v24 - EMPOWERMENT CHANGES
Tuesday, January 11th, 2022 at 4:26 PM
We are having our first-ever credit deal as part of celebrating the 1st Anniversary this month!
Empowerment has changed. The system has long been a thorn in the side of Elethor players, and it's high time the system gets changed to be more in line with the other systems in Elethor. Meaning less painful RNG.
There's a lot of mathy changes below, but the general gist can be summarized as:
The detailed changes are:
v23 - HAPPY 1ST ANNIVERSARY!
Friday, December 31st, 2021 at 5:35 PM
Elethor is 1 year old! It's been quite a journey and I have learned quite a lot. In celebration, I will be giving out some fun prizes over the course of the month.
v22 - TIER 9
Tuesday, December 7th, 2021 at 4:38 PM
Delve deeper into the Maw to unlock the secrets of the research facility and factory within. Create brand new gear and power it up with the technology you discover.
A bunch of big stuff in here, well worth the skim.
v21 - INCURSION & INJECTION REBALANCE
Tuesday, October 5th, 2021 at 3:20 PM
It has been brought to my attention several times that the drop tables for incursions...suck. They're imbalanced, noob-trappy and annoying to have to work out the math to know which incursion is better to run.
The ideal scenario is that it's always better to push to a higher level of incursion if you can. The rewards should scale up smoothly, and it should feel good to move up and kill more monsters.
In an effort to reach this ideal scenario, we are rebalancing the drop tables for all incursions. It will be too much to name every change, so please check out the drop tables in-game, but here is the gist:
In order to make Incursion drops smoother, we are also changing the duration that injections last. While you may notice that some injections have a lower duration than before, this is because you will get more of them from each incursion. Midas Touch, for example, used to give 600 actions of effect per injection. Now it will give 250. However, Midas Touch will now drop every reward tier, meaning that overall you will earn significantly more Midas Touch injections than before.
Once again, there are too many changes to list here, but the general gist is that:
Crafting injections has always been either a desperate play or a move for the rich. This was partially due to the cost, but also due to the fact that it made no sense to lose effect uptime for a tiny boost in effectiveness (2 Lv3 exp into 1 Lv4 is almost never worth it).
Now that injections scale more properly, this means we can also rebalance the way that injection crafting works. In general, instead of requiring 2>1 in order to level up an injection (2 Lv2 = 1 Lv3), the recipes will now be 1>1, with just a resource and Empty Injection cost. This will make it more worth it to upgrade your existing injections, and should also help stimulate the injection economy a bit more.
v20 - GLOBAL EFFECTS & ACTION BUFFER
Tuesday, September 21st, 2021 at 3:40 PM
Now you can share the love with your fellow players by purchasing global effects! Get started by clicking 'Buy Global Boosts' in the effect dropdown in the top menu.
Currently there are 3 global boosts you can purchase. All active players (more than -10k actions) will get a specific number of actions that the effect is good for. Don't be afraid about missing out because you're offline, you'll always get the same amount of boost as everyone else!
Certain global effects also scale to certain players. For example, the Combat Exp boost will give a larger exp boost to low-level players than to high-level players. This will help new players catch up, as well as share the love with those who may need it the most!
All global effects also give the purchaser some much-earned Fame experience for giving such a lavish gift!
Gain temporary actions for being active! Buffer actions are actions that start ticking down only once your normal actions run out. Stay active during the day, and build up a buffer for extra actions at night!
The final mastery to increase your max multikill is finally here! Slayer scales your max multikill boost with the total number of monsters you have killed, which ties it into Compendium.
To get started training it, make sure you have Carnage V first, then go purchase it from the Skills tab! See your progress toward your next multikill from your Compendium tab.
In light of these changes, Hellfire injections have also been changed. Instead of increasing max multikill boost, they now instead give a multikill debuff, similar to how the Compendium multikill debuff works.
v19 - COMPANIONS
Tuesday, August 31st, 2021 at 3:36 PM
Companions are a new feature that let you permanently invest into your character! To view the in-game tutorials and see what there is to unlock, click on 'Character' at the bottom of your screen and see the Companions section.
Companions will automatically gain 1 experience for every Combat action as long as they are still below their max level. All Companions start with a max level of 5, which gives you plenty of time to earn some initial Platinum.
There are 4 Companions released in this update. Every Companion has 3 passive abilities that automatically level and unlock as your Companion levels up. Each Companion also has 3 abilities that are much more powerful but are leveled up using Platinum.
