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- Aug 23, 2014
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Souls
Souls add diversity to player builds with unique account-wide stat bonuses.
Main feature of souls is leveling: each time your hero gains experience from killing mobs/bosses, equipped souls gain experience too.
You can level up high level souls even with new character, so playing as fresh alt character now can upgrade your main character's power.
Soul Vault
All souls are contained in Soul Vault.
You can access it through Town Portal spellbook after first soul consumed or vault code loaded.
Hero can use two souls at the same time: one defensive and one offensive.
You can swap souls with Activate Soul button when soul selected.
To clear soul slot completely, just select it and use Deactivate Soul.
Name, stat bonuses and soul level can be viewed both from top-right stats panel and from Souls/Slots with Examine Soul button.
Account can have only 7 souls in the vault. Therefore you need to remove weak souls with Release Soul button. Soul will be lost after that forever, so use it carefully.
Vault code overwrites old code after '-save' command, also it can be loaded only once per game.
Soul item can not be saved, only consumed and stored in the vault souls saved.
You can create 1 blue soul from 3 green souls at Nether Circle.
Drop chances
Soul can drop when any unit dies (except soul units in the vault).
Bosses 28+ lvl have 5% chance to drop a soul:
- 50% green (2.5%)
- 45% blue (2.25%)
- 5% red (0.25%)
Elite mobs and remaining bosses have 1.5% / 3% / 4% (based on power) chance to drop a soul:
- 65% green (0.975% / 1.95% / 2.6%)
- 35% blue (0.525% / 1.05% / 1.4%)
Common mobs 40+ level have 1% chance to drop a soul:
- 65% green (0.65%)
- 35% blue (0.35%)
Remaining common mobs have 1% chance to drop a soul:
- 80% green (0.8%)
- 20% blue (0.2%)
As you can see, red soul appears approximately every 400 boss (25+ lvl) kills.
Bonus value
Bonuses can have:
- Percentage bonus: increases every level till 50.
- Flat bonus: increases every level till 10.
Percent based bonuses like Evasion/Fire damage/etc do not have Flat part.
But percentage added directly to stats, not via multiplication of item stats.
Double bonuses have doubled level bonus obviously.
Bonuses per rarity
- Green: 2 bonuses
- Blue: 3 bonuses
- Red: 3 predefined bonuses + 1 aura
Chances to get desired bonus
First roll is soul type: 50%/50% Offensive/Defensive.
After that happens 2-3 rolls (based on soul rarity) for bonuses. Some bonuses in 1 and 2 slot rerolled once to decrease obtain chances.
Each roll selects one bonus from 16. Bonus in 3 slot can not be same with 1 and 2, but bonuses in 1 and 2 slot can be similar for double effect.
So, you can calculate chances to get desired bonus type:
Single - 50% * (1/16)% = 3.125% ~ 32 tries
Double - 50% * (1/16)% * (1/16)% = 0.195% ~ 513 tries
Soul name generation
Green - "[Double] Soul"
Green/Blue - "[Single/Double] Soul of the [Last]"
Blue - "[Single] Soul of the [Single] [Last]"
Red - Unique name.
Offensive Souls
Bonus | Percentage | Flat | Single | Double | Last |
Str from items | 7% | 5 | Strong | Vigorous | Savage |
Agi from items | 7% | 5 | Cunning | Dexterous | Trickster |
Int from items | 7% | 5 | Smart | Clever | Genius |
AP from items | 7% | 5 | Brutal | Deadly | Soldier |
ArP from items | 15% | 5 | Piercing | Crushing | Marksman |
SP from items | 7% | 5 | Bright | Vivid | Chanter |
Attackspeed | 10% | - | Quick | Swift | Acrobat |
Critical Chance | 7% | - | Lucky | Favored | Victor |
Critical Damage | 20% | - | Relentless | Merciless | Champion |
Fire Damage* | 10% | - | Fiery | Flaming | Firebug |
Water Damage* | 10% | - | Watery | Aqueous | Seal |
Lightning Damage* | 10% | - | Sparkling | Electrifying | Eel |
Magic Damage* | 10% | - | Phasing | Flickering | Wight |
Shadow Damage* | 10% | - | Shady | Black | Ghoul |
Poison Damage* | 10% | - | Venomous | Poisonous | Cobra |
Physical Ability Damage* | 10% | - | Blunt | Skillful | Gladiator |
Defensive Souls
Bonus | Percentage | Flat | Single | Double | Last |
HP from items | 10% | 25 | Healthy | Vital | Brute |
MP from items | 10% | 15 | Inspired | Brilliant | Genius |
Armor from items | 7% | 5 | Spiteful | Defying | Survivor |
Spell Haste | 20% | - | Glaring | Radiating | Swindler |
Evasion | 7% | - | Parrying | Fending | Duelist |
Critical Damage Reduction | 15% | - | Rigid | Unyielding | Guard |
Movespeed | 10% | - | Ready | Rapid | Athlete |
Threat Reduction | 10% | - | Plain | Veiled | Wraith |
Healing Received | 15% | - | Sanative | Youthful | Axolotl |
All Resistances* | 7% | - | Resilient | Resisting | Wanderer |
Fire Resistance* | 15% | - | Tempered | Hotheaded | Desert-Dweller |
Water Resistance* | 15% | - | Steadfast | Marine | Sailor |
Lightning Resistance* | 15% | - | Diverting | Insulated | Firefly |
Magic Resistance* | 15% | - | Stark | Demure | Skeptic |
Shadow Resistance* | 15% | - | Glowing | Radiant | Nightwatch |
Poison Resistance* | 15% | - | Purifying | Cleansing | Leech |
Red Souls
Red Soul have less random in generation - all 3 bonuses are predefined per soul name. Plus each Red Soul have random Aura bonus.
