Arcane Circle

## Introduction

```
*"Eight large arcane circles are written at the edge of your camp. Their runes regularly glow with impulse of power."*

```

The Arcane Circle is a campsite building that can be constructed by players after selecting the advanced job perk 'Elemental Conjurer'. Once built, it can also be used by Necromancers, Golemancers, and Druids to summon their own Winions. You can access the circle at your campsite through 'Camp Actions' -> 'Winions'.

Once the Arcane Circle has been augmented by constructing an Elemental Energy Conduit, its reservoir can be filled by liquefying Elemental Shards (large or small), Elemental Crystals, or Elemental Cores by visiting 'Camp Actions' -> 'Winions' -> 'Summon' -> 'E.S.Conv.'. If the amount of energy stored in the conduit is insufficient for a summoning, in some cases the player's fatigue and Mana can be used instead. The Arcane Circle can be used by the following specialists:

## **Elemental Conjurers**

```
*"The Elemental appears within the circle. At first huge and terrifying, it fights against its bindings, trying to break through. The binding circle holds however, acting as a mighty barrier the creature cannot breach. As the restraint rune takes hold, it slowly shrinks in size to something you can properly control. Their duty fulfilled, the binding runes fade, disappearing into the Elemental until you call upon them again."*

```

This aspect of the Arcane Circle makes use of the Elemental Conjurer perk chain.

The primary use of the Arcane circle, Elemental Conjurers can summon and upgrade their Elemental Winions by using the 'Summon' option here. When first created, the Arcane Circle lacks an Elemental Energy Conduit, requiring conjurers to use their Mana and Fatigue to fuel their summonings. As more circles and conduits are added and expanded, the player will find themselves capable of creating increasingly powerful Elementals and upgrade paths.

### Perks

The following perks govern which Elementals you can summon and how much you can augment their power:

**Job (Advanced): Elemental Conjurer**

* Fire Elemental
* Water Elemental
* Earth Elemental
* Air Elemental

**Elements of the Orthodox Path**

* Ether Elemental
* Wood Elemental
* Metal Elemental

**Elements of Mareth: Basics**

* Ice Elemental
* Lightning Elemental
* Darkness Elemental

**Elements of Mareth: Advanced**

* Poison Elemental
* Purity Elemental
* Corruption Elemental

**Elemental Conjurer Resolve**

* Your Elementals' attack power is increased at the cost of weakening your physical body. (Str -15% Int +20% Spd -15% Wis +30% Tou -15%)

**Elemental Conjurer Dedication**

* Your Elementals' attack power is greatly enhanced at the cost of physical body fragility. (Str -30% Int +40% Spd -30% Wis +60% Tou -30%)

**Elemental Conjurer Sacrifice**

* Your Elementals' attack power is enhanced beyond limits at the cost of weakening your physical attributes. (Str -45% Int +60% Spd -45% Wis +90% Tou -45%)

**Elemental Contract Rank 1 - 31**

* Maximum rank and quantity of summoned normal-Tier Elementals corresponds to contract rank. See the **Elemental Ranks** section for more detailed information regarding the relationship between contract and elemental rank.

### Multi-coloured Pearls

```
*"You cram the pearl in your mouth and swallow it like a giant pill with some difficulty. Surprisingly there is no discomfort, only a calming sensation of three streams of mystical energies spreading in your body and restoring your lost strength, speed and toughness."*

```

The Elemental Conjurer Resolve, Sacrifice, and Dedication perks take a heavy toll on your strength, speed, and toughness stats. When each of these perks is chosen, an Explore option becomes available in 'Summon' menu. Choosing this will send you into combat, with each successive perk confronting you with an increasingly difficulty enemy. Defeating the enemy will reward you with a special pearl item that, when eaten, negates all debuffs brought about by the above mentioned perks. The progression of these pearls is as follows:

* After choosing **Elemental Conjurer Resolve**: Fight a level 9 Guardian Quasi-Gargoyle to receive an **Iridescent Three-coloured Pearl**.
	+ Perk gained: **Elemental Conjurer Mind and Body Resolve.**
* After choosing **Elemental Conjurer Dedication**: Fight a level 33 Obsidian Gargoyle to receive an **Iridescent Five-coloured Pearl** and two Large Elemental Shards.
	+ Perk gained: **Elemental Conjurer Mind and Body Dedication.**
* After choosing **Elemental Conjurer Sacrifice**: Fight a level 57 Living Statue Golem to receive an **Iridescent Seven-coloured Pearl** and two Large Elemental Shards.
	+ Perk gained: **Elemental Conjurer Mind and Body Sacrifice.**

### Elemental Types

An accomplished Elemental Conjurer has access to a wide range of Elementals, each with their own particular strengths and weaknesses. Elementals can be divided into three main categories: Normal-Tier, Epic-Tier, and Unique.

