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Souls Guide

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Level 7
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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


BonusPercentageFlatSingleDoubleLast
Str from items7%5StrongVigorousSavage
Agi from items7%5CunningDexterousTrickster
Int from items7%5SmartCleverGenius
AP from items7%5BrutalDeadlySoldier
ArP from items15%5PiercingCrushingMarksman
SP from items7%5BrightVividChanter
Attackspeed10%-QuickSwiftAcrobat
Critical Chance7%-LuckyFavoredVictor
Critical Damage20%-RelentlessMercilessChampion
Fire Damage*10%-FieryFlamingFirebug
Water Damage*10%-WateryAqueousSeal
Lightning Damage*10%-SparklingElectrifyingEel
Magic Damage*10%-PhasingFlickeringWight
Shadow Damage*10%-ShadyBlackGhoul
Poison Damage*10%-VenomousPoisonousCobra
Physical Ability Damage*10%-BluntSkillfulGladiator
* rerolled once if appear in first/second bonus slot

Defensive Souls


BonusPercentageFlatSingleDoubleLast
HP from items10%25HealthyVitalBrute
MP from items10%15InspiredBrilliantGenius
Armor from items7%5SpitefulDefyingSurvivor
Spell Haste20%-GlaringRadiatingSwindler
Evasion7%-ParryingFendingDuelist
Critical Damage Reduction15%-RigidUnyieldingGuard
Movespeed10%-ReadyRapidAthlete
Threat Reduction10%-PlainVeiledWraith
Healing Received15%-SanativeYouthfulAxolotl
All Resistances*7%-ResilientResistingWanderer
Fire Resistance*15%-TemperedHotheadedDesert-Dweller
Water Resistance*15%-SteadfastMarineSailor
Lightning Resistance*15%-DivertingInsulatedFirefly
Magic Resistance*15%-StarkDemureSkeptic
Shadow Resistance*15%-GlowingRadiantNightwatch
Poison Resistance*15%-PurifyingCleansingLeech
* 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


NameTypeBonus #1Bonus #2Bonus #3
Lady NephthysOffensiveInt from itemsInt from itemsSP from items
Zaltharim the ConquerorOffensiveStr from itemsStr from itemsPhysical Ability Damage
The Spirit of DeepwoodOffensiveInt from itemsSP from itemsSP from items
Ashwalker SharkathOffensiveAP from itemsCritical ChanceCritical Damage
The Heart of WildenthornDefensiveArmor from itemsArmor from itemsCritical Damage Reduction
Reothren the HereticDefensiveSpell HasteSpell HasteHP from items
The Lord of UndermineDefensiveHP from itemsHP from itemsMP from items
The Fallen PrinceDefensiveMP from itemsSpell HasteThreat Reduction
Kravoth the AlmightyOffensiveSP from itemsMagic DamageFire Damage
Ikorov the DamnedDefensiveHP from itemsMP from itemsAll Resistances
Ceros VenomwalkerOffensiveInt from itemsSP from itemsCritical Chance
Maiden of MercuryOffensiveAgi from itemsAgi from itemsAttackspeed
Lord EverfrostDefensiveEvasionCritical Damage ReductionAll Resistances
Curator OsseousDefensiveHP from itemsEvasionAll Resistances
The Nameless ExiledOffensiveStr from itemsAP from itemsAttackspeed
Izhara the TyrantDefensiveMP from itemsMP from itemsSpell Haste
The Undying HandDefensiveMP from itemsSpell HasteMovespeed
The Mistress of AgonyOffensiveInt from itemsFire DamageFire Damage
The Void WithinDefensiveHP from itemsMovespeedThreat Reduction
Hinjo the CollectorOffensiveAgi from itemsAP from itemsCritical Chance
The Pawn of NorthwindOffensiveSP from itemsWater DamageLightning Damage
The Weeping MatriarchOffensiveAgi from itemsAP from itemsArP from items
Deuce the traveling AlchemistDefensiveHP from itemsArmor from itemsHealing Received
Jol'zin of the Eastern TribesOffensiveInt from itemsAP from itemsSP from items
Vargoth The ImmortalDefensiveArmor from itemsAll ResistancesAll Resistances

Auras


IconNameDescriptionTypeBonus
153982d1460882560-souls-guide-elementalconduit.png
Elemental ConduitDecreased fire and water and lightning Resistance.Debuff-10% Fire/Water/Lightning Resistance
153983d1460882560-souls-guide-greatendurance.png
Great EnduranceIncreased HP.Buff+5% HP
153984d1460882560-souls-guide-greatresilience.png
Great ResilienceIncreased resistances.Buff+5% All Resistances
153985d1460882560-souls-guide-greatwisdom.png
Great WisdomIncreased MP.Buff+5% MP
153986d1460882560-souls-guide-quickrecovery.png
Quick RecoveryIncreased Healing received.Buff+10% Healing Received
153987d1460882573-souls-guide-quickness.png
QuicknessIncreased spellhaste and movement and attack speed.Buff+5% Movespeed/Attackspeed/Spell Haste
153988d1460882573-souls-guide-vileconduit.png
Vile ConduitDecreased magic and shadow and poison resistance.Debuff-10% Magic/Shadow/Poison Resistance
153989d1460882573-souls-guide-weakenedgrip.png
Weakened GripReduced chance to score a critical hit.Debuff-5% Critical Chance
153990d1460882573-souls-guide-weakenedstrikes.png
Weakened StrikesReduced Critical Strike damage.Debuff-7% Critical Damage

