PATCH: June 9 – Rental Rooms Now Available, Summoner Overhaul Completed, Updated Password Encryption and much more!

Password Encryption Update

  • We have moved to a more secure password encryption algorithm for the server and will require players to re-enter their password or create a new one for their accounts
  • Players will receive a password prompt on login if they have not yet completed this update for their account
  • Players can elect to dismiss the prompt whenever they log in, however next time they log in the prompt will appear again, and will continue to do so until they complete this step
  • Account passwords must now be at least 8 characters and at most 16 characters

Ship Collisions / Ship Sticking

  • We have updated the Multi .mul files for all ships to tackle a number of issues related to collisions and clipping
  • Every ship now has an invisible rectangular “hit box” that surrounds it that should prevent any sort of unintended “clipping” between different ships where overlapping sections of the two ships would stick to each other

Recall / Gate / Hiking Access House Courtyards
We have gone through and re-added support for a number of houses to allow for Recall/Gate/Hiking access of interior areas of the house, including the following types:

  • Andarian Villa With Tower
  • Cambrian Farmstead
  • Cambrian Fortified Villa
  • Cambrian Greathall
  • Cambrian Manor
  • Cambrian Pillared Manor
  • Cambrian Villa with Balcony
  • Compact Stone Keep
  • Fieldstone and Log Two-Story Residence
  • Fieldstone and Plaster Half Shoppe
  • Fieldstone and Plaster Shoppe
  • Frontier Log House
  • Frontier Residence
  • Grand Keep
  • Guesthouse
  • Landaus Lodge
  • Light Brick and Whitewash Ranch House
  • Norse Grand Lodge
  • Woodsmans Lodge

House Placement

  • Fixed an issue where a player trying to “spam” place a hosue during an IDOC was resulting in expontentially increasing house placement delays for them

Ships

  • Fixed an issue where newly crafted ships would have negative values for Crew Healing
  • Existing ships with negative Crew Healing values have been fixed
  • Players will no longer be able to drag and drop gold onto ship crewmembers (similar to the begging “give gold” mechanic)

Guild Menu

  • Fixed an issue players would be unable to close the Invitations page of the Guild menu

Trapwire

  • Creatures will only trigger a Trapwire trap by walking over it if the difference in Z-Levels between the creature and the trap is 5 or less (i.e a trap on a different story of a house or in a subterranean cave will not trigger when a creature hits the same tile but is far above or below the trap)

Paragon Chests

  • Fixed an issue where some paragon chests would spawn and not display have “paragon chest” in their single click name (this will apply to all newly spawned paragon chests)

Character Deletion

  • Fixed an issue where a character that is deleted and was last logged out in a dungeon would result in other players on the account and IP being unable to access that dungeon for a while due to dungeon IP restrictions

Misc

  • Fixed several text messages for confirmation clicks on various systems (some would say “click twice more” despite needed one more click”)

Strangelands

Event Schedule

  • Strangelands will now feature two additional timeslots for players to participate in each week: Thursdays at 9am CST and Thursdays at 9pm CST
  • Reward Points possible for each Strangelands event has been reduced to 20 pts (previously was 30), however the first place player will still receive 5 bonus points

Strangehell Spawns / Anti-Grouping Mechanics

  • Strangehell Plant Clusters (Spikebushes, Deathstalks, Lashweeds, Vines) spawn at random intervals, and will randomly appear near groupings of players with spawn chances heavily weighted by the size of the group
  • Whenever a Strangehell Plant Cluster spawns, each of the players of the group that caused the spawn to occur will take on a cumulative 5% score penalty that will adjust their final score at the end of the event
  • Players will receive a “Your proximity to other strangers attracts a strangehell plant cluster! (5% cumulative score penalty)” message when Strangehell Plant Clusters spawn near them, with the cumulative score penalty amount adjusted for each player
  • Strangehell Plants will have drastically increased aggro towards players who were part of the group that caused them to initially spawn
  • Additionally, Strangehell Plants that are not killed will search out and respawn near members of the initial group that spawned them through the remainder of the match at random intervals (this respawning will NOT result in increasing their score penalty for grouping, however)

Strangelands Records Page

  • The View Previous Results page for [Strangelands will now display the total number of Strangehell Plant Cluster spawns each player was responsible for (i.e. the player was part of that group that caused the spawn)

 

  • Creature Damage is now tracked for Strangelands events (damage players deal to non-summoned creatures)
  • Dmg Dealt and Dmg Taken have been renamed to “PvP Dmg Dealt” and ‘PvP Dmg Taken” to clarify things

