Boss Rooms
Spring Merchant Update
Cooking Items
Prevalia Market Items
Wearables
Flower Crown
Counts as a Mask Item (exceptional quality leather cap)
Spring Dressing Gown
Occupies the Outer Torso Layer
Regal Spring Robe
Occupies the Outer Torso Layer
Shimmer Celestial
A large number of items have now been made available for in our new hue, Shimmer Celestial (Hue 1186)
Shimmer Periwinkle
Shimmer Periwinkle Ship Paint Upgrade
Animated Deco Items
Bird Bath
Plays animation
Hatching Egg
Has randomized hue and plays animation and sound
Pinwheel
Has randomized hue and plays animation and sound
Windchime
Plays animation and randomized sounds
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Animal Taming Overhaul
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Creature Level Upgrades and Summoner’s Tome Upgrades
Updated Creatures Spreadsheet
We have generated an updated Tamed Creatures spreadsheet showing the current and previous Stats and Skills of all tameable creatures on Outlands (including Ossuary 4 creatures)
The left-most sheet tab will reflect the most recent creature data on live
https://docs.google.com/spreadsheets/d/1tpUjnofM4D0on4X_kmxfokSya5q9VCjr23s_Tzz16sY/edit#gid=1097140345
PvP Damage
Previously, we had a (Control Slots x 10) Damage Cap mechanic in place for any source of Tamed/Summoned damage towards a player (which includes Melee Hits, Spellcasts, Ability Damage, Bleed Effects, Poison Damage, etc)
However, we have found this mechanic insufficient in several scenarios, as certain pets are able to hit players multiple times in short succession, often with a combination of Melee/Spell Hits + delayed effects such as Bleed or Poison damage resolving nearly simultaneously
Therefore, we have updated the mechanic so that an individual pet can only inflict a maximum of (Control Slots x 10) Damage to a player over the course of a rolling 3 second window (which begins as soon as the player takes damage from the creature)
So if a 4 Control Slot creature lands a 30 damage melee hit against a player, they will only be able to inflict a maximum of 10 additional damage to that player over the next 3 seconds
Any damage during a 3 second window that exceeds the (Control Slots x 10) Damage Cap will be reduced to 1 damage
Poison Resistance and Special Resistance
Poison Resistance
Poison Resistance is the % chance that a pet who takes damage from a Poison Tick will *resist* the poison, and instead take 0 damage
For balancing purposes, we have set all creatures that are capable of inflicting poison to have 33% Poison Resistance, and even some non-poisoning creatures also will receive 33% Poison Resistance (such as Swamp creatures or certain “strange” creatures like constructs, slimes, etc)
Players can increase a tamed creature’s Poison Resistance through the Tolerance trait (described later)
Players can view a tamed creature’s Poison Resistance in the Animal Lore menu for the creature
Special Resistance
Special Resistance is a new value on tamed creatures that functions similarly to Poison Resistance, except it represents the % chance for the creature to ignore damage from Bleed and Disease ticks (it will not display a *resists* message when this occurs, however)
Creatures that have Special Resistance are typically our more “strange” creatures, like swamp-types, constructs, bats, but a number of our “tank” concept creatures will also potentially have it as well
Players can increase a tamed creature’s Special Resistance through the Remedy trait (described later)
Players can view a tamed creature’s Special Resistance in the Animal Lore menu for the creature
Tamed and Summoned AoE Damage Taken
If Tamed and Summoned creatures take Area-of-Effect (AoE) damage from an NPC creature’s ability, the primary target of the ability (i.e. the creature’s “Combatant”) will take 100% damage as normal, however all other tamed/summoned creatures within the ability radius will only take 50% of the normal damage amount they would normally receive
Currently, tamers and summoners running multiple 1 control slot creatures are disproportionately harmed by AoE effects compared to players running only 1-2 total pets, and this should lessen that impact a bit
For example, currently an AoE ability that deals 100 damage and hits a player running 5 different 1 slot creatures would have 500 total damage occuring amongst their pets, whereas a player running a 4 slot creature and a 1 slot creature would only have a total of 200 damage occuring amongst their pets. As you can see, the player running 5 different pets has a major disadvantage in the amount of healing they now have to provide amongst their pets compared to the other player
This change will ideally close the gap somewhat between those tamer types and hopefully allow *some* possibility of players bringing non-tank 1 control slot pets to some of the higher-level content areas of the game world
Taming Creatures with Shepherd’s Crooks
When players tame creatures they will receive a bonus to Taming Success chance (scalar) equal to the combined PvM bonus from Accuracy and Damage (Tactics as %) of their equipped Shepherd’s Crook or the best Shepherd’s Crook in their backpack, as follows:
For example, an Exceedingly Accurate (+20% Accuracy) Shepherd’s Crook of Power (+20% Damage) will increase the taming success chance by +40% of normal (i.e. a 50% base success chance becomes 50% * 1.4 = 70% success chance)
Herding Skill
Focused Aggression Damage Bonus
Focused Aggression via the Herding skill now provides a (22% * (Effective Herding Skill / 100)) Damage bonus
Players now receive a bonus to Effective Herding Skill based on their equipped Shepherd’s Crook or the best Shepherd’s Crook in their backpack, as follows:
Shepherd’s Crook Effective Herding Skill Bonus = (PvM Accuracy Bonus + PvM Tactics Bonus as %)
A player’s Effective Herding Skill Bonus, however, is capped by their own Herding Skill value though (so a player with 0 Herding would receive no bonus from the mechanic, or a player with 20 Herding could receive a max Effective Herding Bonus of 20, and so on)
For example, an Exceedingly Accurate (+20% Accuracy) Shepherd’s Crook of Power (+20% Damage) would provide a (20 + 20) = +40 Effective Herding Skill Bonus
A player with 120 Herding and +40 Effective Herding Skill will receive a Focused Aggression damage bonus of (22% * (160 / 100)) = +35.2% Damage