Instead of 5 good rolls, you need only 2 to gain desired Soul: (1/25)% * (1/9)% = 0.44% ~ 228 tries
Names
Name | Type | Bonus #1 | Bonus #2 | Bonus #3 |
Lady Nephthys | Offensive | Int from items | Int from items | SP from items |
Zaltharim the Conqueror | Offensive | Str from items | Str from items | Physical Ability Damage |
The Spirit of Deepwood | Offensive | Int from items | SP from items | SP from items |
Ashwalker Sharkath | Offensive | AP from items | Critical Chance | Critical Damage |
The Heart of Wildenthorn | Defensive | Armor from items | Armor from items | Critical Damage Reduction |
Reothren the Heretic | Defensive | Spell Haste | Spell Haste | HP from items |
The Lord of Undermine | Defensive | HP from items | HP from items | MP from items |
The Fallen Prince | Defensive | MP from items | Spell Haste | Threat Reduction |
Kravoth the Almighty | Offensive | SP from items | Magic Damage | Fire Damage |
Ikorov the Damned | Defensive | HP from items | MP from items | All Resistances |
Ceros Venomwalker | Offensive | Int from items | SP from items | Critical Chance |
Maiden of Mercury | Offensive | Agi from items | Agi from items | Attackspeed |
Lord Everfrost | Defensive | Evasion | Critical Damage Reduction | All Resistances |
Curator Osseous | Defensive | HP from items | Evasion | All Resistances |
The Nameless Exiled | Offensive | Str from items | AP from items | Attackspeed |
Izhara the Tyrant | Defensive | MP from items | MP from items | Spell Haste |
The Undying Hand | Defensive | MP from items | Spell Haste | Movespeed |
The Mistress of Agony | Offensive | Int from items | Fire Damage | Fire Damage |
The Void Within | Defensive | HP from items | Movespeed | Threat Reduction |
Hinjo the Collector | Offensive | Agi from items | AP from items | Critical Chance |
The Pawn of Northwind | Offensive | SP from items | Water Damage | Lightning Damage |
The Weeping Matriarch | Offensive | Agi from items | AP from items | ArP from items |
Deuce the traveling Alchemist | Defensive | HP from items | Armor from items | Healing Received |
Jol'zin of the Eastern Tribes | Offensive | Int from items | AP from items | SP from items |
Vargoth The Immortal | Defensive | Armor from items | All Resistances | All Resistances |
Auras
Icon | Name | Description | Type | Bonus |
![]() | Elemental Conduit | Decreased fire and water and lightning Resistance. | Debuff | -10% Fire/Water/Lightning Resistance |
![]() | Great Endurance | Increased HP. | Buff | +5% HP |
![]() | Great Resilience | Increased resistances. | Buff | +5% All Resistances |
![]() | Great Wisdom | Increased MP. | Buff | +5% MP |
![]() | Quick Recovery | Increased Healing received. | Buff | +10% Healing Received |
![]() | Quickness | Increased spellhaste and movement and attack speed. | Buff | +5% Movespeed/Attackspeed/Spell Haste |
![]() | Vile Conduit | Decreased magic and shadow and poison resistance. | Debuff | -10% Magic/Shadow/Poison Resistance |
![]() | Weakened Grip | Reduced chance to score a critical hit. | Debuff | -5% Critical Chance |
![]() | Weakened Strikes | Reduced Critical Strike damage. | Debuff | -7% Critical Damage |
Icon | Name | Description | Bonus |
![]() | Endurance of the Boar | Increased HP. | +5% HP |
![]() | Wisdom of the Owl | Increased MP. | +5% MP |
![]() | Quickness of the Leopard | Increased evasion. | +3% Evasion |
![]() | Force of the Bear | Increased chance to score a critical hit. | +3% Critical Chance |
![]() | Swiftness of the Nymph | Increased spell haste. | +5% Haste |
![]() | Resilience of the Lizard | Increased resistances. | +5% All Resistances |
![]() | Precipitance of the Eagle | Increased movement speed. | +5% Movespeed |
![]() | Relentlessness of the Spider | Increased attack speed. | +5% Attackspeed |
![]() | Affinity of the Hydra | Increased fire and water and lightning damage. | +5% Fire/Water/Lightning Damage |
![]() | Affinity of the Roach | Increased magic and shadow and poison damage. | +5% Magic/Shadow/Poison Damage |
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