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Rental Room System

  • Players now have the ability to Rent a Rental Room from Innkeepers in any town (including Corpse Creek, Shelter Island, and Sanctuary)
  • Players may only utilize the Rental Room system if they do not currently have a House on their account
  • Players can rent a room by saying “Rent”, “Room”, or “House” to any Innkeeper in any town

Rental Rooms are similar to normal houses, with a few differences/restrictions:

  • Rental Rooms have 350 Lockdowns allowed
  • Rental Rooms have 2 Secure Containers allowed
  • Players cannot recall/gate/hike to or from a Rental Room
  • Only the player who is renting the room may access it
  • Players cannot place Rental Vendors inside a rental room (but they can place Stablemasters, Dockmasters, etc)

Innkeeper Locator

  • Players can now say “Innkeep” or “Innkeeper” to any NPC human in any town and they will now receive a pointer arrow on their screen that directs them to the nearest Innkeeper (if one exists in town)

Renting a Room

  • By saying “Rent”, “Room”, or “House” to an Innkeeper, the player will be prompted with the Rental Room Menu
  • Players can click the “Rent Room” button three times in a row to begin renting
  • Renting a room costs 5000 gold per week, with the first week’s amount due immediately (money is always withdrawn from the characters Bank Box)

If a player chooses to rent a room, the Rental Room Menu will now display information about their Rental Agreement including:

  • Time until next payment
  • Cost of next payment
  • Whether to Automatically Make Payment when next rental period begins (this is a button players can toggle on or off)
  • Current number of Locked Down items in their Rental Room
  • Current number of Secure Containers in their Rental Room
  • A button to End Rental Period Early
  • Enter Room and Enter Room (with followers) buttons that allow players to access their room (this is the only way for players to enter their room)

Accessing Your Room

  • Once a player rents a room, they can visit it by saying “Room”, “Rent”, or “House” at any Innkeeper in the town they rented the room from
  • If a player tries to access the room from a different town, they will be notified which town their room is currently rented from
  • If a player becomes a Murderer while they have a room rented, their Rental Town will be automatically switched to Corpse Creek
  • Players will not be able to access their Rental Room if they have been in PvP within the last 2 minutes

 

  • From the resulting Rental Room Menu, players can enter their Rental Room by clicking the Enter Room button (to enter alone) or clicking the Enter Room (with Followers) to enter the room and have their nearby pets enter as well

Leaving a Rental Room

  • If a player double-clicks the Front Door of a rental room, it will bring up the Rental Room menu
  • Players can click the Exit to Town or Exit to Town (with Followers) buttons to teleport themselves (and optionally their pets) to the Inn where they rented the room (with players who become Murderers having their Rental Room automatically switched to Corpse Creek)

 

  • Exiting a Rental Room will teleport the player (and potentially their pets) to a random room at that town’s Inn

Using a Rental Room

  • The inside of a Rental Room functions largely similarly to normal houses: players can use the same commands for Locking Down / Releasing / Securing Items as well as placing Trash Barrels

For Players New to Housing

  • Items placed on the ground of a House or Rental Room will decay and be deleted after an hour unless they are either Locked Down or placed inside a Secure Container

Locked Down Items

  • If a player wishes to place an item on the ground of their room and have it not decay, they must have it Locked Down
  • To lock an item down, a player must say “I wish to lock this down” and target the item with the resulting cursor
  • If the Lock Down action is successful, the item will say “[locked down]” above it and players will receive a message notifying them how many Lockdown slots they have remaining
  • Players can see if an item is Locked Down by single clicking it or dragging it (if the words “Locked Down” display OR the item cannot be dragged, it is Locked Down)

 

  • If a player no longer wishes for an item to be Locked Down, they must say “I wish to release this” and then target the item with the resulting cursor
  • If successful, they will see “[no longer locked down]” appear above the item and a messaging notifying the player how many Lockdowns slots they have remaining
  • As a reminder, any items sitting on the floor of a house or rental room that are NOT Locked Down will decay after a duration
  • Players can have up to 350 Locked Down items in a Rental Room, although this number will decrease if they have any Secure Containers (explained below)

Secure Containers

  • In addition to Locking Down items, players can also Secure Containers inside a House or Rental Room
  • Any items placed inside of a Secure Container will never decay
  • In order to create a Secure Container, the player must have 125 Lockdown Slots available and at least 1 Secure Container slot available
  • Players can create a Secure Container by placing a normal container (such as a Wooden Chest, Backpack, Bag, etc) on the ground in their Rental Room and typing “I wish to secure this” and targeting it with the resulting cursor
  • If successful, the words “[secured]” will appear over the container and a message will notify them how many Secure Container slots they have remaining
  • Upon securing the container, the House or Rental Room’s Lockdown slots will be reduced by 125 (this is because all containers can hold up to 125 items, and each item inside of a Secure Container is automatically considered to be “Locked Down”)
  • Players can see if an container is Secured by single clicking it or dragging it (if the words “Secured” display OR the container cannot be dragged, it is Secured)