Focused Aggression Targeting
Focused aggression targeting (via double-clicking of Shepherd’s Crook) will now be treated as declaring a “Harmful Target”, meaning the Client’s Razor Assistant can now use Random Enemy Target and similar targeting mechanics for delcaring potential targets for Focused Aggresion
Note: it will NOT be considered a criminal act if you target a Blue player with focused aggression (it will only be a criminal action if you make your pet itself attack a blue player)
Stablemasters
Max Costs
Stable Slots
All Player Customizations that increase Stable Slots for a player have been doubled in capacity and are now as follows:
Shepherd: +20 Stable Slots
Drover: +40 Stable Slots
Stable Genius: +60 Stable Slots
Zootopia: +80 Stable Slots
This change will apply retroactively to any of these customizations players have previously purchased
Mount Breeding
Players can now sort their stabled creatures by “Breeding Hue” which will organize them in descending order based on their Mount Breeding Hue values (with all other non-Mount Breeding pets occuring in the list afterwards)
Mount Breeding creatures that are stabled will now display an (F) for Female, or (M) for Male, along with their Hue Number labeled underneath their icon in the stablemaster creatures list
More Options
There is now a “More Options” button in place of the Retrieve Followers button that will take players to an additional page of features for the Stablemaster
More Options Buttons
The following buttons are available on the More Options page
Retrieve Lost Followers
Behaves the same as the old mechanic, which is used to pay a fee to retrieve followers that are currently sitting anywhere in the game world and warp the to the player
Reset Follower Level Selections
Players may click the “Reset Follower Level Selections” button and target one of their tamed creatures to allow them to redo all Stat/Skill and Trait Selections they have previously made with this creature during previous “level-ups”
Players may use this mechanic as often as they with on their Tamed creatures, so long as they are not in combat
Reset Follower Name
Players may click the “Reset Follower Name” button and target one of their tamed creature’s to reset it’s name to the default “untamed” name for that creature
For instance, a player could have a Mongbat named “Michael”, and this mechanic would reset the creature’s name back to “a mongbat”
Attack Speed (Formerly Dex)
We have changed the name of the “Dex” stat name to now be “Attack Speed”
Attack Speed is the cooldown in seconds that exists between a creature making a Melee Attack/Spellcast and their next Melee Attack/Spellcast
Upgrades for Attack Speed now adjust the creature’s Attack Speed by a % scalar, rather than the old handling which each Upgrade Point increased the creature’s flat Dex by 1
A tamed/summoned creature’s base Attack Speed is now 3.0 seconds (previous the base with 50 Dex was a 3.33 swing delay)
Swing speed greatly increases a creature’s overall damage output, so as such, we will now have tamed creatures when they spawn have a range of -5% to +5% Attack Speed, instead of the normal -10% to +10% range that occurs for other stats
Any existing pets when this patch goes live will automatically have their Attack Speed creation scalar dropped in half to adjust for this (so a +9.8% Dex scalar on live will become a 4.9% Attack Speed scalar when this patch goes in)
Creature Spellcasting
We have overhauled the handling on Tamed and Summoned spellcasters to streamline the damage outputs from their spells, as the previous system was wildly variable and hard to balance, as well as hard for players to get a good assessment of what values to expect from their casters spell damage
As such, for these creatures we have changed the “Magery” stat to now be “Spell Damage”, and have changed the “Eval Int” stat to now be “Charged Chance”
Additionally, we have cleaned up the casting delay and animation code so tamed/summoned creature attack animations play 50% faster than wild NPCs (so their casting delays should never interfere with their Attack Speed swing/spellcasting delays)
Spell Damage
We have converted the “Magery” stat on spellcaster creatures to now be “Spell Damage”, which will functional similarly to how the “Damage” stats works for Melee creatures making melee attacks
When a spellcaster pet casts a spell, its damage should fall in between the Min/Max Spell Damages listed, and based on how low or high that random amount is, it will adjust the visual effect of the spell after the fact (i.e. a “low” spell damage roll will result in the spell looking like a fireball whereas a “high” damage roll might look like an energy bolt or flamestrike)
Pets will maintain the same -10% to +10% creation modifier they had before with Magery, except after this patch that modifier will now be applied to their Min/Max Spell damage
Spellcaster creature abilities will now use their “SpellDamageMax” stat (rather than DamageMax) to determine the base damage of their abilities
Charged Chance
We have converted the “Eval Int” stat on spellcaster creatures to now be “Charged Chance”, which affects the chance that a spell casted by a creature will be Charged (i.e. do +50% damage compared to normal)
All spellcasters have a base Charged Spell chance of 10% and then gets modified by the same -10% to +10% creation modifier they had before with Eval Int, and then further upgraded when they level up their pets
Note: Charged Spell Chance is one of the few stats that is increased by a flat amount when you increase it (i.e. having a 5% upgrade will bump it from 10% to 15%, rather than scaling it)
Stat and Skill Upgrading
The Stats/Skill upgrade page for pets now features a set of Inner and Outer arrows for each stat/skill
Clicking the Inner arrows will raise/lower a stat or skill 1 time (1 Upgrade Click)
Clicking the Outer arrows will raise/lower a stat or skill 5 times (5 Upgrade Clicks)
We have overhauled the handling on the amount of bonuses players receive when leveling up pets and using Upgrade Clicks as follows:
Wrestling
Increases Wrestling Skill by 0.8% per Upgrade click (for max of +40%)
Attack Speed (Formerly Dex)
Increases Melee and Spellcasting Attack Speed by 0.4% per Upgrade Click (for max of +20%)
Damage
Increases by 0.7% per Upgrade click (for max of +35%)