#### Normal-Tier Elementals

Offering the most variety of the three classes, normal-tier elementals are the entry point for the conjurer. The player can summon the following types of Normal-Tier Elemental at the cost of an Elemental Shard, 100 mana and 50 fatigue or (confirm) elemental energy:

##### Air

* +10% chance to deal critical damage.
* 175% critical damage multiplier.
* Ignores enemy damage reduction.
* Deals wind-type damage.
* Magic Special: Creates a Wind Wall that deflects incoming projectiles for few turns. Duration depends on elemental rank.

##### Earth

* +100% base damage compared to other elementals.
* Deals earth-type damage.
* Magic Special: Forms Earth armor around the player; increasing their armor and magic resistance for a few turns. Duration depends on elemental rank.

##### Fire

* Deals fire-type damage.
* Magic Special: Stronger version of base fire attack.

##### Water

* +10% chance to deal critical damage.
* Deals water-type damage.
* Magic Special: Heals the player.

##### Ether

* +10% chance to deal critical damage.
* 200% critical damage multiplier.
* Ignores enemy damage reduction.
* Magic Special: Deals increased damage to the enemy if they are weak to any of the four major elements.

##### Wood

* +100% base damage compared to other elementals.
* Magic Special: Heals the player while providing a magic resistance/armour buff for several turns. Duration depends on elemental rank.

##### Metal

* +10% chance to deal critical damage.
* 175% critical damage multiplier.
* +30% base damage compared to other elementals.
* Magic Special: Player's unarmed damage buffed for several turns. Duration depends on elemental rank.

##### Ice

* Deals ice-type damage.
* Magic Special: Stronger version of base ice attack.

##### Lightning

* Deals lightning-type damage.
* Magic Special: Stronger version of base lightning attack.

##### Darkness

* Deals darkness-type damage.
* Magic Special: Stronger version of base darkness attack.

##### Poison

* Deals poison-type damage.
* Magic Special: Stronger version of base poison attack. (Poison = Lust)

##### Purity

* Damage done is proportional to the enemy's corruption level; starting at a base of 60% for pure enemies, damage increases to 300% for an enemy with a corruption of 100.
* Magical Special: Stronger version of base purity attack.

##### Corruption

* Damage done is inversely proportional to the enemy's corruption level; starting at a base of 60% for corrupt enemies, damage increases to 300% for pure enemies.
* Magical Special: Stronger version of base corruption attack.

#### Epic-Tier Elementals

Available in a more limited range of elements, Epic-Tier Elementals are much more powerful and can only be summoned in limited numbers. Only one of each variant can be summoned at once at a cost of Two Elemental Shards and 200 Fatigue, or (confirm) Elemental Energy each. The player can summon the following types of Epic-Tier Elemental at the cost of an (confirm number) Elemental Shard, ? mana and ? fatigue or ? elemental energy:

* Air
* Earth
* Fire
* Water

#### Unique Elementals

As of Xianxia 0.8t no unique elementals have been introduced to the game.

### Elemental Ranks

Using the 'ElementUp' or 'ElementUp(E)' options allows the player to imbue their Elementals with increased rank using the conduit's stored elemental energy or their own mana and fatigue. Increasing the rank of normal-tier Elementals takes *substantially* more time and effort to complete than their epic counterparts, with the Elemental Contract perk required for the final rank of Peak Viscount only becoming available when the player reaches level 180! Every attempt to increase an Elemental's rank comes with a risk of failure, resulting in a fairly hefty loss of HP as the uncontained elemental lashes out at you.

```
 *“You pitiful mortal... you though you could contain me forever! I’m going to make you regret ever summoning me by...”The elemental screams in dismay as your larger arcane circle unleash the full might of its last resort rune. Powerful discharge of energy strikes the wayward servant, buying you enough time to rewrite its seal and force it back into servitude.*

*“Someday you will attempt this ritual again and when you do I will..”*

*Its final curse is silenced as its powers are sealed again, reducing it back to its former size.*"

