
Huntmaster (Skills: Woodlore, Marksmanship, Ensnare, Summon Wolf, boar-rider, uses bow) - Pan/Artemis
Shaman (Skills: Regrowth + Disseminate, Heart of Oak, Summon Spirit Boars, uses staff) - Dionysus/Pan
Chieftain (Skills: Weapon Training, Dual Wield, Rally, Battle Totem, satyr brute mesh) - Dionysus/Pan
Battlesmith (Skills: Concussive Blow, Batter, Battle Awareness, Earth Enchantment) - Hephaestus
Flamechanter (Skills: Earth Enchantment + Stone Skin, Fire Bomb, Summon Fire Sprite, uses staff) - Hephaestus
Hero, Quest & Boss
Hermeides (Monstrous Brigands Quest: Lycus, Pherespondus, Pronomus - sons of Hermes and heralds of Dionysus. Spawn 1 on Normal, 2 on Epic, all 3 on Legendary)
Dionysian Captains (Melee/Ranged Heroes: Poemenius, Thiasus, Hypsicerus, Orestes, Phlegraeus, Napaeus, Gemon, Lycon, Phereus, Petraeus, Lamis, Lenobius, Scirtus, Oestrus - fourteen elite satyrs who led Dionysos' satyr troops in his Indian war)
Silens (Bosses: Maron, Leneus and Astraeus - elder satyrs, sons of Silenus and personal guardians of Dionysus. Spawn 1 on Normal, 2 on Epic, all 3 on Legendary)
Panes (Mage Heroes: Celaeneus, Argennon, Aegicorus, Eugenius, Daphoeneus, Phobus, Omester, Philamnus, Xanthus, Glaucus, Argus, Phorbas - the 12 sons of Pan)
2. BOARS
Common
Wild Boar, Dusky Boar (Skills: Take Down)
Champion
Dire Boar, Monstrous Boar (Skills: Take Down + Eviscerate, Battle Rage, Gouge) - Ares/Artemis
Hero, Quest & Boss
Cromyonian Sow, Calydonian Boar, Clazomenean Sow, Erymanthian Boar, Adonis' Bane
3. CARRION BIRDS
Common
Carrion Crow, Grave Raven (Skills: Open Wound)
Champion
Plague Raven - (Skills: Open Wound, Plague - Vitality Decay/Health Reduction, Avoid Projectiles) - Apollo
Stymphalian Bird - (Skills: Open Wound, Razor Feathers - Multiple projectiles/Pierce/Bleed, Avoid Projectiles) - Ares
Hero, Quest & Boss
Coroneis, Princess of Phokis; rest are vanilla
4. HARPIES
(Changes race to Beastmen)
Types: Gust Harpy, Gale Harpy, Storm Harpy
Common
Hag (Skills: Avoid Projectiles)
Crone (Skills: Avoid Projectiles, Lightning Aura)
Champion
Witch (Skills: Avoid Projectiles, Lightning Aura, Thunderball, Squall)
Siren (Skills: Avoid Projectiles, Siren's Song - same as vanilla, Screech - Vanilla)
Hero, Quest & Boss
Harpies - Aello, Aellopos, Nicothoe, Celaeno, Podarce, Podarge, Acholoe, Ocypethe, Ocythoe, Ocypode
Sirens - Thelxiepeia, Thelxinope, Thelxinoe, Peisithoe, Aglaope, Leucosia, Ligeia, Molpe, Raidne, Parthenope
5. GHOSTS
(Spawn in many places in Greece, mostly open ruins. Skeletons/zombies will be limited for tombs)
Types: Phasma, Eidolon
Common
Fallen Sailor (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, melee)
Fallen Warrior (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, melee)
Fallen Bandit (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, thrown)
Fallen Priest (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, staff)
Champion
Fallen Captain (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, Life Leech, Deathchill Aura, Dual Wield)
Fallen General (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, Ghostly Banner, Life Leech Aura, Batter)
Fallen Brigand (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, Spirit Strike, Ghostly Traps)
Fallen High Priest (Skills: Ghostly Touch - % Health Reduction, Ghost Resists, Vision of Death, Deathchill Aura, Life Drain, Summon Lesser Ghosts)
Hero, Quest & Boss
Philinnion the Unwed, Polucrytus the Devourer + vanilla wraith heroes
Relic name ideas with the Greek gods and their relative counterparts in other pantheons:
GREEK EGYPT BABYLON/CHINA HADES(Heroes) NORTH
Apollo Horus Shamash Orpheus Belenus
Ares Sekhmet Nergal Achilles Thor
Artemis Neith Ishtar Atalanta Skadi
Athena Bastet Nezha Perseus Freya
Dionysus Osiris Ninkasi Ganymedes Sucellus
Hecate Isis Ereshkigal Circe Hel
Hephaestus Ptah Gibil Daedalus Gobannus
Hermes Anubis Sun Wukong Odysseus Loki
Poseidon Sobek Enki Jason Njord
Zeus Amun-Ra Marduk Heracles Odin
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I started writing a backstory of a possible plot for Expanded World. It's based on Hesiod's Theogony + some thing that i wrote from before. This isn't the actual plot, it's more like Greek myths with a slight fantasy twist. My English is not very good, sorry if there are alot of errors in the text:
A BRIEF HISTORY OF GODS AND MORTALS
I. The Primordials
It is said that before the beginning of times there was no land, nor sea, nor sky. It was neither hot or cold, the immortal gods didn't exist. Only the primal Void - Chaos, stretched in the universe - pre-eminent and un-created; sleeping, waiting for its awakening; empty, and yet a source of all things.
Nobody knows how long the sleep of Chaos has lasted. The gods themselves do not know – even their powerful minds cannot reach to that age of timelessness. But when the moment of awakening has come, from the Great Void emerged the Protogenoi - firstborn gods of creation.
Three of them they were: Erebus - god of Darkness, Nyx - goddess of the Night, and Eros - the primordial force of Love, which brings life to everything.
Bounded together by Eros, Erebus and Nyx merged in a sacred union, and soon after were born their children - the five Elemental Lords. Their names are Gaia, Aether, Uranos, Pontos, and Tartarus.
First, Gaia came to life - the ancient Lady of the Earth. With her birth was formed the vast piece of land on which gods and mortals live, with it's dark caves and snowy mountain peaks. Gaia is the mother of many immortals, as well as many fearsome monsters.
Tartarus, Lord of the Pit, was born second. His realm stretches under that of Gaia, as deep beneath the earth as is the sky high above it. In present times, it's a prison and place of punishment for all enemies of the Olympians.
Next were Uranos, Lord of the Sky, and Pontos, Lord of the Seas. They are fathers by Gaia to many younger deities - rulers of different worldly aspects.
Last of the children of Erebus and Nyx is Aether, Lord of the Heavens - when he was born, brilliant light illuminated the world for the first time. Aether's domain is high above the sky - everything there is half-material, made from purest air.
So are described the five Elemental Lords. It is from their elements that today's mages and alchemists draw their power; they were the first to set the foundation of the world as we know it; and from them would emerge the next generation of gods.
(To be continued)