Spell Damage (Formerly Magery)
Increases Spell Damage by 0.6% per Upgrade Click (for max of +30%)
Charged Chance (Formerly Eval Int)
Increases Charged Spell Chance (i.e. chance for spell to deal +50% damage) by flat 1.2% per Upgrade Click (for a max of +60%)
Poisoning
Increases Poisoning Skill by 3.0% per Upgrade Click (for max of +150%)
Hit Points
Increases Hit Points by 1.0% per Upgrade click (for max of +50%)
Armor
Increases Virtual Armor by flat 1 per Upgrade click (for max of +50)
Magic Resist
Increases Magic Resist skill by flat 2 per Upgrade click (for max of +100)
Animal Affinity (old) Achievements
The current Animal Affinity achievements and resulting titles have been renamed to “Animal Bond”
Affinity System
The Affinity system is a new progressive-bonus system that rewards characters for playing over time with a variety of different tameable creature types (requires a creature with a Min Taming of 50 or higher)
As characters kill monsters while using Tamed Creatures, they will earn Affinity Experience towards the type of tamed creatures they currently control, and with enough experience earned for a creature type, they will receive Affinity Points that will unlock permanent bonuses for the character that will be applied to ANY tamed creature type that character controls
In order to utilize the Affinity system, characters must first acquire a Taming Bestiary, which is craftable through the Inscription skill under the “Books and Tomes” category
Taming Bestiaries are blessed and are not bound to individual characters (i.e a player can lose their Taming Bestiary and simply acquire a new one and not lose any of their earned progress for their character in the system)
Players can double-click the Taming Bestiary to view the Affinity Menu System for their character (players MUST double-click a Taming Bestiary at least once in their lifetime in order to activate the Affinity system for their character)
Affinity Progress Page
Clicking the Book button at the bottom left of the page will open the Affinity Progress page
The Affinity Progress page displays a list of bonuses the character has unlocked for their character based on how much total Affinity Points they have earned
Players do not have to “spend” Affinity Points onced earned: the system will automatically unlock bonuses for characters as soon as their Affinity Points total reaches the required amount for the bonus
Players can click the Info button next to any Affinity Bonus to see what it confers to the character
Creature Entries Pages
Clicking the Creature Button at the bottom right of the page will open the Creature Entries page
For each type of tamed creature a character uses to kill monsters (Min Taming of 50 or higher), it will automatically create a Creature Entry Listing for that creature type to track Experience progress on it
On a monster kill, each tamed creature controlled by the character will earn Experience towards the Creature Entry for itself based on the following:
Total Damage Percent The Player Dealt to Monster * Gold Value of Monster * (Creature Control Slots / 5)
For instance, a player who did 100% of the damage to a creature worth 150 gold, while using a Phoenix (Control Slots 4) and also using a Husk Crab (Control Slots 1), will see the following Experience earned:
The Phoenix Creature Entry will earn (100% * 150 * 4 / 5) = 120 Experience
The Husk Crab creature entry will earn (100% * 150 * 1 / 5) = 30 Experience
Alternatively, a player using 5 Husk Crabs in the same scenario would earn 150 Experience towards their Husk Crabs entry
Completing Creature Entries
Each different creature type will have a specific Target amount of experience needed to be completed, which is equal to (Creature’s Min Taming x 1000)
This difference in Experience needed for different creature types reflects the fact that higher taming skill requirement creatures are usually more powerful and will likely earn the player Experience at a much faster rate
Once the player reaches the target amount of Experience needed for a creature type, the Creature Entry for it will be marked as Complete and the player will receive 5 Affinity Points added to their total (and the player will no longer be able to earn any more Experience towards or Affinity Points from that specific creature type in the future)
The Creature Entry page when opened will always autosort the list of creatures shown to display the most recent creatures the player made Experience progress with
As the player earns Affinity Points, it will automatically unlock bonuses they now qualify for on the Affinity Progress page and display them in Green
Players do not have to do anything to activate these bonuses: they will always apply to the character’s tamed creatures from now on
Affinity Bonuses
Once a player has unlocked an Affinity bonus, those bonuses will apply to all tamed creatures they use in the future (even ones they have not completed Affinity Creature Entries for)
The only requirement is that the player has at least 80 Animal Taming skill to receive the bonuses from the Affinities system (they can still gain experience in the Affinities system even if they are below 80 Animal Taming skill, they just simply won’t receive the bonuses listed below)
The following bonuses are available:
PvP
The Underdog Bonuses to pets WILL apply in PvP, however the Damage and Damage Resistance bonuses earned from Beastmaster Upgrades will NOT apply in PvP
Multiple Bonuses
Several Affinity bonuses have multiple entries (such as Beastmaster) and the bonuses received from having multiples of them will stack with each other
Underdog Bonus
The Underdog Bonus is intended to provide powerful bonuses to tamed creatures that would normally be considered “inferior” to use for a player; i.e creatures with a Minimum Taming Requirement substantially below the player’s current Animal Taming Skill
If a player with 120 Animal Taming Skill has Underdog, and uses a Deep Crawler (Min Taming Skill 80), the creature would receive a ((120 – 80) * 0.7%) = +28.0% Damage Bonus and a ((120 – 80) * 0.2%) = +8.0% Damage Resistance Bonus
The max amount of skill difference a player can take advantage of with Underdog is 70; i.e. a player at 120 Taming skill will not receive any additional bonuses for using creatures with a min taming of below 50 skill