```

Normal and Epic-Tier Elementals follow different rank pathways, both of these are listed in the tables below:

Epic-Tier Elemental Ranks
 3
 4
 Baron

## **Necromancers**

Once the Job (Prestige) : Necromancer perk has been chosen, the **Skeletons** option of the Arcane Circle becomes available. Here, the Champion can animate any bones collected from defeated enemies during combat.

## **Golemancers**

This aspect of the Arcane Circle makes use of the Golemancy perk chain, starting with the Advanced Job: Golemancer perk.

Using the 'Make' option of the Arcane Circle, Golems can be summoned and upgraded here. The Arcane Circle can also be used by Golemancers to store their Golem Cores acquired on the field of battle by visiting 'Make' -> 'PutInCore'.

### Upgrading Your Golems

To upgrade your permanent Golems, you are required to purchase the 'Golems, Animations and You Manual' (G,A&Y Man) from the Golemancer store in He'Xin'Dao, which becomes available for 3000 gems once the player has gained the Master Golem Maker perk. This is not an item that appears on your inventory, purchasing the manual simply enables the 'Upgrade' option back at your Arcane Circle. Once enabled, the following upgrades are available:

Selecting an upgrade will upgrade all Permanent Golems currently in your bag, any mana costs are a one-time cost applied at the time of upgrading.

### Perks

The following perks govern which Golems you can summon and how much you can augment their power:

#### Advanced Job: Golemancer

* Allows the player to use the 'Make' option of the Arcane Circle. At this stage, only Temporal Stone Golems (T.S.Golem) are available for summoning.

#### Elemental Conjurer Knowledge (Expert)

* Reduces the chance of failing to increase a Golem's rank by 10%
* The player can now use the Arcane Circle's reservoir of elemental energy, rather than their own mana and fatigue, to summon Golems. Attempting to summon a Golem with insufficient elemental energy available will automatically revert to using the player's mana and fatigue.

#### Elemental Conjurer Knowledge (Superior)

* The player can now choose to convert soulforce into elemental energy.
* The cost of failing to increase a Golem's rank has been reduced by 50%

#### Charged Core & Super Charged Core

* Increases the damage dealt by your Golems by ?% and ?% respectively.

#### Bigger Golem Bag & Bigger Golem Bag II

* Increases the Temporal Golem bag capacity by six for both perks. The capacity of all other golem bags also increases by one for each of these perks once the player attains the Master Golem Maker Perk.

#### Golem Army Junior Lieutenant, Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, and Brigadier General

* Each rank of these perks increases the capacity of the various Golem bags, all adding to a final capacity of:
	+ 101 Temporal Golems
	+ 42 Stone Golems
	+ 6 Improved Stone Golems
	+ 6 Steel Golems
	+ 3 Improved Steel Golems

#### Beginner Golem Maker

* Reduces the chances of a Golem Core shattering while attempting to retrieve it from a defeated Golem by 2%.
* Increases Golem Core capacity and Golem summoning capacity.
* Increased Golem damage in combat.

#### Apprentice Golem Maker

* Reduces the chances of a Golem Core shattering while attempting to retrieve it from a defeated Golem by a further 2%.
* Mana cost for summoning a Golem reduced by 20.
* Further increases Golem Core capacity and Golem summoning capacity.
* Further increased Golem damage in combat.

#### Expert Golem Maker

* Reduces the chances of a Golem Core shattering while attempting to retrieve it from a defeated Golem by a further 5%.
* Your Golems can now attack flying enemies.
* Further increases Golem Core capacity and Golem summoning capacity.
* Further increased Golem damage in combat.

#### Master Golem Maker

* Stone Golems (P.S.Golems) can now be summoned, which do not shatter after attacking once.
* Further increases Golem Core capacity and Golem summoning capacity.
* Further increased Golem damage in combat.