Gain passive combat stats and gain multikill bonuses and lower monster multikill buff in combat.
Gain passive combat stats and weaken monsters as you are fighting them. Even stun monsters at higher levels, preventing them from attacking!
Gives passive economic boosts like gold and drop, as well as the ability to get massive drops and even roll on a new unique drop table.
Boost your ore gain, get a chance to find massive amounts of ore at once, and even unlock the ability to shorten the duration of your gathering timer!
PATCH 18 - TIER 8
Tuesday, June 1st, 2021 at 3:59 PM
T8 has been fully released! Start off in the 'Precipice of the Maw' questline to experience the story and start collecting new gear, equippable at Lv130.
PATCH 17 - CORP EVENTS
Tuesday, May 4th, 2021 at 6:37 PM
The people have spoken and Corp Events are the first feature to be introduced to Elethor after a poll!
The first event to be added is Charitable Giving, a weekly event that starts on Thursdays and ends on Saturdays. Donate items with your corp-mates to a good cause and get points in return! Getting more points gives you more Fame exp, and getting a high average across your whole corp gives everyone more Fame exp.
As you complete Corp Events, you get Fame exp. Fame is another skill that you train, similar to Combat or Mining. As you level up your Fame, you gain points that your Corp can spend on Corp-wide buffs.
You can access this page in-game by opening your Corp window, then clicking the Buffs tab.
Injections now require an Empty Injection to be crafted. Empty Injections are only dropped via incursions.
Tuesday, March 30th, 2021 at 4:19 PM
You can now lock energizement lines while rerolling! Simply click the "lock" icon next to the line you wish to keep and roll away!
Polls are a way for VIP players to make their opinion known on features that should or shouldn't be added to the game, as well as other things. Any player can see the results of closed polls by viewing the polls screen from the home page.
Polls will be used to focus development. The supermajority (tbd) of votes will determine specifics of features. This will be a good check to determine if I am on the right track with features and assuring that high-quality features are added to the game that players really want.
MINING LASER PATCH
Tuesday, March 16th, 2021 at 3:14 PM
MINING LASER Invest in the brand new mining laser to increase your ore output! To start, click the laser icon in your equipment window.
Hate reading patch notes? Use the in-game tutorial! Click your mining laser in your equipment, then click the
? symbol in the top-right of the screen for a step-by-step walkthrough.
mining level / 20, rounded down. So if your level is 67, you can equip 3 boosts.
[?]for an explanation.
MOVING PAST EMPOWERMENT
Friday, March 5th, 2021 at 9:10 PM
What a week! It would be an understatement to say the latest Empowerment patch has been controversial. I do my best to think through the implications of patches before they are released, but it's apparent that using my brain is not always sufficient. There are several things that have been brought to light with this latest patch, and I felt it fair to address them here.
The core problems of Empowerment are 1) ore, and 2) attack speed gains.
1. Mining Laser
The next patch will introduce a new item, the Mining Laser. The purpose of the mining laser is to increase your ore gain by increasing the base ore gain, purity, and density of the node you're gathering from. The mining laser will take gold to upgrade.
The purpose of the Mining Laser is to increase the number of ores in the game. One of the problems with Empowerment is the amount of ore needed to attempt an empowerment. This has increased the price of ores to the point that many players feel it's unnattainable for them to empower their gear without gathering all the ore themselves.
2. Attack Speed Rebalance
Each point of Speed a player gets is more effective than the previous point. No other stat in the game works this way. This is a scaling problem that was only made worse by Empowerment giving +10 speed on all items.
As an example, moving from 50->49 attack speed is a 2% increase in overall damage (on average). However, moving from 5->4 attack speed is a 20% increase in damage, and moving from 2->1 is a 100% increase in damage.
The attack speed formula will be rebalanced so that the scaling works similar to other stats in the game, while also letting players who empowered keep a benefit. That benefit, however, may look like a 50% increase in damage than other players (still sizeable!), rather than the 8-10x increase it is now.
I'll give more information on this as more information is available.
3. Balance Team
Being able to run patch ideas past a team of players who are heavily invested in the game can be invaluable. While obviously the end result is ultimately up to me (and I get to live with the end results), a lot of you have very good insight into how to properly balance a game. Insight that I am lacking.
The purpose of the Balance team will be to have healthy discussion around new game ideas and present good solutions to implementations of those ideas.
This will be a closed group with some rules:
If you feel you'd be a good fit for this team, or are interested, reach out to me! I'm looking for a small, solid group of players who can bounce ideas around.
4. Mod Team
A moderation team will help give me time to focus on code while they handle more community aspects. Answering questions for players, helping new players, and also handling players who are more troublesome. Not to say I won't still be hands-on, but I'll feel less pressure to constantly monitor Discord and in-game chat and will give me more time to focus on developing new features.
If you're interested in joining such a team, please reach out to @CaptainJack. They will be heading up the moderation team. Captain Jack has contributed heavily to make the wiki what it is, and has already invested a lot in helping players new to the game.
I know this is a lot, but hopefully it addresses several of the problems floating around and at least helps you know that I'm aware of them and am working towards solutions.
Any feedback or thoughts on this at all would be more than appreciated!
PATCH 15 - EMPOWERMENT
Wednesday, March 3rd, 2021 at 6:38 PM
The next level of gear progression is here! You can only begin empowering gear that has used up all of its reinforcement slots.
STATS PER EMPOWERMENT LEVEL
Each level past 10 also gives +1% All Stat. All Stat gives a percentage boost to Savagery, Fortitude, Pierce, Armor and Speed. The percentage boost is applied after all energizements have been applied, making it extremely strong.
However it's not all smooth sailing! As you get to higher empowerment levels, you have a lower chance of success, as well as a chance to lose the empowerment levels you already have!
VIP gives a +5% success bonus to empowerment, applied the same as reinforcements. So your 30% success rate turns into 35% with VIP!
Empowering at each level costs gold, ore, and monster drops. The gold and ore costs are scaled by +0.1x per tier of gear you are empowering. So T5 gear costs 50% more gold and ore.
Monster drops are also required for empowering. Earlier tiers only require 1 monster drop, but starting at T6, the required items for each level are spread out across the tier. So while Level 3 empowerment might cost 200 Unhinged Jawbone, Level 4 will cost 200 Pierced Voicebox.
T7 (Level 115)
New T7 gear has been released! This includes a new weapon that really packs a punch. As this is the last tier in the Abyss, it will be crucial to upgrade this gear fully to reach into the Maw.
PATCH 14 - INCURSIONS
Tuesday, February 16th, 2021 at 2:19 AM
INCURSIONS Large masses of monsters roam the wastelands. Pair up with a few other explorers from your corporation and take out a pack of monsters. Earn big exclusive rewards!
INCREASED REINFORCEMENT SLOTS
REBALANCED REINFORCEMENTS Any reinforcements that give fewer than max stats have always been a bit of a noob trap. Although I've tried to balance the game to where you have choices on how you develop your gear, using sub-optimal reinforcements shouldn't be one of those choices. So to help remove this noob trap, I'm changing how high-success reinforcements work.
NOTICE: I will need to update these reinforcements manually after the patch lands, which will take about 1 hour. If you don't see the changes yet, it's because I'm not done.
PATCH 13 - COMPENDIUM
Monday, January 25th, 2021 at 3:53 PM
COMPENDIUM Compendium is your own, personal collection of information on monsters. As you kill more monsters, you unlock Ranks (up to 3) that give you a better understanding of the monsters you fight through bonuses. Reaching Rank 3 for a monster also gives a multikill bonus!
Explore the Compendium by clicking it in the lower left-hand corner of your equipment window.
INJECTIONS This is a new craftable item that gives bonuses per action when injected.
T6 (Level 100)
TRUE DAMAGE At first glance, these changes make you stronger. That's true. They also make monsters stronger, so if you can no longer multikill as many monsters as before, don't worry! Your build may just need some tweaking.
PATCH 12 - TIERING CHANGES
Thursday, January 14th, 2021 at 6:07 PM
PATCH 11 - ABYSS PART I
Tuesday, January 12th, 2021 at 4:59 PM
I'm going to be breaking up Abyss into two main patches. This is partially for balancing reasons and also so I can get the content out to you all faster. Abyss Part I is the content for T4 and T5.
Thursday, January 7th, 2021 at 9:52 PM
PATCH 10 - WHERE'D 9 GO
Monday, December 28th, 2020 at 10:04 PM
This is implemented differently than the roadmap I originally had planned, but I'm happy with it.
The biggest difference is that dungeons don't have boss monsters. I removed them because I figured it would be annoying to have to babysit your computer through a dungeon to see if you're even able to kill a boss. And if you're not, you might tweak one thing, then have to wait 7 more minutes to see if you can kill it again...repeat and repeat. Not fun.
Some dungeon monsters will still have the unique stats mentioned in the roadmap. Super high pierce, slow attack speed, etc. You'll have to unlock them and find out what there is!
PATCH 8 - TIERING UPDATES
Monday, December 14th, 2020 at 3:18 AM
PATCH 7 - MASTERIES & QUESTS
Thursday, December 3rd, 2020 at 8:06 PM
Start by visiting the 'Quests' page on the 'Actions' dropdown.
From here, you can see quest lines in the sidebar that all have a varying number of steps in them to complete.
Clicking on a quest will show you all the steps in that quest line, as well as prerequisites.
Clicking on an available quest step will show you some flavor text, as well as tasks you need to complete to get rewards.
Some quests are also repeatable! These are either repeatable Daily, Weekly, or even Monthly. Repeatable quests reset all progress, no matter how far along you are, either midnight server time, Sundays, or on the 1st of a month.
Quests are a great way to progress your account, and future quests will help unlock new content or give exclusive items that can't be obtained other ways.
New combat masteries have been added!
You can purchase bonus actions for credits!
PATCH 6 - NEW RANKINGS
Tuesday, November 24th, 2020 at 7:42 PM
UPDATED RANKINGS I've changed the way I track actions pretty significantly. So the old rankings will disappear and it'll start counting from 0.
KILL TRACKER Kills on all monsters are now tracked and shown on the Rankings.
PATCH 5 - VIP
Tuesday, November 24th, 2020 at 2:49 AM
The reason I've made this a Premium item is because I want a way for a few items to circulate around, but not create an environment where players pass down entire sets of full gear when they hit a new tier. I'll keep a close eye on this and see if this starts to get out of hand. I may need to increase the price to limit item movement.
PATCH 4 - COMBAT EFFECTS
Friday, November 20th, 2020 at 9:56 PM
EFFECTS Combat effects are the newest way to power up in Elethor! Effects can add a slightly new angle to your playstyle, can beef up your power significantly, and can be practically required to take down certain kinds of mobs!
Effects are applied like reinforcements, and take up a reinforcement slot on your gear, so make sure you plan ahead!
PUNCTURE Puncture applies an additional (5 / 12 / 20 / 33)% of your damage every attack. Not only is this a huge boost in damage, but the damage applied by Puncture is also applied while ignoring the enemy's armor.
Expect more effects to come in the patches ahead!
GLOBAL DROP TABLES How can you get these powerful new effects on your gear, you might ask? You don't see it in the upgrade window?
Effects are applied via Essences that drop via the global drop table. This is a new set of drops that applies to all monsters. You have a tiny chance on every action (not kill!) to hit the global drop tables, which will house all sorts of items!
ITEM QUALITY TOOLTIPS Items will be highlighted with a color depending on how above-average it is.
The breakpoints are at +5 / 15 / 30 / 50 and 90.
ENERGIZEMENT REBALANCE Energizement lines now have a chance to fail when unlocking. The 3rd line is a bit cheaper.
NEW ENERGIZEMENT LINES New energizement lines on T2/T3 gear! These are a bit rarer to roll than other lines, but can be found on all gear.
PATCH 3 - MULTICOMBAT
Tuesday, November 17th, 2020 at 7:47 PM
4 * 1.5Savagery.
Friday, November 13th, 2020 at 11:43 PM
Energizement is the next stage of gear progression beyond reinforcement! To get started, click the upgrade arrow on your favorite piece of gear to view the upgrade window. Beneath the reinforcement selector, you can now see an option for energizing!
Here's an example. Let's say you're rolling 2 lines on your nicely reinforced Rat Chestpiece.
You have the chance to roll a lot of T0 lines, which give 3% boosts to various stats or to damage. However, you also have the chance to roll T-1 (yes, tier negative one) lines that only give 1% boosts.
Now, you're ready to roll your Troatic Rifle, which is a T1 item. You can either roll 5% boosts (T1) or you can roll 3% boosts (T0), but because it's a higher tier item, you won't be able to get those trash 1% lines anymore.
Finally, there are some unique lines you can only get on certain pieces of gear.
Questions? Ask away!
Bugs? You know where to report them!
Wednesday, November 11th, 2020 at 7:44 PM