Note: For the purpose of the Underdog mechanic a player’s effective Animal Taming skill is capped by their Animal Lore skill; ie. a player who has 110 Animal Taming and 90 Animal Lore, will only have an effective Animal Taming of 90 for the mechanic
Affinity Achievements
The Beastmaster Affinity Bonuses unlock the Beastmaster achievements found in the “Animal Handling” category of the Achievements system
Each individual Beastmaster achievement has an accompanying title (such “Seasoned Beastmaster” for Beastmaster 1)
Max Attack Speeds
Pets can only increase their Attack speed to a max of 1.5 seconds (which is half of their base 3.0 swing speed)
Stealth Backstab
Tamed creature stealth backstabs against players no longer receive a 10% Accuracy bonus
Creature Poison
A number of creature’s have had their Poison increased by a level (i.e Greater to Deadly, Deadly to Lethal)
Tamed Creature Poison damage to other creatures now inflicts +50% of normal amounts (compared to previously)
Base Poisoning Skill for tamables is now (10 * Control Slots)
Mounted Creatures
Any Mounted creatures will have their Swing Delays and Abilities Cooldowns reset when a player dismounts from them (to prevent players from trying to perform a constant string of dismounting pets + firing off pet spells/abilities and then quickly remounting and running away)
Specific Creature Changes
White Wyrmling and White Wyrm
We have updated the graphics for the White Wyrmling and White Wyrm to match our new collection of “Wyrm” and “Wyrmling” tameables we’re introducing soon
Wyvern
We have updated the Hue of Wyverns to 2842, which we feel is a much cleaner looking version
Cave Gorger
Now has 30 Poisoning and can inflict Greater Poison
Minions
Minion, Fire Minion, Aegis Minion, Shadow Minion have all been switched to Mage AI (only casting, no Melee)
Eldritch Drake and Eldritch Dragon
Has been switched to Mage AI (only casting, no Melee)
No longer has Eldritch Shield ability
Now has the Spellsurge ability
Now has the Spellshield ability
Nightmare
Has been switched to Mage AI (only casting, no Melee)
No longer has Charge ability
Now has the Spellburn ability
Blood Courser
Has been switched to 110 Taming skill (from 115)
Has been switched to Mage AI (only casting, no Melee)
No longer has Charge or Bleed Ability
Now has the Spell Flaying ability
Blightmare
Has been switched to Mage AI (only casting, no Melee)
No longer has Charge or Disease Ability
Now has the Spell Blight ability
Giant Swamp Slug and Colossal Swamp Slug
The Giant Swamp Slug and Colossal Swamp Slug are now “ranged” creatures that function similarly to Flame Purgers (except they only get a basic “Barrage” ability and not get a “Giant Barrage” ability like purgers)
Aegis Slime, Muck, Sand Muck, Shallow Water, and Snowdrift
All slime-type creatures now have the new “Regeneration” ability
Giant Frog, Colossal Frog, Giant Poison Dart Frog, Colossal Poison Dart Frog
All slime-type creatures now have the new “Regeneration” ability
Fortress Beetle
Now has the “Grit” ability
Ankheg
No longer has the Dig ability and no longer has Poison Spit ability
Now has the Poison Dig ability
Phoenix
No longer has the Massive Fire Breath ability
Now has Epic Barrage ability (same as previous “Phoenix Barrage”, just renamed)
Black Widow, Giant Black Widow, and Colossal Black Widow
Now also has Disease ability
Nightstalker
Now has Swarm ability
Global Ability Changes
Ability Descriptions
Descriptions for Bleed effects on abilities now list the total damage that is inflicted over 15 seconds (rather than list per tick damage)
Descriptions for abilities that provide Healing to pets have been updated to display “actual” amounts (we previously had a Tamed Creature Healing Effect Scalar that was adjusting those amounts, so the displayed amounts were actually x2 higher than what they would actually see in game)
Fixed several ability descriptions that weren’t factoring in (Control Slots) scaling for the ability’s effects
AoE Targets Cap
All creatures abilities that can hit multiple targets in an area of effect (i.e AoE abilities) now have a cap to the maximum number of targets they can hit, which is listed in the description for the ability
The majority of AoE abiltiies have a cap of 3 targets, with notable exceptions being the Drowned Dragon’s Drowned Breath (5 targets) and the Otyugh’s Spine Barrage (7 targets)
Massive Breath
Most creatures that had both a “Normal” breath ability and a “Massive Breath” ability (and would randomly choose between the two) will no longer have a Normal breath ability and will instead always do their Massive Breath ability
In the majority of cases, players would prefer for their creature to do the Massive Breath one, so we have changed that to reflect this and grouped these creatures in the Spray trait group (which has access to the Spray trait which boosts AoE abilities)
Stealth Creatures
Stealth creatures will no longer have the Ambush ability (but will still have Vanish and Backstab)
Poison Creatures
All creatures that are capable of inflicting Poison with melee attacks now have the “Sting” passive ability
Updated Ability Descriptions
Air Breath
Cooldown Ability
Fires a projectile at a target up to 12 tiles away, dealing (DamageMax * 1.5) damage and reducing melee and spellcasting damage by (Control Slots * 4%) for 15 seconds
Air Shield
Cooldown Ability
Creates a shield around the creature that increases accuracy and melee defense by 15% for 60 seconds (cannot stack)
Backstab
Passive Ability
If stealthed, creature’s next melee attack gains +25% accuracy and deals +150% damage
Bad Luck
Cooldown Ability
Has a 15% chance when taking damage to inflict that damage also onto the attacker, with damage amount capped at (DamageMax * 2.0) against creatures and (DamageMax * 0.5) against players
Barb Swarm
Cooldown Ability
Fires projectiles at a location up to 12 tiles away, inflicting (DamageMax * 1.0) bleed damage over for 15 seconds against up to 3 targets within 2 tiles (the first target hit also takes +50% damage)
Bleed
Passive Ability
Has a 15% chance on melee attack to deal (DamageMax * 1.0) damage over 15 seconds
Blood Expertise
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase accuracy by (10% + (Blood Consumed * 0.75%)) for 30 seconds (cannot stack)
Blood Frenzy