 

  • If you want to have a container no longer be Secured, you may say “I wish to release this” and then target the container with the resulting cursor
  • The words “[no longer secure]” should display above the container if it is released
  • As a reminder if a container is not secure, ALL items inside of it will decay after a duration

Rental Periods

  • When a player initially rents a room, the Automatically Make Payment button is by default toggled on in the Rental Room menu
  • If Automatically Make Payments is enabled, whenever the next Rental Payment is due for the player, it will automatically be paid from their bank box and their Rental Agreement will be extended for another 7 days (and will continue to do so as long as that option is toggled on)
  • If a player does not have enough gold in their bankbox to pay the full amount of the rental renewal, it will pull gold from other characters bank boxes on their account to make the payment
  • However, if a player wishes to immediately end their Rental Period, they can click the “End Rental Period Early” button three times in a row to instantly end it
  • Players will not be refunded any of the money they paid if they elect to end their agreement early

Ending Rental Agreements
A player’s Rental Room Agreement will end if any of the following occurs:

Their current 7 day rental period ends and Automatically Make Payments is untoggled in the Rental Room Menu for the player
Their current 7 day rental period ends and they have do not have 5000 gold in their bank box
The player clicks the End Rental Period Early button three times in a row in the Rental Room Menu

 

  • Whenever a Rental Room agreement ends, the player and/or any pets inside the room will be teleported to the town’s inn
  • Additionally, ALL items in the player’s room are immediately deposited into their Bank Box
  • If a player’s Bank Box does not have room for some of the items in the room, those items will be “Queued” for the player’s Bank Box
  • Items that are Queued for a player’s Bank Box will drop into the bank box the next time the player opens their Bank Box and room is now available (i.e. players will need to keep pulling items out of their bank box to make room for new items, and then reopen their bank box to let the queued items “fall” into it)

Town Rental Room Styles

  • The visual style of each player’s Rental Room is determined by the town where they rent the room from (this style will NOT change if they become a murderer after renting and their Rental Town switches to Corpse Creek)

Terran Style

Corpse Creek Style

Horseshoe Bay Style

Cambria Style

Andaria Style

Outpost Style

Prevalia, Shelter Island, and Sanctuary Style

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Summoner Overhaul

Eldritch Aspect Weapon and Spell Special Effect
The Eldritch Aspect Weapon and Spell Special Effect “Energy Surge” now has the following mechanics:

Energy Surge
Inflicts (500 + (50 * Tier Level)) damage divided among creatures within a 12 tile radius and reduces their magic resist by (25 + (2 * Tier Level)) for 30 seconds. Also creates a Mana Well lasting 30 seconds that provides (10 + (2 * Tier Level)) mana available for spellcasts

 

  • Mana Wells are automatically used by the player when casting spell, and are used regardless of range, however a player cannot draw from them while they are Recently in PvP
  • Players can use Mana Wells to cast spells they normally couldnt due to Int limitations (for example, a player with 25 Int that has a 25 Mana Well could cast Summon Daemon)
  • Mana Wells are only visible to the player who created them
  • Each Mana Well has an overhead progress bar depicting how much mana is left, and single-clicking it will display both Mana Remaining and Expiration time
  • Players only receive 50% of the normal bonus from “Spell Aspect Effect Modifier” Mastery Chains Links for increasing the mana total of the Mana Well (so having 10 Gold Links will increase the mana total by 37.5% instead of 75%)
  • Players CAN trigger additional Energy Surges and can trigger Mana Refunds while using mana provided from Mana Wells, however mana Refunded will only return to the player and will not restore mana missing from the Mana Well (i.e. mana refunded will be lost if player is already at maximum mana)

 

Spirit Stones

  • Spell Spirit Stones and Summoning Spirit Stones can now hold an unlimited charge amount (but still decay if not used in 6 hours)

Elder/Ancient Summons

  • Players will no longer summon Elder or Ancient versions of summons

Spirit Speaking

  • Spirit Speaking now increases the Stats and Skills of all 8th Circle summons by (35% x (Effective Spirit Speaking Skill / 100))
  • Spirit Speaking now increases the Stats and Skills of all 5th Circle summons by (20% x (Effective Spirit Speaking Skill / 100))
  • Spirit Speaking now increases Dispel Resistance of all summons by (20% x (Effective Spirit Speaking Skill / 100))
  • The amount of Spirit Stone charge absorbed by using the Spirit Speaking skill near corpses has been increased by 50%