IconNameDescriptionBonus
151691d1453056948-souls-guide-enduranceoftheboar.png
Endurance of the BoarIncreased HP.+5% HP
151698d1453056959-souls-guide-wisdomoftheowl.png
Wisdom of the OwlIncreased MP.+5% MP
151694d1453056959-souls-guide-quicknessoftheleopard.png
Quickness of the LeopardIncreased evasion.+3% Evasion
151692d1453056948-souls-guide-forceofthebear.png
Force of the BearIncreased chance to score a critical hit.+3% Critical Chance
151697d1453056959-souls-guide-swiftnessofthenymph.png
Swiftness of the NymphIncreased spell haste.+5% Haste
151696d1453056959-souls-guide-resilienceofthelizard.png
Resilience of the LizardIncreased resistances.+5% All Resistances
151693d1453056948-souls-guide-precipitanceoftheeagle.png
Precipitance of the EagleIncreased movement speed.+5% Movespeed
151695d1453056959-souls-guide-relentlessnessofthespider.png
Relentlessness of the SpiderIncreased attack speed.+5% Attackspeed
151689d1453056948-souls-guide-affinityofthehydra.png
Affinity of the HydraIncreased fire and water and lightning damage.+5% Fire/Water/Lightning Damage
151690d1453056948-souls-guide-affinityoftheroach.png
Affinity of the RoachIncreased magic and shadow and poison damage.+5% Magic/Shadow/Poison Damage
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:
Nice.
What does "* rerolled once if appear in first/second bonus slot" mean exactly?
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.
 
Level 7
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208
What means 5 Int from items? Sounds kinda confusing to me =o
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)
 
Level 4
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Jul 14, 2014
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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)

Let me check if I understood it right. Flat bonuses have nothing to do with your bonus from items. Am I right?
 
Level 13
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1,433
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 :)

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?
 
Level 2
Joined
Jan 10, 2012
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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.
 
Level 8
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Messages
551
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).
 
Level 5
Joined
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Messages
136
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!
 

SHBlade

Hosted Project GR
Level 14
Joined
May 1, 2013
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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.
 
Level 8
Joined
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Messages
551
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.
 
Level 5
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Oct 15, 2009
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136
The problem is solved, turns out my friend didn't realise he had to activate the souls in order to gain its benefits!
 
Level 10
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Nov 20, 2005
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800
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
 
Level 5
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Oct 15, 2009
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Ok, so we're having another issue here. Supposedly, you can create a blue soul by placing 3 green souls and a item with ilvl +35 on the nether circle, right? The thing is, we're in a game right now, but nothing happens. My friend collected 3 green souls (he didn't added them to his vault of course) and placed them on the nether circle along with a corresponding item. But nothing happens. It only says "You must place a valid item to disenchant on top of the nether circle".

Any ideas?
 
Level 8
Joined
Oct 2, 2011
Messages
551
I believe there's a bug where weapons don't work for combining souls (because the material disenchant takes preference), you have to use armor. It could be that.
Haven't had any other hiccups for combining souls, what items did you try? Also, make sure the items are not saved.
 
Level 5
Joined
Oct 15, 2009
Messages
136
Ohh, so that was probably it. I think we were trying to use a saved item. We were using items that dropped from Hill Giant, but yeah, I guess they were saved.

Thanks a lot!
 
Level 3
Joined
Jun 23, 2015
Messages
40
Can someone help regarding this:

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%)


1.5% / 3% / 4% (based on power) is something undocumented or do we actually know what is what? What creeps drop from 1.5%, 3% and 4% respectively? It would seem logical to assume that 1.5% is D1 elites, 3% D2 and 4% D3. But with content not being done completely it might differ.

Does anyone know what are level thresholds for these percentages? Or what percentage are D3 waves?
 
Level 7
Joined
Aug 23, 2014
Messages
208
Guide updated!

Main 1.2B(14) changes:
- Blue Soul craft now need only 3 Green Souls (without 35+ lvl blue item).
- Red Souls now drop from 28+ bosses (instead of 25+).
- Red Souls now have pre-defined stats (25 patterns).
- Red Souls Auras changed and some of them can debuff enemies (4 debuffs and 5 buffs instead of 10 buffs).
 
Level 2
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Alex are you god in disguise how did you do this holy cow. You'll probably say zwie helped you but dude this was still quick as hell. Kudos man!
 
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