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Rebalance for: Sadida, Osamodas, Feca, Ecaflip, Pandawa, Enutrof, Eniripsa, Xelor, Sram,..., ...Sacrier, Rogue, Cra and Iop.
posté June 25, 2012, 16:32:26 | #1
Rebalance for: Sadida, Osamodas, Feca, Ecaflip, Pandawa, Enutrof, Eniripsa, Xelor, Sram,... What you think about those changes?
Do you like some ideas? If yes, wich one? And is there still something that need change?
Tell me what you think. Maybe you have question why i have changed something?
Here is the wall of text of rebalancing that i hope Ankama will take into account.
I also hope that Heralds will get a chance to test them out.
Notice: Some spells are not mentioned here. This means that they are are not changed.
If i've made any typo or forgot about something important please say it and i will fix it asap.
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Sadida
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Vaporize

"A refreshing minor spell which inflicts Water-type
damage. Doll refreshed with this spell increase
its MP."

2AP; 1-4 Range; LoS; range increase: possible
-22 HP (water)
On Doll: +3 max MP
_____________________________________________________________
Sadida's Tear

"An attack which deals considerable damage without
requiring a line of sight. Allies targeted with
this spell will feel rain of mercy wich will recover
their HP."

5AP; 1-3 Range (in line); no LoS; range increase: possible
-63 HP (water) (aoe: in line)(on enemies)
Heals 63 HP (water) (aoe: in line)(on allies)
_____________________________________________________________
Mudoll

"A mud bath which deals damage to the opponents and
in same time increasing Dolls resistance."

3AP; 1-4 Range (aoe: 3x2); LoS; range increase: possible
-31 HP (water) (aoe: 3x2)
On Doll: +50% Resist. (all elements) (aoe: 3x2)
["aoe: 3x2" means rectangle: 3 cell width, 2 cell height]
_____________________________________________________________
Rust

"A vicious spell that causes substantial damage within
the area of effect. If cast on a Doll, this spell
makes it more eager for a fight and increases its AP."

4AP 1MP; 1-4 Range; LoS; range increase: possible
-41 HP (water) (aoe:"x")
On Doll: +3 AP (aoe:"x")
_____________________________________________________________
Drain

"The Sadida drains Health Points from a target and
heal Dolls for the damage inflicted regardless of Dolls
position on the battlefield."

6AP; 1-3 Range (in line); LoS; range increase: possible
-72 HP (water)
Heal each Doll with 100% of inflicted HP
Condition: Target must be enemy
_____________________________________________________________
Woodland Stench

"The Sadida creates a light breeze which, despite
being weak, might reduce target's damage. When cast
on a Doll, this spell can be channeled through it so
that the Doll casts it during its own turn."

2AP 1MP; 1-2 Range; LoS; range increase: possible
-20 HP (air)
The Squits (Lvl.100) (30%)
On Doll: The Doll will cast "Woodland Stench"
Condition: 2 use per turn.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The 30% chance is fixed (it;s the same since level 0 spell).
The factor that changes with level is the level of effect The Squits.
_____________________________________________________________
Poisoned Wind

"The Sadida summons a poisoned wind which
causes damage to the target if it dares to move.
When cast on a Doll, this spell can be channeled
through it so that the Doll casts it during its own turn."

1MP; 1-4 Range; LoS; range increase: possible
-10 HP (air)
Wounded (+100 Lvl.)
On Doll: The Doll will cast "Poisoned Wind"
Condition: 3 used per turn
_____________________________________________________________
Sudden Chill

"This spell cools down the target, reducing its Air-
and Water-type resistances as well as dealing it damage.
When cast on a Doll, this spell can be channeled
through it so that the Doll casts it during its own turn."

3AP; 2 Range; no LoS; range increase: possible
-36 HP (air)
-50% Resist. (air)(water)
On Doll: The Doll will cast "Sudden Chill"
_____________________________________________________________
K'mir

"K'mir enables the Sadida to exert a pull on a target
for one turn. Movements of the Sadida will affect
those of the target and vice versa. When cast on a Doll,
this spell can be channeled through it so that the Doll
casts it during its own turn."

4AP; 1-3 Range; LoS; range increase: possible
-40 HP (air)
Pulls the target closer
Stabilizes the caster and his target
The target can no longer lock
The target cannot be locked during caster turn
On Doll: The Doll will cast "K'mir"
[Doesn't hurt targeted allies]
_____________________________________________________________
Gust

"Gust enables its caster to summon a violent wind
which pushes back nearby enemies, as well as
dealing them damage. When cast on a Doll, this
spell can be channeled through it do that the Doll
casts it during its own turn."

5AP 2MP; 0-5 Range; no LoS; range increase: possible
-50 HP (air) (aoe: "x")
Pushes back by 2 cell
On Doll: The Doll will cast "Gust"
[Doesn't hurt targeted allies]
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Bramble

"Sadida's trade mark move, which deals Earth-type
damage by whipping opponents who are a bit too
reckless. It can also add some thorns to the Doll.
Enemies will think twice before attacking that Doll."

