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Summoners War patch 1.3.1 was released on October 25, 2014. It updated Summoners War: Sky Arena to version 1.3.1.

ChangelogEdit

New featuresEdit

  • 4 New Areas
    • Aiden Forest, Ferun Castle, Mt. Runar, Chiruka Remains added
    • New Missions have been added along with the new areas.
  • 4 New Runes
    • Will [Set of 2]
      • The Will Rune grants immunity against status effect for 1 turn at the start of the battle.
      • The Will Rune grants immunity for 3 turns when equipped as a set.
      • The Rune effect is also activated when a new wave starts (Secret Dungeons excluded), but it's not activated when you're revived. Removable with skills.
    • Shield [Set of 2] - The Shield Rune creates a shield for all allies that match 10% of the monster's HP for 2 turns.
      • The Shield Rune creates a shield that match 30% of the monster's HP when a full set is equipped.
      • If all 4 monsters equip the full set, a shield that matches 120% at MAX is created for all allies because the Rune effect can be accumulated. The Rune effect acts as a separate buff from the shields that monsters create.
      • The Rune effect is also activated when a new wave starts (Secret Dungeons excluded), but it's not activated when you're revived. Removable with skills.
    • Revenge [Set of 2]
      • Counterattacks with Skill 1 with a 15% chance. The counterattack chance increases to 45% when a set of 6 is equipped. The counterattack damage inflicts 75% of the basic Attack Power.
      • The monster's turn isn't used with the counterattack.
      • You can't counterattack a counterattack.
      • Annihilate isn't activated with a counterattack. (You get additional turns only when you're attacking at your turn.)
      • The Rune effect for Violent Rune isn't activated with a counterattack. (You get additional turns only when you're attacking at your turn.)
      • The Rune effect of Despair Rune is activated with a counterattack.
      • You can attack multiple times with a counterattack. (Fire Inugami, Water Sylph, etc.)
    • Nemesis[Set of 2]
      • The Nemesis Rune increases the attack gauge by 4% every time you lose 7% of the MAX HP.
      • The Rune effect is activated even when you lose HP after recovering, but it isn't activated if you don't lose 7% at once.
      • The attack gauge increases by 12% every time you lose 7% of the MAX HP if you equip a full set.
      • The Rune effect isn't activated if the inflicted damage is below 7% for skills with multiple attacks since only the damage per attack is counted.

Skill errors fixedEdit

Attribute Monster Skill Fixes
FireLichSuper Man (Passive)Fixed the problem of the beneficial/harmful effects' turns not being counted when the turn is gained with a passive skill.
WindLichWall of the Dead (Passive)Modified so that the shield effect activates at the start of the bathe.
DarkMartial CatEye For An Eye (Passive)Fixed the problem of counterattacking multiple times when you get multiple critical hits with multiple attacks.
Water/Fire/Wind/Light/DarkAncient GiantFend Off (Passive)Fixed the problem of counterattacking multiple times when you get multiple critical hits with multiple attacks.
DarkHowlAttack! Attack!Fixed the problem of not checking the resistance status when passing a harmful effect. Fixed the bomb's damage so that the bomb's damage is proportionate to Howl's Attack Power when passing a bomb. (The damage was 0 before)
FireSylphid (Awaken)SacrificeFixed the problem of not being able to gain effects(vampire, extra turn, etc.) due to the attacker's skill or passive skill when the skill is activated automatically due to Sylphid's death.
LightGarudaLight of RecoveryFixed so that skills will be used for recovery effects even when there are no dead allies.
WaterBeast MonkDefendFixed so that the damage inflicted on the Beast Monk is calculated after implementing the damage decreasing effects(invincibility, etc) on the target.
DarkBeast MonkDefendFixed so that the damage inflicted on the Beast Monk is calculated after implementing the damage decreasing effects(invincibility, etc) on the target.
FireChimeraUnleashed FuryFixed turn priority error after using skill.
DarkChimeraUnleashed FuryFixed turn priority error after using skill.
DarkLich (Awaken)King of the Dead (Passive)Fixed so that the recovery decreasing effect is calculated at the very end.
FireWerewolfWild Recovery (Passive)Fixed so that the recovery decreasing effect is calculated at the very end.
LightSalamander (Awaken)Holy Armor (Passive)Fixed so that the recovery decreasing effect is calculated at the very end.

Skill name changesEdit

Attribute Monster Skill Changes
DarkUndine (Awaken)Dark DropAttacks with a small lump of darkness and increases the chances of the enemy missing for 2 turns if you get a critical hit.
DarkSylph (Awaken)TurbulenceCauses turbulence to set the enemy's Attack gauge to 0 and increases your Attack gauge by 50%.
DarkArchangelDominator (Passive)The inflicted damage decreases as the number of surviving allies increases and the inflicted damage increases as more allies die. [Automatic Effect]
WindWerewolfDisdain (Passive)Increases the Attack Power by the amount proportionate to my MAX HP if the enemy's HP is lower than my HP. [Automatic Effect]
LightMartial CatLonely Fight (Passive)Increases the Attack Power by the amount proportionate to my MAX HP if the enemy's HP is higher than my HP. [Automatic Effect]

Skill balancingEdit

Attribute Monster Skill Changes
LightBearmanCrushing Power (Passive)Activated only on your turn, HP recovery 15%- > 12%
FireSerpentRevengeEffect modification: Provokes all enemies for 1 turn and reflects 30% of the inflicted damage for
DarkSerpentPoison MistDamage decreased by 35%
LightGriffonGuardian Angel (Passive)Resistance +20%, Damage from Dark monsters decreased by 60% ->50%
WindUndineSpirit's BlessingRecovery amount 15% ->20%
WaterInfernoPierceDamage increased by 14%
FireInfernoHell FireDamage increased by 12%
WindInfernoHell LightningDamage increased by 12%
LightInfernoPierceDamage increased by 14%
DarkInfernoHell ShadowDamage increased by 12%
DarkSylphidDark RecoveryCooltime increased by 1
DarkSylphid (Awaken)Dark RecoveryCooltime increased by 1
WaterSylphCycloneIncreases the chances of the enemy missing for 3 turns ->2 turns
WindSylphCycloneIncreases the chances of the enemy missing for 3 turns ->2 turns
WindSylph (Awaken)CycloneIncreases the chances of the enemy missing for 3 turns ->2 turns
LightSylphCycloneIncreases the chances of the enemy missing for 3 turns ->2 turns
LightHarpuGreat FriendsNew effect to decrease the enemy's attack gauge by 20%
DarkHarpuViolent FriendsCooltime decreased by 1
WaterWerewolfPredator's CryCooltime decreased by 1
WindWerewolfDisdain (Passive)Increases the Attack Power by 40%
LightWerewolfPredator's CryCooltime decreased by 1
LightMartial CatLonely Fight (Passive)Increases the Attack Power by 40%
DarkMartial CatEye For An Eye (Passive)New effect to increase the attack gauge by 30%
Water/Fire/Wind/Light/DarkArchangelHeavenly SwordDamage increased by 13%
FireArchangelPunishmentDamage increased by 15%
LightArchangelJudge (Passive)New effect to increase your attack gauge by 15%
DarkArchangelPunishmentDamage increased by 15%
WaterMagical ArcherWedge ArrowDamage increased by 13%
FireMagical ArcherWedge ArrowDamage increased by 13%
DarkMagical ArcherWedge ArrowDamage increased by 13%
WaterMagical ArcherArrow of WaterDamage increased by 11%
Water/Fire/Wind/Light/DarkGolemImpactDamage increased by 16%
Water/Fire/Wind/Light/DarkBounty HunterBull's EyeChances of the effect activating 20% ->25%
Water/Fire/Wind/Light/DarkLiving ArmorMashDamage increased by 23%
WaterLichDeadly TouchDamage increased by 15%
FireLichSinkholeDamage increased by 13%
WindLichDeadly TouchDamage increased by 15%
LightLichSinkholeDamage increased by 13%
DarkLichDeadly TouchDamage increased by 15%
FireDeath KnightExtortionCooltime increased by 1
WindInugamiSmotherNew effect to get another turn if the enemy dies
WindHowlAttack! Heal!Recovery amount modified: Distribute 100% of the inflicted damage to allies -> Recover the allies by 50% of the inflicted damage
Water/Fire/Wind/Light/DarkSuccubusDreamy InvitationNew effect to increase the attack gauge by 50% when the sleep effect is activated
DarkJokerShadow Revenge (Passive)Effect modified: Decreases the cooltime by 1 when attacked, revenge to inflict damage proportionate to my Attack Power

Other changesEdit

  • Some skill rules have been modified
    • If the monster that is provoked dies, the provoking effect will disappear.
    • Counterattack and revenge won't activate if it has already been activated.
  • Trial of Ascension Modifications
    • The Trial of Ascension modifications will be implemented after the reset on Oct. 31th.
    • You can now clear the stages that you've already cleared without using Energy, but you won't receive rewards.
    • You'll get Crystal Rewards for every 5 floors you clear. The amount of Crystals increase as you go higher.
    • Play in the new Hard Mode to get the same reward from Normal Mode again.
    • You can't use 2 of the same monsters in Hard Mode.
  • Rune Set UI has been modified.
  • The Rune storage slots have been expanded to 120.
    • Additional Rune storage slot expansions will take place slowly in the future to avoid server problems.
  • You won't be able to use just numbers for your nickname from now on.
  • The scroll bar has been modified to stay in its place after the monster Power-up.
  • Fixed the problem of not being able to enter keys in the Temple of Wishes when playing in Airplane Mode.
  • Fixed the problem of the Arena List Refresh Time being displayed incorrectly.
  • Users of Lv. 7 or below won't be able to use the chatting system. (China Server)

iOS modificationsEdit

  • Fixed the resolution errors with iPhone 6 Plus.
  • Fixed the problem of not being able to turn and zoom in/out the camera in certain situations.
  • Fixed the problem of the game crashing on some iOS devices.