#### Grand-Master Golem Maker

* Somehow this also allows your Golems to attack flying enemies despite this already having been attained by Expert Golem Maker? 🤷‍♂️

#### Advanced Golemancy Theory

* The player can now create Steel Golems (M.Golem).
* Energy Cores can now be purchased from the He'Xin'Dao Golemancer. (A blueprint for creating energy cores is also available for purchase from Lumi's Lab under 'Engineering'. This can only be used if the player has access to Lumi's workshop i.e. player is a Goblin)

#### Epic Golem Maker

* Mechanisms can now be purchased from the Golemancer in He'Xin'Dao.
* The player can now create Improved Stone Golems.
* Rank 4 of the Improved Mana Circuit upgrade can be applied to your Golems.

#### Legendary Golem Maker

* The player can now create Improved Steel Golems.
* Rank 5 of the Improved Mana Circuit upgrade can be applied to your Golems.

### Golem Types

A Golemancer can summon five different types of Golems. As a Golemancer, the player holds a different bag for each type of Golem that they summon. The capacity of these bags varies greatly depending on the strength of the Golem type.

**Temporal Golems** are the weakest variant and can be considered disposable, as their attack normally results in their own destruction. For this reason, the player's Temporal Golem bag is the largest of the four, allowing them to carry nearly 50 golems at full-capacity. Building a Temporal Golem requires:

* 1 Golem Core
* 40 Mana

**Stone Golems** (P.S.Golem) are the next tier of summoned Golems; designed to last indefinitely, these Golems can only be held in much smaller numbers and deal significantly more damage than their temporal counterparts. These Golems are the first type that can be upgraded after the player gains the prerequisite perks. Building a Stone Golem requires:

* 1 Golem Core
* 10 Stone
* 1 Elemental Shard
* 100 Mana

**Steel Golems** (M.Golem) are more powerful again and can be summoned in even less numbers. Additionally, the material requirements to create the Steel Golem are significantly higher than their predecessors. Building a Steel Golem requires:

* 1 Golem Core
* 2 Energy Cores
* 10 Metal Plates
* 4 Mechanisms
* 1 Elemental Shard
* 200 Mana

**Improved Stone Golems** (I.P.S.Golem) offer a larger, more powerful variant of the Stone Golem, becoming available as the player acquires the Epic Golem Maker perk. They offer a middle-ground between the high-cost and strength of the Steel Golem and the more rudimentary Stone Golem. Building an Improved Stone Golem requires:

* 3 Golem Cores
* 1 Energy Core
* 50 Stone
* 1 Elemental Shard
* 900 Mana

**Improved Steel Golems** (I.M.Golem) are the most powerful variant of Golem that the player can summon. Exorbitantly expensive to make and able to deal large amounts of damage, even the lofty heights of Golem Brigadier General affords the player command of only three of these looming constructs. Building an Improved Steel Golem requires:

* 3 Golem Cores
* 6 Energy Cores
* 50 Metal Plates
* 12 Mechanisms
* 1 Elemental Shard
* 2000 Mana

```
*"You draw a seal in the ground around the body of your future servant. All parts are put in precise place be it mechanisms or each energy cores hidden beneath metal plates. Once done you put golem cores at the Golem’s future chest in a triangle formation and cover them with last two metal plates. You stand back and begin to seep your mana toward the laying parts as it begin to connect each part of the future golem body. After few moments mechanisms comes alive supplied with energy from inserted energy cores under main cores control. It slowly rising up reaching a bit over 14 feet tall with six arms and whole body covered by metal plates and glowing red eyes."*

```

### Obtaining Golem Construction Materials

The materials required for the more advanced Golems can obtained from several sources. Energy cores can be purchased from the Golemancer in He'Xin'Dao once the player obtains the Advanced Golemancy Perk; and, for Goblin-morph players, blueprints for creating Energy Cores and Mechanisms can also be purchased and used in Lumi's Laboratory. Metal Plates can be purchased from Lumi or obtained by exploring either of the Battlefields. Mechanisms are the most costly component, only becoming available for purchase from the Golemancer once the player has attained the Epic Golem Maker perk.

## **Druids**

Ran out of prestige jobs so I also couldn't become a Druid 😭

## Arcane Circle Upgrades

The Arcane Circle and its accompanying Elemental Energy Conduit can both be upgraded independently to allow for the summoning of increasingly powerful Winions. The upgrade pathways are as follows: