Changes to some rites as well as new rite ideas

Changes to some rites as well as new rite ideas
effort 0.0 0 quality 0.0 0 reasonability 4.0 1

Spirit suffers from both a lack of abilities as well as a lack of unique abilities, so I came up with some changes to existing rites, some complete overhauls of existing rites, and some new rites altogether (most of which just copy the old rites that I overhauled, sorry not sorry!!)

Current Base Rite Changes

Spirit Hound - It should be given a little more pierce (maybe 1 more enemy so 3 total), I find it kind of weird to use for linear groups of enemies.

Spirit Shockwave - Give it considerable knockback and decrease from 40 (30 next update) base req down to 0.

Spirit Rain - When the ball of spirit energy floats up, it creates a cloud rather than just raining back down from the orb. Hitbox would become cylindrical, but otherwise the move is functionally the same.

Spirit Wall - The wall just gets a visual/hitbox update where instead of a flat circle it forms more like a shield where it curves around the user entirely.

Current Unique Rite Changes

Nichtaplia - This rite doesn’t need a change but with how useful it is I think it’s usage would be better as a base rite. Instead of the barrier, Nichtaplia will conjure a wide dome-like area that turns the skybox night[1] for everyone inside of it, as well as dealing damage ticks to everyone inside it like annihilation. Not only is this a cooler concept (imo) but it would also make sense given the name’s roots and also its usage by dusk as an assassin.

Astropos - Rather than just spirit energy on the hands, it should visually coat the user’s body in bits of lightning kind of like sailor style but more prominent. It would additionally cause delayed lightning-strikes to target any hit-targets[2](this part was suggested by @Iris ), landing astrapikis will summon a more powerful lightning bolt during the buffs duration. Could also increase movement speed by a slight bit.

Aithraki - Change it into being a Ray-esque attack since it would make sense for a light affinity crystal orb. To make it at least a bit different from ray, have it tick faster with lower damage and make the beam much larger. Like Last Prism from Terraria levels of beam.

Thalakyma - Raises water from the ground that floods the area, dragging people around while damaging them and dealing slight stamina damage with each tick like Breathtaker.

Thakrousi - Get’s Thalakyma’s current usage. When used while Thalakyma is active, it gets a major size increase and now sweeps away anyone caught by it, draining their stamina even faster.

Flomva - Erupts more than once after the initial explosion, and the eruptions are fairly quickly similar to calvus’ blast move if you were close to him.

New Base Rites

Spirit Minion - Aithraki’s old usage, just summons a spirit minion. 180 Base Req.

Spirit Barrier - Nichtaplia’s old usage, summons the little barrier around yourself that absorbs hits. 80 Base Req.

Spirit Crash - Thakrousi’ old usage, just a strength crash but spirit. 80 Base Req.

Spirit Construct - User creates a turret made of spirit energy that remains stationary where used and fires tiny spirit blasts at nearby enemies. Can take Aggro in PvE and can be destroyed by attacks, would have like 500ish hp. 120 Base Req.[3]

Spirit Bomb (not the dragonball one) - A projectile that latches onto targets and explodes, similar to javelin, however it only explodes once in a wide AOE. 30 Base Req.

Rite Changes to Current Relics

Eagle Patrimony - Spirit Walk replaced with Spirit Crash

Tidestone Band - Spirit blast replaced with Spirit Rain, Spirit Rain and Spirit Shockwave places swapped (so shockwave first, rain second)

Staff of Night - Spirit Rain replaced with Spirit Barrier

Crystal Orb - Spirit Blast replaced with Spirit Minion, Spirit Rise replaced with Spirit Flight

Ember Staff - Spirit Flight replaced with Spirit Walk, Spirit Burst replaced with Spirit Construct


  1. Or just makes it dark, or both. ↩︎

  2. (only 1 per move even if you hit multiple people)

    ↩︎
  3. alongside the current 160 base req skills, which are getting reduced to 120 next update. ↩︎

1 Like

I don’t think that’s really necessary since it’s pretty much a placed shockwave explosion, which unlocks at 70 magic. Making it 0 feels wrong when magic needs at least level 35 to use a similar skill

maybe it would be better if it instead applied some kind of status effect that specifically increases the staff of night’s damage by maybe 15%, and maybe gives yourself tier 2 invisibility and a little bit of damage reduction

would still be a waste of a slot. I think it’d be way cooler if it instead gave all the eagle patrimony skills a similar effect to powder fist’s gimmick (delayed explosion) but as a lightning strike instead (maybe like 15% of the original impact damage?) but it would cost more energy to cast skills and you get a little bit of drawback or something

hellyeah!!

eh, these feel pretty gimicky and not that useful.
I think the current versions of the moves are fine. (mostly since spirit doesn’t have any other teleport moves and the wave is nice both as protection and a bit of damage)

1 Like

i only did that because it’d be the new starting rite for tidestone band, and spirit burst (self sphere explosion) is also a 0 req rite

meh, either one works

sure i can add that in and credit you

i think it’s a well-needed hazard since spirit really only has aithoro (until we see what ember staff’s second rite is since i dont think its ever been showcased nor accessible even for oracles), plus the other move i turned into a base rite (i didnt remove any moves, only reworked ones that felt kind of lackluster, like staff of nights “ultimate” move only being a shield and crystal orbs just being a summon)