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase melee attack speed by (7.5% + (Blood Consumed * 0.5%)) for 30 seconds (cannot stack)
Blood Healing
Cooldown Ability
If below 66% hit points, will consume up to 10 blood within 6 tiles to restore (5% + (Blood Consumed * 0.5%)) of maximum health
Blood Rage
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase melee damage by (15% + (Blood Consumed * 1%)) for 30 seconds (cannot stack)
Blood Shield
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase magic resist by (60 + (Blood Consumed * 4)) for 30 seconds (cannot stack)
Burrow
Cooldown Ability
Has a 15% chance on melee attack to inflict a bleed effect on target dealing (DamageMax * 2.0) damage over 15 seconds
Charge
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage against up to 3 targets within 1 tile (the first target hit also takes +50% damage)
Chilled Charge
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage and reduces attack speed by (Control Slots * 2) for 15 seconds against up to 3 targets within 1 tile (the first target hit also takes +50% damage)
Chill Touch
Passive Ability
Has a 15% chance on melee attack to inflict (Damage Max * 1.0) damage and reduce their attack speed by (Control Slots * 2%) for 15 seconds
Corpse Barrage
Cooldown Ability
Creature makes its normal melee attacks as ranged attacks up to 12 tiles away. Hits have a 15% chance to inflict a disease effect dealing (DamageMax * 0.5) damage every 5 seconds to the target for 30 seconds
Crush
Cooldown Ability
Has a (5% + (Control Slots * 5%)) chance on melee attack to reduce target’s armor by 25. If target’s armor is reduced to 0, it also inflicts a bleed effect dealing (DamageMax * 1.0) damage over 15 seconds
Devour
Cooldown Ability
Can consume nearby corpses to heal 15% of maximum health
Dig
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage against up to 3 targets within 2 tiles (the first target hit also takes +50% damage)
Disease
Passive Ability
Has a 15% chance on melee attack to inflict a disease effect dealing (DamageMax * 0.5) damage every 5 seconds to the target for 30 seconds
Drowned Barrage
Cooldown Ability
Fires projectiles in a 6 tile radius inflicting (DamageMax * 0.75) damage and reducing melee defense by (Control Slots * 2%) and armor by (Control Slots * 5) for 15 seconds against up to 4 targets (the first target hit also takes +50% damage)
Earth Breath
Cooldown Ability
Fires a projectile at a target up to 12 tiles away, dealing (DamageMax * 1.75) damage
Earth Seeds
Passive Ability
Has a 15% chance on spellcast to inflict (SpellDamageMax * 1.0) bleed damage on target over 15 seconds
Earth Shield
Cooldown Ability
Creates a shield around the creature that increases melee damage by 15% and armor by 30 for 60 seconds (cannot stack)
Eldritch Breath
Cooldown Ability
Fires a projectile at a target up to 12 tiles away, dealing (SpellDamageMax * 1.5) damage that ignores armor and reducing target’s magic resist by (Control Slots * 20) for 15 seconds
Enrage
Passive Ability
Has a 15% chance on melee attack to increase melee damage by 20% for 30 seconds (cannot stack)
Epic Barrage
Cooldown Ability
Fires projectiles at a target up to 12 tiles away, inflicting 3 hits each dealing (SpellDamageMax * 0.6) damage that ignores armor to the target
Fiery Charge
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.9) damage against up to 3 targets within 3 tiles (the first target hit also takes +50% damage)
Fiery Dig
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.9) damage against up to 3 targets within 2 tiles (the first target hit also takes +50% damage)
Fire Barrage
Cooldown Ability
Creature makes its normal melee attacks as ranged attacks up to 12 tiles away
Fire Breath
Cooldown Ability
Fires a projectile at a target up to 12 tiles away, dealing (DamageMax * 1.5) damage
Flamestrike
Passive Ability
Has a 15% chance on melee attack to inflict (DamageMax * 1.0) damage
Flurry
Cooldown Ability
Fires a projectile at a target up to 6 tiles away, inflicting (DamageMax * 1.5) damage and reducing Attack Speed by (Control Slots * 2%) for 15 seconds
Frenzy
Passive Ability
Has a 15% chance on melee attack to increase attack speed by 10% for 30 seconds (cannot stack)
Frigid Blast
Cooldown Ability
Fires a projectile at a location up to 6 tiles away, inflicting (DamageMax * 0.75) damage and reducing attack speed by (Control Slots * 2%) for 15 seconds against up to 3 targets within 1 tile (the first target hit also takes +50% damage)
Giant Corpse Barrage
Cooldown Ability
Inflicts 2 melee hits on a target up to 12 tiles away with each hit having a 7.5% chance to inflict a disease effect dealing (DamageMax * 0.5) damage every 5 seconds to the target for 30 seconds
Giant Fire Barrage
Cooldown Ability
Inflicts 2 melee hits on a target up to 12 tiles away
Gorge
Cooldown Ability
Inflicts (DamageMax * 2.0) damage against an entangled, hindered, or hamstrung target up to 1 tile away and restores 2.5% of maximum hit points
Grasp
Passive Ability
Has a (5% + (Control Slots * 5%)) chance on melee hit to entangle creatures for 6 seconds or hamstring players
Grit
Passive Ability
If below 33% hit points, will restore 10% of maximum health (has 15 second cooldown)
Magic Reflect
Cooldown Ability
Applies the magic reflect spell to the creature
Massive Blood Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 1.0) bleed damage over for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)
Massive Bone Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.75) damage and reducing armor by (Control Slots * 10) against up to 3 targets (the first target hit also takes +50% damage)
Massive Dusk Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.7) damage which ignores armor and reducing accuracy by (Control Slots * 5%) for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)
Massive Fire Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.9 damage against up to 3 targets (the first target hit also takes +50% damage)
Massive Ice Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.8) damage which ignores armor and reducing attack speed by (Control Slots * 2%) for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)
Massive Water Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.8) damage and reducing defense by (Control Slots * 4%) for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)
Mirror
Cooldown Ability
Spells cast onto the creature have a 15% chance to be reflected back onto the caster
Poison Dig
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage and applies greater poison against up to 3 targets within 2 tiles (damage is increased by 50% if target already has greater poison or above)
Reactive Armor
Cooldown Ability
Applies the reactive armor spell to the creature (with 100 total damage reduction)
Regeneration
Passive Ability
If below 66% hit points, will restore 5% of maximum health (has 15 second cooldown)
Sandblast
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.25) damage and reduces armor by (Control Slots * 15) for 15 seconds against up to 3 targets within 2 tiles
Shock
Passive Ability
Has a 15% chance on spellcast to deal (SpellDamageMax * 1.0) damage that ignores armor to the target and will also hinder creatures for (Control Slots * 1) seconds or hamstring players
Slime Barrage
Cooldown Ability
Creature makes its normal melee attacks as ranged attacks up to 12 tiles away
Soak
Passive Ability
Has a 15% on a melee attack to reduce target’s melee defense by (Control Slots * 3%) for 15 seconds
Spellblight
Passive Ability
Has a 15% chance on spellcast to inflict (SpellDamageMax * 0.5) disease damage every 5 seconds to the target for 30 seconds
Spellburn
Passive Ability
Has a 15% chance on spellcast to inflict an additional (SpellDamageMax * 1.0) damage that ignores armor to the target
Spellflaying
Passive Ability
Has a 15% chance on spellcast to deal (SpellDamageMax * 1.0) bleed damage to target over 15 seconds
Spellshield
Passive Ability
Spells cast onto the creature have a 15% chance to increase its magic resist skill by 100 for 3 seconds
Spellsurge
Passive Ability
Has a 15% chance on spellcast to increase spell damage by 50% for 5 seconds (does not stack)
Spine Barrage
Cooldown Ability
Fires projectiles in a 8 tile radius inflicting (DamageMax * 0.75) damage against up to 5 targets (the first target hit also takes +50% damage)
Steam Cloud
Cooldown Ability
Immediate enters stealth and inflicts (DamageMax * 0.65) damage which ignores armor against up to 3 targets (the first target hit also takes +50% damage)
Sting
Passive Ability
On successful melee hit, if target is already poisoned (greater or above), has Poisoning Skill % chance to inflict (DamageMax * 0.25) damage which ignores armor
Swamp Breath
Cooldown Ability
Fires at a target up to 12 tiles away which inflicts (DamageMax * 1.25) Damage, has a (Control Slots * 20%) chance to Entangle target for 5 seconds, and has Poisoning Skill % chance to apply Greater Poison
Swarm
Passive Ability
Gains +2% melee and spell damage for each tamed creature owned by controller (including itself) attacking the same target
Swarmstrike
Cooldown Ability
Has a 15% chance on melee attack to reduce target’s melee defense by (Control Slots * 2%) and armor by (Control Slots * 10) for 15 seconds
Vanish
Cooldown Ability
Creature immediately enters stealth
Weaken
Passive Ability
Has a 15% chance on attack to reduce target’s melee and spell damage by (Control Slots * 4%) for 15 seconds
Web
Cooldown Ability
Has a (5 + (Control Slots * 5%)) chance on melee attack to hinder creatures for 3 seconds or hamstring players
Traits System
The Traits system has been dramatically streamlined, condensing our previous collection of over 100+ Traits down to 35 or so, by getting rid of the bulk of the “conditional” traits that often would be so specific that many pets couldn’t take advantage of them with any regularity
We have also eliminated a number of Traits that were specific to individual abilities (such as “Rend” specifically for Bleed attacks) and have replaced them with generic versions (such as “Wrath”) which will appear on multiple pets but provide the same bonus effect to their respective abilities
Trait Groups
In order to better balance tamed creatures, we have assigned each creature a Trait Group, which are preset groupings of Traits that players can select from when leveling those pets
Pets with the same Trait Group are typically ones with a similar combat style or approach, and should in most cases be able to utilize all of the Traits available in the group effectively
For instance, the “Carrion” trait group (displayed below) contains the Contagion trait which boosts damage against diseased targets, and all creatures who are assigned to the Carrion trait group have been added because they are capable of inflicting disease
Individual lists of Traits for different Trait Groups will be listed at the bottom of this forum post
Traits available to creatures in the Carrion Trait Group
Trait Group Traits
Arcane
Includes Nightmare, Blood Courser, Blightmare, Wisp, Arboreal Wisp, Bonfire Wisp, and Volt Wisp
Bat
Includes Cave Bat, Devil Bat, Fire Bat, Giant Bat, and Vampire Bat
Breath
Includes Air Dragon, Air Drake, Dragon, Dragon Whelp, Drake, Drake Whelp, Earth Dragon, Earth Drake, Swamp Dragon, Swamp Drake, Fiery Leaper, and Snowdrift
Burdenbeast
Includes Ankheg, Ant Lion, Arctic Bullvore, Bullvore, Colossal Blazing Beetle, Hellhound, Radiant Burrowbug, Deep Crawler, Sand Crawler, and Searing Bullvore
Burrow
Includes Acarid, Aegis Leech, Cryptwing, and Bloodworm
Carrion
Includes Aegis Rat, Carrion Beetle, Corpse Eater, Devourer Beetle, Giant Rat, and Skulker
Crusher
Includes Husk Crab, Komodo, Monitor, Monitor Hatchling, Sand Crab, and Searing Lizard
Feral
Includes Aegis Whelp, Black Bear, Black Cat, Blood Ape, Blood Hunter, Brown Bear, Cave Bear, Chameleon, Cougar, Embear, Fire Salamander, Flamehound, Grizzly Bear, Jaguar, Desert Ostard, Forest Ostard, Frenzied Ostard, Tundra Ostard, Nightstalker, Polar Bear, Primordial, Primordial Whelp, Shade Wolf, Silverback, Winter Wolf, Wolf, and Wolfhound
Frog
Includes Giant Frog and Colossal Frog
Generic
Includes Army Ant, Bird, Bison, Bull, Cat, Chicken, Cow, Dog, Eagle, Elk, Fire Ant, Elk, Goat, Great Hart, Hind, Mongbat, Horse, Llama, Pig, and Sheep
Guar
Includes Guar, Rock Guard, and Rime Guar
Mage
Includes Aegis Imp, Aegis Minion, Familiar, Fire Minion, Imp, Minion, Searing Minion, and Shadow Minion
Melee Spray
Includes Barbed Prowler, Blood Dragon, Blood Drake, Drowned Dragon, Dusk Dragon, Dusk Drake, Ember Dragon, Ember Drake, Otyugh, Skeletal Dragon, Smoke Dragon, Smoke Drake, Water Dragon, Water Drake, White Wyrm, White Wyrmling, and Frigid Hornbeast
Purger
Includes Giant Swamp Slug, Colossal Swamp Slug, Flame Purger, and Corpse Purger
Pyrrhic
Includes Fire Beetle, Searing Mantis, Tidal Mantis, Molten Mongbat, Sabeartooth, Fire Crawler, and Bloodwolf
Roach
Includes Scarab, Giant Sandroach, and Colossal Sandroach
Scorpion
Includes Aegis Scorpion, Blood Scorpion, Colossal Frost Scorpion, Colossal Searing Scorpion, Giant Scorpion, and Scorpion
Sentinel
Includes Aegis Slime, Fortress Beetle, Lemura, Sphinx, Aegis Mongbat, Shallow Water, Temple Guardian, and Sand Muck
Serpent
Includes Adder, Aegis Asp, Anaconda, Asp, Blood Serpent, Reef Serpent, Wyvern, Wyvern Hatchling, and Stinger
Spellbeast
Includes Eldritch Drake, Eldritch Dragon, and Phoenix
Spider
Includes Black Widow, Giant Black Widow, Colossal Black Widow, Trapdoor Spider, Giant Trapdoor Spider, Colossal Trapdoor Spider, Giant Spider, Swamp Spider, and Cave Gorger
Swamp
Includes Giant Poison Dart Frog, Colossal Poison Dart Frog, and Muck
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Summoning Overhaul
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PvP
We have removed the mechanic where a player’s summons would revert their stats if they engaged in PvP (we will balance summons for PvP under the PvP Followers Damage Over Time Per Control Slot Cap mechanic described in the Animal Taming Overhaul, which will now also apply to summoned followers)
Echoes
Players will no longer be able to activate an echo if they have any summons currently active (to prevent players from creating summons with stat bonuses and tome upgrades and then echoing to another build type)
Berserk Creatures (Energy Vortex and Blade Spirits)
If a player casts the Energy Vortex or Blade Spirits spells and attempts to target an invalid location, it will automatically redirect the spell to be cast at a location next to the player (similar handling to how other Summons are automatically placed near the caster)
We have increased the Range Perception of Energy Vortexes and Blade Spirits from 10 tiles to 14 tiles, so they will consider a larger radius of potential targets to attack, and will less often sit idle despite having potential targets on screen with them
We have also reduced the delay in target acquisition for these creatures, so they will engage with their new chosen targets faster than before
Player Customizations
Added the Llamageddon player customization, which makes the Energy Vortex spell have a 4% chance of creating a Purple Llama instead of a normal energy vortex (this does not affect the spell beyond visual differences)
Autodispel and Dispel Resistance
We have removed the mechanic where boss-level creatures would use an “Auto-Dispel” mechanic that would deal direct damage every few seconds to player’s summoned followers
We have also removed the Dispel Resistance stat from summoned followers
Dispelling Followers
The Dispel spell will no longer cost a player mana if cast on one of their own summoned followers
Additionally, when a player dispels one of their own creatures, they will be refunded (50% * Follower’s Health Remaining Percent) of the initial mana spent to summon the creature (which will be 0 if the initial cast resulted in a mana refund)
Players will NOT be refunded in this manner if they are currently flagged as being in PvP
Summoned Follower Stats and Skills
Base Stats and Skills
We have removed the Dexterity differences between the different Summons, and all summons will now begin with a base Attack Speed of 3.0 seconds, similar to Tamed Creatures
Spellcaster Summons will now utilize a SpellDamage Min/Max handling that mirrors the new handing for Tamed Creature casters
We adjusted all the base Stats/Skills of each summon
Upgraded Stats and Skills
When summoning spells are cast, the followers summoned will have their Stats and Skills upgraded in a fashion similar to a tamed creature being leveled up where the tamer makes stat/skill selections across 5 levels, however in the case of summons this process is automatic and the “Upgrade Clicks” are automatically assigned based on what summon spell it is (since each creature type has a different “role”)
The bonuses gained from these Upgrade Clicks are scaled based on the player’s Effective Spirit Speak Scalar (i.e. so a player with 0 Spirit Speak will gain no stat/skill bonuses to their summons)
Spirit Speak Scalar = Effective Spirit Speak skill / 100
A player’s Effective Spirit Speak skill is their base Spirit Speak skill + any Spirit Speak bonuses received from Aspect Gear (such as Eldritch Armor)
Bonuses For Each Stat/Skill are Calculated as Follows
Hit Points Bonus %: 5 * (UpgradeClicks * Spirit Speak Scalar) * 1%
Attack Speed Bonus %: 5 * (UpgradeClicks * Spirit Speak Scalar) * 0.4%
Damage Bonus %: 5 * (UpgradeClicks * Spirit Speak Scalar) * 0.7%
Armor Bonus (flat): 5 * (UpgradeClicks * Spirit Speak Scalar) * 1
Wrestling Bonus %: 5* (UpgradeClicks * Spirit Speak Scalar) * 0.8%
Spell Damage Bonus %: 5 * (UpgradeClicks * Spirit Speak Scalar) * 0.6%
Charged Chance Bonus (flat %): 5 * (UpgradeClicks * Spirit Speak Scalar) * 1.2%
Magic Resist Bonus (flat): 5 * (UpgradeClicks * Spirit Speak Scalar) * 2
Below are some examples of the bonuses players will see for stat / skills for different summons based on either having 120 Effective Spirit Speak or 152 Effective Spirit Speak
Summon Creature
Combat Style
Variable based on creature summoned
Abilities
Variable based on creature summoned
Base Creatures Summonable
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Tier 1 Creatures (4 Pts)
25% chance creature summoned is Imp, Cave Bear, Jaguar, Searing Lizard
Binding Ward (6 Pts)
+10% Damage Resistance
Tier 2 Creatures (6 Pts)
25% chance creature summoned is Cave Bat, Minion, Trapdoor Spider, Drake Whelp
Stampede (8 Pts)
+15% Melee and Spell Damage
Tier 3 Creatures (8 Pts)
25% chance creature summoned is Searing Imp, Wolfhound, Dragon Whelp, Blood Ape
Vitality (12 Pts)
+33% Hit Points, +25 Armor, and +50 Magic Resist
Tier 4 Creatures (12 Pts)
25% chance creature summoned is Fire Minion, Vampire Bat, Skulker, Molten Mongbat
Blade Spirits
Combat Style
Mana-Efficient Melee With Reduced Aggro and Requiring 1 Control Slot
Abilities
Low Profile
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Hamstring (4 Pts)
15% Chance on melee attack to Entangle target for 6 seconds (attack inflicts +50% Damage if target was already Entangled)
Double-Edged (6 Pts)
+10% Damage
Dancing Blades (6 Pts)
Has 15% chance on melee attack to increase Attack Speed by 10% for 30 seconds (cannot stack)
Precision Cuts (8 Pts)
+10% Accuracy
Serration (8 Pts)
25% chance on melee attack to reduce target’s Armor by 25 for 15 seconds (stackable)
Lightning Strikes (12 Pts)
+12.5% Attack Speed
Razors (12 Pts)
25% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds
Air Elemental
Combat Style
Mobile melee with AoE potential
Abilities
Updraft
Melee attacks have a 25% chance to inflict (DamageMax * 1.0) damage against an additional target within 2 tiles
Charge
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage against up to 3 targets within 1 tile (the first target hit also takes +50% damage)
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Gust (4 Pts)
+10% Accuracy and +10% Melee Damage for 5 seconds after using Charge
Gale (6 Pts)
Melee attacks add +4% Accuracy for 30 seconds (stackable and max +20%)
Windshear (6 Pts)
Charge ability now has 25% chance for each target hit to take (DamageMax * 1.0) damage as Bleed damage over 15 seconds
Tempest (8 Pts)
Melee attacks have 66% chance to ignore armor
Cyclone (8 Pts)
Charge damage increased by 50% and ability cooldown reduced by 3 seconds
Microburst (12 Pts)
Melee attack adds +5% Attack Speed for 30 seconds (stackable and max +25%)
Whirlwind (12 Pts)
Updraft ability chance increases to 50% and will now hit up to 2 targets within 2 tiles of target
Earth Elemental
Combat Style
Melee Tank with Bleed Resistance, Disease Resistance, and Slight Aggro Bonus
Abilities
Rooted
Inflicts 50% of Melee Damage Taken on Attacker
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Hardened (4 Pts)
+5% Melee Damage and +5% Damage Resistance
Grounded (6 Pts)
Restores 5% of Hit Points when above 66% Health (has 15 second cooldown)
Earthpull (6 Pts)
Adds +5% Damage and Physical Damage Resistance for each aggressed creature within 4 tiles (stackable and max +20%)
Deep Roots (8 Pts)
+5% Damage Resistance and Rooted now inflicts 100% of Melee Damage taken onto attacker
Slam (8 Pts)
15% chance on melee attack to increase the attack’s damage by 100% and reduce target’s Accuracy by 25% for 15 seconds (stackable)
Stonewall (12 Pts)
+10% Melee Damage and adds +10% Physical Damage Resistance for every 30 seconds alive (stackable and max +40%)
Purge Impurities (12 Pts)
+33% Poison Resistance and restores 5% of Hit Points when below 66% Health (has 15 second cooldown)
Fire Elemental
Combat Style
High-Powered Ranged Spellcaster
Abilities
Epic Barrage
Fires projectiles at a target up to 12 tiles away, inflicting 3 hits each dealing (SpellDamageMax * 0.5) damage that ignores armor to target
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Scorched Earth (4 Pts)
Spells have a 33% chance to ignore target’s magic resist
Controlled Burn (6 Pts)
Epic Barrage damage increased by 25% and cooldown reduced by 2 seconds (stackable)
Wildfire (6 Pts)
Spells have 15% chance to inflict an additional (SpellDamageMax * 1.0) damage that ignores armor on the target
Fanning the Flames (8 Pts)
Epic Barrage damage increased by 33% and cooldown reduced by 3 seconds (stackable)
Glass Cannon (8 Pts)
-33% Hit Points and +25% Spell Damage
Unstable Sorcery (12 Pts)
+50% Charged Spell Chance
Burning at Both Ends (12 Pts)
+35% Spell Damage but takes 10 damage every 15 seconds while above 25% Hit Points
Water Elemental
Combat Style
Close-Range Spellcaster Tank with Poison Resistance, Magic Defense, and Slight Aggro Bonus
Abilities
Reflect
Has 15% chance to Reflect Spells
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Eldritch Essence (4 Pts)
+10% Spell Damage
Deep Water (6 Pts)
Restores 5% of Hit Points when above 66% Health (has 15 second cooldown)
Spell Siren (6 Pts)
Adds +5% Damage and Magical Damage Resistance for each aggressed creature within 8 tiles (stackable and max +20%)
Stagnant (8 Pts)
Spells have 20% chance to reduce target’s Poison Resistance by 20% for 30 seconds (stackable) and inflict Greater Poison
Ebb and Flow (8 Pts)
Alternates every 30 seconds between providing +5% Damage Resistance (Ebb) and providing +20% Damage Resistance (Flow)
Reflecting Pool (12 Pts)
+20% Chance to Reflect Spells
Purification (12 Pts)
+33% Special Resistance and restores 5% of Hit Points when below 66% Health (has 15 second cooldown)
Summon Daemon
Combat Style
Close-Range Hybrid Melee/Spellcaster that increases in power with time
Abilities
Fury
+5% Damage for every 30 seconds alive (stackable and max +25%)
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Fiery Temper (4 Pts)
+5% Attack Speed
Bloodthirsty (6 Pts)
Damage increased by 15% if target below 66% health
Sadistic Rage (6 Pts)
Has 15% chance on melee attack or spellcast to increase Damage by 15% for 30 seconds (cannot stack)
Greater Daemon (8 Pts)
+25% Hit Points, +33% Poison Resistance, and +33% Special Resistance
Vengeance (8 Pts)
Damage is Increased by (Missing Health Percent * 50%)
Daemonic Frenzy (12 Pts)
Has 15% chance on melee attack or spellcast to increase Attack Speed by 20% for 30 seconds (cannot stack)
Growing Fury (12 Pts)
Increases Fury ability damage bonus max to +75%
Energy Vortex
Combat Style
Berserk Melee that has player-caster synergy and burst potential
Abilities
Discharge
Every 25th melee attack made will inflict (DamageMax * 10) damage on target
Dismissive (2 Pts)
Increases Mana Refunded from the Dispel spell to (90% * Follower’s Health Remaining Percent) of initial mana spent
Spirit Pact (2 Pts)
+10% Hit Points and Reduces Casting Time to 2.5 seconds
Corporeal Tether (4 Pts)
+25% Hit Points
Kinetic (4 Pts)
+5% Accuracy and +5% Attack Speed
Ethereal (6 Pts)
Each mana spent by caster adds a 0.5% chance for 30 seconds that any melee attack will ignore armor (stackable and max 50% chance)
Abyssal Essence (6 Pts)
Discharge ability will now activate after every 20th melee hit made
Void Strikes (8 Pts)
Each mana spent by caster increases Attack Speed and Accuracy by 0.1% for 30 seconds (stackable and max +10%)
Feedback (8 Pts)
Discharge ability will now restore 25% Hit Points when activated
Conduit (12 Pts)
Each mana spent by caster increases Melee Damage by 0.35% for 30 seconds (stackable and max +35%)
Energy Surge (12 Pts)
Discharge ability will now inflict (DamageMax * 15) damage