PvP and Effective Spirit Speaking Skill

  • If a player enters PvP or removes any Aspect Armor or Mastery Chains that provided a bonus to Effective Spirit Speaking Skill, any summons owned by that player will automatically revert to the Stats and Skills that would be provided by the player’s base printed Spirit Speaking Skill (instead of Effective Spirit Speaking skill)

Summon Durations

  • Base Summon Durations for summoned creatures begins at 120 Seconds and can be improved with Mastery Chain Links and Summoner’s Tome upgrades (explained later)

Summoning Spirit Stones

  • Players no longer need to “activate” Summoning Spirit Stones
  • Players can double-click a Summoning Spirit Stone and target one of their summons to extend their Summon Duration by its Base Summon Duration (i.e. add 120 seconds + bonuses from Mastery Chain Links + Summoner’s Tome Upgrades)
  • Players can double-click a Summoning Spirit Stone and target themselves to automatically target whichever of their current summons has the shortest duration remaining and extend their duration by its Base Summon Duration
  • Extending a Level 5 summon consumes 10% Spirit Stone Charge
  • Extending a Level 8 summon consumes 25% Spirit Stone Charge
  • Players cannot increase the duration of a summon if it has 15 minutes or more duration remaining
  • Players can double-click a Summoning Spirit Stone and target the stone itself to attempt to maximize all existing summon durations with all Spirit Stone Charges available

 

Blade Spirits and Energy Vortexes

  • Blade Spirits and Energy Vortexes are now “non-hostile” to players and tamed creatures and will never attack them
  • Blade Spirits and Energy Vortexes are still considered “Berserk” creatures and will automatically attack any non-tamed creatures/NPCs that are grey in their perception range (players have no control over which monsters/NPCs they attack)
  • Blade Spirits and Energy Vortex will now flag as Green to their caster/allies and Blue to other players (similar to normal pets), and while they will be considered “owned” by the caster, the caster cannot issue any commands to them
  • In order to Release a Blade Spirit or Energy Vortex, players must cast Dispel on them or simply wait for summon duration to expire
  • Blade Spirits and Energy Vortexes and they now gain all player-skill related bonuses (such as Herding Focused Aggresion) that normal summons would receive (including bonuses from Aspect Gear / Mastery Chains)
  • Blade Spirits and Energy Vortexes will now have boosted aggro (higher amounts than Patrol/Guarding/Attack mode-ordered tamed creatures)

 

Autodispel

  • Boss level creatures will perform Autodispel against summons as normal, with same cooldowns/intervals as before
  • Autodispel against a Level 8 summon will inflict 40% of that summon’s Max Hit Points as raw damage to the creature
  • Autodispel against a Level 5 summon will inflict 60% of that summon’s Max Hit Points as raw damage to the creature
  • Dispel Resistance for a summon now reduces the raw damage received from Autodispel by that percentage amount (previously acted as a “subtraction” to the percent amount)

For instance an Ancient Energy Vortex that has 800 Hit Points, summoned by a player with 100 Spirit Speak, that is being Autodispelled would initially take 800 x .40 = 320 damage, which then gets reduced through Dispel Resistance to (320 * (1 – .20)) = 256 Damage taken

Summoner’s Tome

  • Players can now craft Summoner’s Tomes through Inscription, which are used as a tool to greatly improve the power and utility of summons
  • Players will need 80 Spirit Speaking or higher to utilize the benefits of Summoner’s Tomes
  • Summoner’s Tomes are always blessed
  • Similar to Aspect Gear, every player now has a “Summoner Profile” that is stored for them on a per character basis and is permanent (can’t be lost)
  • Players can double-click a Summoner’s Tome in their backpack to view their character’s Summoner Profile through a special Summoner’s Tome menu
  • Summoner Tomes are non-unique and players can use any of them to access their Summoner Profiles (i.e. a player that loses their Summoner’s Tome can simply craft a new one and they will not lose any progress on their Summoner Profile)

Summoner Tome Menu

  • Players can view their Summoner Profile through the Summoner’s Tome Menu by double-clicking any Summoner’s Tome in their backpack
  • While players need 80 Spirit Speak to utilize the benefits of a Summoner’s Tome, any player may view their profile even with insufficient Spirit Speak skill
  • On the Overview Page of the Summoner Tome Menu, players can see a summary of all their Spell Entries for each of the 8 Summoning spells (such as Blade Spirits, Air Elemental, Fire Elemental, Energy Vortex, etc) in that player’s Summoner Profile
  • Each Spell Entry has a “Points Unlocked” and “Upgrade Progress” listing
  • Players can click the Diamond button next to each Spell Entry to jump to that spell’s individual page
  • Players can also use the buttons on the bottom toolbar to jump to individual spell pages, or click the button next to the Tome Icon at the bottom to return to the Overiew Page

Spell Upgrade Progress

  • If players have at least 80 Spirit Speaking skill on their character, and have a Summoner’s Tomer in their backpack, they can earn “Upgrade Progress” towards summon spells (see “Max Upgrade Points” section below for details)
  • When players fight non-tamed/non-summoned creatures while using summons, they will earn “Upgrade Progress” for that summon spell, similar to earning Aspect Experience, Mastery Chain Experience, etc
  • Progress amounts earned are based on the Gold Value of the creature killed, and the Damage Percent that player did to the creature (similar to how all other forms of Experience earned on the server are calculated)

 

  • If a player uses a single summon type to fight a creature (such as only Air Elementals) all Upgrade Progress earned from that creature killed will be attributed to that single spell
  • If a player uses multiple summon types against a creature, Upgrade progress will be divided evenly amongst the different summon types they used (ie.e 50% each for 2 types, 33% each for 3 types, etc)

 

  • Similar to other forms of Experience, players can select how/and if they want Summoner Upgrade Progress to be displayed for their character through Paperdoll -> Help -> Commands -> Text Displays -> [ShowSummonersTomeExperience
  • Players can choose to have Summoner Upgrade Progress amounts display overhead, in the system message area, or not at all

 

  • Players can view Upgrade Progress for each spell in the Summoner Tome Menu Overview page

 

  • Players can also view Upgrade Progress for spells in the individual Spell Entry pages for a spell

Unlocking Upgrade Points

  • When players reach 100% Upgrade Progress for a spell, they unlock an Upgrade Point for that spell
  • Players will receive a system message and sound effect when they unlock an Upgrade Point for a spell

 

  • The total number of Upgrade Points unlocked for each spell is displayed next to the spell’s icon on the Overview Page

 

  • And is displayed at the bottom of the page as part of the Upgrade Points Spent listing

Upgrades and Spending Upgrade Points

  • Every summon spell has 10 different Upgrades that players chose from, each having their own Upgrade Point Cost that must be spent to activate them
  • Upgrade choices are not permanent: players can select and deselect Upgrades freely to spend/release their point costs from their total
  • Upgrades apply unique bonuses and unlock abilities that will be added to that particular summon created by the player
  • Clicking the Info Button next to an upgrade will display a summary of what the upgrade offers when activated

 

  • Clicking the Diamond Button next to an Upgrade will activate it and add its Point Cost to the Upgrade Points Spent total
  • Upgrades that are active for a spell have their checkbox selected and display in Green text
  • Clicking the Diamond Button next to an activated Upgrade will deselect it and free up its Point Cost total
  • Players cannot select or deselect Upgrade while they have any summons currently alive in the game world, however

Max Upgrade Points

  • For each Summon Spell, players can unlock up to a maximum of a 30 Upgrade Points possible
  • Once a player has Unlocked a point for a spell, they can never lose it
  • However, characters will only be able to spend up to (Effective Spirit Speak Skill / 5) of their Unlocked points on upgrades at any given time for an individual spell

 

  • If a player’s Effective Spirit Speaking skill drops and they have now spent more points than they should have available based on their new Effective Spirit Speak skill, all selected upgrades they have selected will appear in Red text
  • If a player has more Unlock Points earned for their character than they are currently able to spend (based on their Effective Spirit Speak skill) their permanent Unlock Points maximum will be displayed in Parenthesis ( ) after “Upgrade Points Spent”

The experience amounts need for players to unlock upgrades increases the more Unlocks they already have for a particular summon
Experience amounts (Creature Gold Value x Player Damage Contribution Percent) needed to reach 100% Progress for each Unlock Point on a spell are as follows:

1st Point: 1000 gold earned
2nd Point: 2000 gold earned
3rd Point: 3000 gold earned
4th Point: 4000 gold earned
5th Point: 5000 gold earned
6th Point: 6000 gold earned
7th Point: 7000 gold earned
8th Point: 8000 gold earned
9th Point: 9000 gold earned
10th Point: 1000 gold earned
11th Point: 1000 gold earned
12th Point: 12000 gold earned
13th Point: 13000 gold earned
14th Point: 14000 gold earned
15th Point: 15000 gold earned
16th Point: 16000 gold earned
17th Point: 17000 gold earned
18th Point: 18000 gold earned
19th Point: 19000 gold earned
20th Point: 20000 gold earned
21st Point: 21000 gold earned
22nd Point: 22000 gold earned
23rd Point: 23000 gold earned
24th Point: 24000 gold earned
25th Point: 25000 gold earned
26th Point: 26000 gold earned
27th Point: 27000 gold earned
28th Point: 28000 gold earned
29th Point: 29000 gold earned
30th Point: 30000 gold earned

