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Souls Guide

Discussion in 'Guides & Database' started by ALEXz407, Jan 17, 2016.

  1. ALEXz407

    ALEXz407

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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
    * rerolled once if appear in first/second bonus slot

    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
    * rerolled once if appear in first/second bonus slot

    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
    [​IMG] Elemental Conduit Decreased fire and water and lightning Resistance. Debuff -10% Fire/Water/Lightning Resistance
    [​IMG] Great Endurance Increased HP. Buff +5% HP
    [​IMG] Great Resilience Increased resistances. Buff +5% All Resistances
    [​IMG] Great Wisdom Increased MP. Buff +5% MP
    [​IMG] Quick Recovery Increased Healing received. Buff +10% Healing Received
    [​IMG] Quickness Increased spellhaste and movement and attack speed. Buff +5% Movespeed/Attackspeed/Spell Haste
    [​IMG] Vile Conduit Decreased magic and shadow and poison resistance. Debuff -10% Magic/Shadow/Poison Resistance
    [​IMG] Weakened Grip Reduced chance to score a critical hit. Debuff -5% Critical Chance
    [​IMG] Weakened Strikes Reduced Critical Strike damage. Debuff -7% Critical Damage


    Before 1.2B(14)
    Icon Name Description Bonus
    [​IMG] Endurance of the Boar Increased HP. +5% HP
    [​IMG] Wisdom of the Owl Increased MP. +5% MP
    [​IMG] Quickness of the Leopard Increased evasion. +3% Evasion
    [​IMG] Force of the Bear Increased chance to score a critical hit. +3% Critical Chance
    [​IMG] Swiftness of the Nymph Increased spell haste. +5% Haste
    [​IMG] Resilience of the Lizard Increased resistances. +5% All Resistances
    [​IMG] Precipitance of the Eagle Increased movement speed. +5% Movespeed
    [​IMG] Relentlessness of the Spider Increased attack speed. +5% Attackspeed
    [​IMG] Affinity of the Hydra Increased fire and water and lightning damage. +5% Fire/Water/Lightning Damage
    [​IMG] Affinity of the Roach Increased magic and shadow and poison damage. +5% Magic/Shadow/Poison Damage

    Icons
    AffinityOfTheHydra.png AffinityOfTheRoach.png EnduranceOfTheBoar.png ForceOfTheBear.png PrecipitanceOfTheEagle.png QuicknessOfTheLeopard.png RelentlessnessOfTheSpider.png ResilienceOfTheLizard.png SwiftnessOfTheNymph.png WisdomOfTheOwl.png
    ElementalConduit.png GreatEndurance.png GreatResilience.png GreatWisdom.png QuickRecovery.png Quickness.png VileConduit.png WeakenedGrip.png WeakenedStrikes.png
     
    Last edited: Apr 17, 2016
  2. Jumbo

    Jumbo

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    You rock Alex - as usual!
     
  3. SaikoDeMoN

    SaikoDeMoN

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    Nice.
    What does "* rerolled once if appear in first/second bonus slot" mean exactly?
     
  4. Zwiebelchen

    Zwiebelchen

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    In practice, this simply means that they are ~50% less likely to be rolled than the other bonuses.

    This is for the simple reason that these bonuses would appear far too often compared to the "general" bonuses if they had the normal 1/16 weighting (because there are 6 damage types and 7 resistances, so you'd end up with 6 times the likelyhood of having an element bonus than for example an armor bonus).
    So by rolling twice, the chance for a soul to have an element bonus is 7/16 * 7/16 = ~19% instead of 7/16 = 43%.


    I just thought you people would skin me alive if half of all souls would have elements on them when half of the classes don't even have elemental attacks. ;)

    For resistances, I applied the same mechanic for the same reason: resistances would appear way too common if they had normal weighting.
     
  5. 0.mY.g0d

    0.mY.g0d

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    Great work done!
     
  6. Devlain

    Devlain

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    What means 5 Int from items? Sounds kinda confusing to me =o
     
  7. ALEXz407

    ALEXz407

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    It's a flat bonus to stats, which increases till 10 soul level.

    For example bonuses from Vigorous Soul (2x STR):
    1 lvl: +1 STR (5+5)*(1/10) and +0.28% STR from items (7%+7%)*(1/50)
    7 lvl: +7 STR (5+5)*(7/10) and +1.96% STR from items (7%+7%)*(7/50)
    20 lvl: +10 STR (5+5)*(10/10) and +5.60% STR from items (7%+7%)*(20/50)

    Or bonuses from Spiteful Soul of the Swindler (1x Ar, 1x SH):
    1 lvl: +0.5 Ar (5)*(1/10) and +0.14% Ar from items (7%)*(1/50) and +0.40% SH (20%)*(1/50)
    10 lvl: +5 Ar (5)*(10/10) and +1.40% Ar from items (7%)*(10/50) and +4.00% SH (20%)*(10/50)
    50 lvl: +5 Ar (5)*(10/10) and +7.00% Ar from items (7%)*(50/50) and +20.00% SH (20%)*(50/50)
     
  8. Devlain

    Devlain

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    Let me check if I understood it right. Flat bonuses have nothing to do with your bonus from items. Am I right?
     
  9. ALEXz407

    ALEXz407

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    Yes. That's why they are very valuable at low level characters.
    You can have level 1 cleric with +15 SP purely from lvl 10 soul bonuses and he will annihilate everything :)
     
  10. Vestra

    Vestra

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    Magnificent guide man, really handy for learning the ropes again.

    Also, can't you not get +15 SP because the third slot can't roll the same?
     
  11. SaikoDeMoN

    SaikoDeMoN

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    I'm sure he means +15 SP from double SP + INT or double INT + SP.
     
  12. Vestra

    Vestra

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    Very true, my apologies, still learning all this!
     
  13. The Troller

    The Troller

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    Can someone still help me with the soul rolling thing, I haven't quite got it yet.
    So you use the roll ability on a soul that just dropped, but that just shows a random number, and doesn't change the soul at all. Or I have no idea how this thing works.
     
  14. SaikoDeMoN

    SaikoDeMoN

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    You only dice/roll for souls in multiplayer to see who gets to have it, it doesn't affect the soul and isn't supposed to. The "roll" and "reroll" that Alex says in this post refers to the chance the game has to give a soul a certain stat bonus (you have no control over this roll).
     
  15. GasQueen

    GasQueen

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    Hi, there's a question I need to ask. My friend and I are playing Gaias, but we don't quite get the idea of "only one Vault can be loaded per game". Does this mean that if I load my vault code, my friend can't load his?

    I need someone to clear this up for me, as my friend can't see any souls he has got (actually he only found one, but he can't see it in the soul vault).

    Thanks!
     
  16. SHBlade

    SHBlade

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    No, it means that ONE player can't have 2 vaults loaded at same time.
    Did he activate the soul (move to main inventory and use same way you use potion)? If the answer is yes, soul probably doesnt have model so it's invisible (error in model's file path) but targetable. Ask your friend to check every field in his vault (ofc if he saved it :p ), I am sure soul is there.
     
  17. GasQueen

    GasQueen

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    I see. I appreciate the information. We'll check it out and see if we can make it work.
     
  18. SaikoDeMoN

    SaikoDeMoN

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    I haven't had a model error in the latest version. If that is what you're experiencing, you should delete your current extension and install the latest one. Make sure you're on version 1.2B(13) too.

    If it's not that, a replay would help with investigating the issue.
     
  19. GasQueen

    GasQueen

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    The problem is solved, turns out my friend didn't realise he had to activate the souls in order to gain its benefits!
     
  20. S0ulseeker

    S0ulseeker

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    When it says only one vault can be loaded per game it means per player. Everytime you type -save if you've loaded yourvault already it will save both vault and hero at same time. Your vault works for every single character you have (same account ) so you only need one vault.

    Is your friend clicking the souls to activate them? He should be able to see them.


    Edit: ignore my post. Turns out my forums didn't refresh properly on my phone and it appears I've missed several posts as this has not only been answered but resolved as well lol