Upgrades in PvP and Reducing Effective Spirit Speak

  • If a player engages in PvP OR reduces their Effective Spirit Speaking skill in some manner (i.e. lowering their printed Spirit Speak or removing an item that increases Effective Spirit Speak skill) all of their existing summons will have their stats and skills will automatically reverted to what stats/skills they would have based on their new printed Spirit Speak skill
  • Additionally, engaging in PvP or reducing Effective Spirit Speak skill will cause all Summoner Tome upgrades you have selected for that summon type to be disabled for them

Achievements

  • Players can now gain “Summoner” Achievments in the Skill Mastery Category when a player unlocks 30 Upgrade Points for a single spell
  • Summoner (Basic) requires a player to unlock 30 Upgrade Points for a single spell once
  • Summoner (Advanced) requires a player to unlock 30 Upgrade Points for a single spell four times
  • Summoner (Epic) requires a player to unlock 30 Upgrade Points for a single spell eight times

 

Strangelands

  • Players who choose the Summoner Template for Strangelands will have their normal Summoner’s Tome Profile (if they have one) “stashed” away and will start Strangelands with new profile, a Summoner’s Tome, and 18 Points Unlocked for every Summon Spell type
  • Players leaving Strangelands will restore their “normal” Summoner’s Tome Profile (with the same upgrades points unlocked and upgrades selected as before they entered Strangelands)
  • Summoner Templates now start with all Summon Spells (including Blade Spirits and Energy Vortex) and the Dispel Spell
  • Summoner Templates no longer have Taste ID but now have Eval Int instead
  • Dramatically increased the amount of Spirit Stone charge absorbed when using Spirit Speak during Strangelands

 

Animal Lore Page

  • Certain summons have natural abilities or effects, and now will be displayed in the Animal Lore Page in purple text at the bottom of the page

 

Creature Rebalance

  • Summons have been rebalanced and retooled to better fit a series of “Roles” and to take advantage of new bonuses offered by the Summoner’s Tome (explained later)

The Animal Lore images below reflect:

Image 1: Summons cast by a player with 0 Spirit Speaking
Image 2: Summons cast by a player with 100 Spirit Speaking
Image 3: Summons cast by a player with 120 Spirit Speaking and Tier 13 Eldritch Armor (152 Effective Spirit Speaking skill)

Blade Spirits

Role
Cheap and Unfocused DPS

 

 

Blade Spirits are cheap, effective DPS summons that have Very High Dex

Their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned

Summon Creature

Role
Cheap Aggro Management and Damage Soaking

The Summon Creature spell has had its pool of creatures overhauled, and now contains the majority of all Tameable, One Control Slot creatures that exist in the 50-65 Taming skill range (no longer has sub-50 skill tamables or Two-Control Slot creatures)

Summon Creature now operates as a spell players can cast to fill out their remaining Follower slot and have some additional damage soaking or aggro management from it

Creatures in the summoning pool for the spell now include the following:

  • Black Bear
  • Brown Bear
  • Firebat
  • Monitor Hatchling
  • Muck
  • Primordial Whelp
  • Rock Guar
  • Shallow Water
  • Aegis Rat
  • Corpse Eater
  • Flamehound
  • Grizzly Bear
  • Polar Bear
  • Sand Crab
  • Scorpion
  • Swamp Spider
  • Cave Bear
  • Fire Ant
  • Fire Salamander
  • Monitor
  • Primordial
  • Silverback
  • Aegis Mongbat
  • Giant Swamp Slug
  • Searing Lizard
  • Winter Wolf

Air Elemental

Role
Close-Range DPS

Special Abilities

  • Melee Attack has 33% Chance to Ignore Armor
  • Prefers Melee Attacks over Spellcasting

 

 

Air Elementals are designed to deal large amounts of DPS up close and personal

Air Elementals have Very High Dex, Very High Wrestling, and have a chance to ignore the Armor of their enemies

Many of the Summoner’s Tome Upgrades for Air Elementals are bonuses granted for making Melee Attacks reward aggressive playstyles

Earth Elemental

Role
Melee Tank

Special Abilities

  • Becomes Rooted if stationary for 10 seconds

 

 

Earth Elementals function as tanks against Melee creatures, due to Very High Armor, High Wrestling, and High Hit Points

Earth Elementals will become Rooted if they remain stationary for 10 seconds, which increases their Damage by +20% and makes them immune to any movement effects such as Knockback, Entangle, and Hinder

Many of the Summoner’s Tome Upgrades for Earth Elementals are geared towards survival, as they are the premier Physical Damage tank among summons

Fire Elemental

Role
Vulnerable, Spell-based DPS

Special Abilities

  • Has 15% Fireblast Chance on Spellcast
  • Prefers Spellcasting over Melee Attacks

 

 

Fire Elementals are geared for dealing very large amounts of DPS with spells, however they are somewhat vulnerable due to Low Hit Points and Low Wrestling

Additionally, each spellcast from a Fire Elemental has a 15% chance to result in a Fireblast, which inflicts an additional (DamageMax * 1.5) Damage to the target and to all hostile creatures with 1 tile of it

A good number of the Summoner’s Tome Upgrades for Fire Elementals offer increased Damage, but at an offsetting cost, or are designed around the concept that Fire Elementals are expected to have a fairly short lifespan (and go out with a bang)

Water Elemental

Role
Spell and Ability Tank

Special Abilities

  • Takes -33% Damage From Direct Damage Abilities
  • Prefers Spellcasting over Melee Attacks

 

 

Water Elementals excel as tanks against Spellcaster creatures due to Very High Magic Resist and also have high survivability against unique creatures due to their reduced damage from Direct Damage Abilities

They are also above-average spellcasters

Many of the Summoner’s Tome Upgrades for Water Elementals revolve around survival against Spellcasters and mitigating non-standard damage types (Abilities / Poison / Disease)

Summon Daemon

Role
Volatile DPS

Special Abilities

  • Damage is Increased by .5% of Missing Health %

 

 

Daemons are overall well-balanced in terms of Stats and Skills, and utilize both Melee Attacks and Spellcasts in equal measure

While not as initially powerful as Air Elementals, Fire Elementals, or Energy Vortexes, a Daemon’s damage dramatically increase as its Hit Points reach zero

Players can take advantage of “redlining” Daemons, by keeping them wounded or even near death to achieve maximum DPS, but trying not allowing the creature to die prematurely

Summoner’s Tome Upgrades for Daemons often revolve around taking damage and increasing DPS from it

Energy Vortex

Role
Sturdy, Unfocused DPS

 

 

Energy Vortexes are both sturdy and deal a very large amount of DPS due to Very High Dex, High Damage, and High Wrestling

Similar to Blade Spirits, their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned

Several Summoner’s Tome Upgrades for Energy Vortexes are based on the concept of “Linking” with the player caster: as the player caster spends mana, the Energy Vortex is themselves buffed and becomes more powerful for a short duration

Blade Spirits Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Dismissive (4 Pts)
+25% Dispel Resistance and refunds mana used for Dispel and Mass Dispel cast against creature

Double-Edged (6 Pts)
15% chance on receiving melee attack to inflict 100% of damage taken as Bleed damage over 15 seconds

Hamstring (6 Pts)
15% Chance on melee attack to Entangle target for 10 seconds (attack inflicts +50% Damage if target was already Entangled)

Precision Cuts (8 Pts)
+25% Damage for 60 seconds after summoning

Serration (8 Pts)
25% chance on melee attack to reduce target’s Armor by 25 for 15 seconds (stackable)

Lightning Strikes (12 Pts)
+35% Attack Speed for 60 seconds after summoning

Razors (12 Pts)
20% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds

Summon Creature Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Tier 1 Creatures (4 Pts)
25% chance creature summoned is Asp, Cave Bat, Aegis Slime, or Drake Whelp

Binding Ward (6 Pts)
+25% Hit Points and +25% Dispel Resistance

Tier 2 Creatures (6 Pts)
25% chance creature summoned is Devil Bat, Wolfhound, Blood Ape, or Dragon Whelp

Stampede (8 Pts)
Reduces Casting Time of Summon Creature spell to 2.5 seconds

Tier 3 Creatures (8 Pts)
25% chance creature summoned is Husk Crab, Stinger, Vampire Bat, or Molten Mongbat

Lifecycle (12 Pts)
Restores 8 Mana to caster on death (does not apply if creature is released)

Tier 4 Creatures (12 Pts)
25% chance creature summoned is Aegis Scorpion, Army Ant, Komodo, Rime Guar, or Snowdrift

Air Elemental Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Gust (4 Pts)
+7.5% Damage

Gale (6 Pts)
Melee attack adds +1% Damage and Accuracy for 30 seconds (stackable and max +10%)

Windshear (6 Pts)
15% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds

Tempest (8 Pts)
Increases chance that melee attacks ignore armor to 66% and each melee attack increases Dispel Resistance by 10% for 30 seconds (stackable and max +50%)

Cyclone (8 Pts)
+15% Damage and gains the Charge ability

Microburst (12 Pts)
Melee attack adds +2% Attack Speed for 30 seconds (stackable and max +20%)

Whirlwind (12 Pts)
Melee attack has 15% chance to hit 2 additional targets within 2 tiles of target

Earth Elemental Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Hardened (4 Pts)
+5% Damage and +10% Armor

Grounded (6 Pts)
+25% Hit Points and +25% Dispel Resistance

Earthpull (6 Pts)
Greatly increases Aggro and adds +5% Damage and Physical Damage Resistance for each aggressed creature within 4 tiles (stackable and max +20%)

Rooted (8 Pts)
Requires only 5 seconds being stationary to become Rooted and damage bonus increases to 30%

Slam (8 Pts)
15% chance on melee attack to increase the attack’s damage by 75% and reduce target’s Accuracy by 25% for 15 seconds (stackable)

Stonewall (12 Pts)
+40% Dispel Resistance and adds +10% Physical Damage Resistance for every 30 seconds alive (stackable and max +40%)

Purge Impurities (12 Pts)
+15% Damage and melee attacks will remove Bleed effects

Fire Elemental Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Scorched Earth (4 Pts)
On each Autodispel attempt against creature, dispelling creature takes 100 Damage (amount is increased by damage bonuses)

Explosive Departure (6 Pts)
Inflicts 300 Damage divided among all enemies within 2 tiles on death or expiration (damage amount is increased by damage bonuses)

Wildfire (6 Pts)
Spells have 10% chance to leave Fire Fields inflicting 10-20 damage each second for 5 seconds

Fanning the Flames (8 Pts)
Increases Fireblast chance on spellcast to 25% and each spellcast increases Dispel Resistance by 10% for 30 seconds (stackable and max +50%)

Glass Cannon (8 Pts)
-20% Hit Points and +20% Damage

Unstable Sorcery (12 Pts)
Becomes ranged spellcaster and gains +25% Charged Spell Chance

Burning at Both Ends (12 Pts)
-25% Summon Duration and +25% Damage

Water Elemental Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Eldritch Essence (4 Pts)
+10% Eval Int and +20% Magic Resist

Deep Water (6 Pts)
+25% Hit Points and +25% Dispel Resistance

Spell Siren (6 Pts)
Greatly increases Aggro and adds +5% Damage and Magical Damage Resistance for each aggressed creature within 8 tiles (stackable and max +20%)

Stagnant (8 Pts)
Spells have 15% chance to inflict Deadly Poison

Ebb and Flow (8 Pts)
Increases Damage Reduction from Direct Damage Abilities to 66%

Reflecting Pool (12 Pts)
20% Chance to Reflect Spells

Purification (12 Pts)
+40 Dispel Resistance, increases Poison Resistance to 95%, and automatically removes Disease

Summon Daemon Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Fiery Temper (4 Pts)
Has 25% chance on melee attack or spellcast to add +5% Charged Spell Chance and Dispel Resistance for 30 seconds (stackable and max +25%)

Bloodthirsty (6 Pts)
Damage increased by 15% if target below 66% health

Sadistic Rage (6 Pts)
Has 15% chance on Damage Taken to increase Damage by 15% for 30 seconds

Greater Daemon (8 Pts)
+35% Hit Points and +35% Dispel Resistance

Vengeance (8 Pts)
Increases damage bonus for missing Health to 1% per missing Health %

Daemonic Frenzy (12 Pts)
Has 25% chance on melee attack to increase Attack Speed by 25% for 30 seconds

Growing Fury (12 Pts)
+5% Damage for every 30 seconds alive (stackable and max +50%)

Energy Vortex Summoner’s Tome Upgrades

Arrival Aura (2 Pts)
+75% Dispel Resistance for 30 seconds when summoned

Spirit Pact (2 Pts)
+25% Base Summon Duration (including Summoning Spirit Stone usage)

Corporeal Tether (4 Pts)
+20% Hit Points

Dismissive (4 Pts)
+25% Dispel Resistance and refunds mana used for Dispel and Mass Dispel cast against creature

Ethereal (6 Pts)
Each mana spent by caster increases Attack Speed and Accuracy by 0.1% for 30 seconds (stackable and max +10%)

Abyssal Essence (6 Pts)
Autodispel cannot reduce hit points to lower than 25%

Void Strikes (8 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)

Feedback (8 Pts)
Melee attacks restore 1 mana to caster (max 25 mana restored and player must be within 18 tiles)

Conduit (12 Pts)
Each mana spent by caster increases Damage by 0.35% for 30 seconds (stackable and max +35%)

Energy Surge (12 Pts)
Melee attacks also inflict 33% of damage to a random enemy within 4 tiles