4AP; 2-6 Range; LoS; range increase: possible
-50 HP (earth)
Cast on Totem: Destroy Totem and return WP to Sadida
On Doll: The Doll will reflect 20% Damage
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Fertilizer

"A basic Earth spell which causes damage to
the target, as well as inflicting damage done
on the totem's target. If cast directly on Totem
or on Totem's target, this spell inflict 150%
of damage. Used on Doll it will increase its Lock."

5AP; 1-3 Range; LoS; range increase: possible
-54 HP (earth)
-54 HP on the totem's target (earth)
If target is Totem or it's totem's Target:
-27 HP (earth) [total: -54HP and -27HP]
On Doll: +50 Lock
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If used on different target then Totem or Totem's target
this spell will act as an aoe wich hit 2 enemies,
where one is the one you select and the other is
linked to totem.
Otherwise (if used on totem or enemy linked to totem)
this spell will work just like now.
_____________________________________________________________
Wild Grass

"With this spell Sadida can use straws of wild
grass to control its dolls with strings like
a true puppeteer. Occasionally Sadida will use
this spell to cause Earth-type damage. Used on the
Totem, this spell will give Dolls the order to
attack the Totem."

1AP; 1-4 Range; no LoS; range increase: possible
-12 HP (earth)
Cast on Totem: Becomes the Doll's prime target
On Doll: Controled (Lvl.1)
Condition: 1 use per target
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Earthquake

"By invoking the forces of nature, the Sadida triggers
an earthquake which will randomly strike the combat
area. Everybody in area of effect will loose MP.
Somehow it seems that Dolls enjoy jumping during
an earthquake and so their gain MP instead. If the
Totem is hit, its target will suffer from Critical
Failures."

2AP, 0 Range; no LoS; range increase: impossible
-68 HP (earth) (aoe: 3 cells in circle) at random
-1 MP (aoe: 3 cells in circle) at random
On Doll: +1 MP
Cast on Totem:
+20% Critical Failures (aoe: 3 cells in circle) at random
_____________________________________________________________
Multiple Bramble

"This'll add something extra to your fights: it has a
smaller range then Bramble, but it can hit several
opponents. If cast on the Totem, it will reduce the
target's Range. If cast directly on Totem, Multiple
Bramble will strike area around Totem's target instead.
Dolls that find themself within area of effect
will increase their Dodge."

6AP; 3 Range; no LoS; range increase: possible
-61 HP (earth) (aoe: 2 cells in circle)
Cast on Totem: -2 Range
On Doll: +50 Dodge
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Doll

Active Speciality
2AP; 1-3 Range; no LoS; range increase: possible
(water) Greedy (30% of the Sadida's HP)
(air) Madoll (30% of the Sadida's HP)
(earth) Block (30% of the Sadida's HP)
(fire) Sacrificial Doll (30% of the Sadida's HP)
Condition: Summons in play equal to Leadership
1 use per turn
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dolls have each resistance equal to their level
At level 1 Dolls have 1% Resist. (all elements)
At level 100 Dolls have 100% Resist. (all elements)
Blocker doll is different:
Blocker has each resistance doubled
At level 1 Blocker have 2% Resist. (all elements)
At level 2 Blocker have 200% Resist. (all elements)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Madoll now have 5 MP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dolls can cast all spells on allies if they are controled
including Liquid Ghoul, Irritation and Sadida air spells.
_____________________________________________________________
Doll Sacrifice

Active Speciality
2AP; 1-6 Range; no LoS; range increase: possible
Absorbs 40% of the Doll's maximum HP
Sacrifices the Doll
[Doesn't trigger Explodoll]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This speciality doesn't give WP anymore
because Doll speciality doesn't cost WP.
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Voodoll

Active Speciality
4AP 1WP; 2-6 Range; no LoS; range increase: possible
Summons a Totem and links it to the target
When Totem disappear:
The Sadida regains 1 WP
Condition: Number in play: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem doesn't require Leadership anymore
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem is not stabilized
It is possible to push, pull, throw, move and swap place
with Totem. Those effects are not redirected.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem is no more classified as ally if it's linked to enemy.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem has 1 HP and can break with pushback. In case it happen
it always give back WP to sadida.
_____________________________________________________________
Savoir-Faire

""The madder we are, the badder we are!" this spell
allows the Sadida to have more dolls on the field
and increases their effectiveness. It also improves
Totem."

Passive Speciality
+4 Leadership
+20% Summon Damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is no reason for Totem to increase redirected damage.
_____________________________________________________________
Explodoll

Passive Speciality
Damage:
-40% of the Doll's max HP (aoe: 8 cells around Doll)
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Still Life

Passive Speciality
1-63 Range; no LoS; range increase: impossible
100% chance of reincarnation as Ultra-Powerful Doll
(30% of the Sadida's HP)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ultra-Powerful Doll has Blocker's Resistances
Ultra-Powerful Doll has Madoll's MP
_____________________________________________________________
Doll Link

"In act of ultimate symbiosis, the Sadida links his
health with that of his Dolls. Part of the damage he
receives will be redirected to the Dolls. This Link
is so strong that Sadida's HP is increased with
every Leadership point."

Passive Speciality
Doll Link (Lvl. 20)
+3% max HP to Sadida for each Leadership
_____________________________________________________________
Green Guard

Passive Speciality
When attacked:
40% chance of applying Nettled (+5 Lvl.)
_____________________________________________________________
Sic'Em More

"The Sadida whistle for help and mobilize its
Dolls to attack it's agresor. Dolls get's angry
and rush in wild rage to fullfill their duty."

Active Speciality
4AP; 1-4 Range; no LoS; range increase: possible
Target of this spell becomes Doll's prime target
Dolls: Nettled (+10 Lvl.)
Condition: Target must be enemy
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Tree

"The Sadida turns into a tree for one turn. He can't
be targeted, but he can't move either in next turn.
If there are Dolls on the battlefield Sadida will
recover some of his HP. After that Dolls are going
back to nature and turns to Seeds however."

Active Speciality
1WP 2MP; 0 Range; no LoS; range increase: impossible
Heals 5% Initial HP for each Doll on the field
Ends the turn
Makes the Sadida Invulnerable
Dolls turns to Seeds [after heal applies]
In next turn: Sadida get's Rooted (Lvl.1)
Condition: MP greater or equal to 2
[Doesn't trigger Explodoll]
[Rooted (Lvl.1): 0 max MP for 1 turn]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If there are no Dolls on the field Sadida doesn't Heal.
If there are just Seeds on the field Sadida doesn't Heal.
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Osamodas
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Crobak

3AP; 2-5 Range; no LoS; range increase: possible
-25 HP (air)
In Dragon form: The spell cost 2AP
In Dragon form: +10% Critical Failures (40%)
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Scaraleaf Wing

2MP; 2-4 Range; no LoS; range increase: possible
-28 HP (air)
-1 max MP (20%)
In Dragon form: -1 max MP (40%)
In Dragon form: -1 max MP (40%)
Condition: 1 use per target
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Whip

4AP; 1-3 Range; LoS; range increase: possible
-38 HP (air)
Doubles damage done by Summons
In Dragon form: +30% Damage for next air spell
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Bwork Trump

1AP; 0-3 Range (in line); LoS; range increase: possible
-8 HP (air)
Turns the target's gaze
In Dragon form: +1 AP (50%) (self)
Condition: 3 uses per turn
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Feather Tornado

5AP; 2-4 Range; LoS; range increase: impossible
-56 HP (air) (aoe: 9 cell squere)
Tornado (Lvl. 100) (20%) (aoe: 9 cell squere)
In Dragon form: Pushes back 1 cell (aoe: 9 cell squere)
In Dragon form: Tornado (Lvl. 100) (40%) (aoe: 9 cell squere)
_____________________________________________________________
Magpie

4AP; 1-4 Range; LoS; range increase: possible
-44 HP (fire)
On Summon: -33 HP on to Osamodas
+55 HP to targeted summons (fire)
In Dragon form: Burning (Lvl. 100) (40%)
_____________________________________________________________
Gurgling

2AP; 2-3 range; no LoS; range increase: possible
-18 HP (fire) (aoe: "x")
On Summon: 50% Lock and Dodge transfered (aoe: "x")
In Dragon form: -30 Lock and Dodge (enemy) (aoe: "x")
_____________________________________________________________
Mooing

4AP; 3-4 Range; no LoS; range increase: possible
-47 HP (fire) (aoe: "x")
On Summon: 50% Resistances transfered (aoe: "x")
In Dragon form: -30% Damage (enemy) (aoe: "x")
_____________________________________________________________
Croak

3AP; 2-6 Range (diagonally); LoS; range increase: possible
-38 HP (fire) (aoe: "x")
On Summon: Transfers MP to Summons (aoe: "x")
In Dragon form: +1 MP (to self)
Condition: 1 use per turn
_____________________________________________________________
Boohowl

6AP; 1-3 Range (in line); LoS; range increase: possible
-60 HP (fire) (aoe: "x")
On Summon: +30% Damage bonus transfered (aoe: "x")
In Dragon form: -78 HP (fire) (aoe: "x")
_____________________________________________________________
Skedaddle

3AP; 1-3 Range; LoS; range increase: possible
-35 HP (earth)
On Summon: enters Hightail mode:
(moves away from enemies
Cannot be locked)
_____________________________________________________________
Collision

4AP; 1-2 Range; LoS; range increase: possible
-48 HP (earth)
On Summon: enters Aggresive mode:
(+2MP
approaches enemies)
_____________________________________________________________
Savage Anger

5AP; 1-3 Range; LoS; range increase: possible
-65 HP (earth)
On Summon: enters Frenzied mode:
(Double AP and dies at the end of its turn)
_____________________________________________________________
Curve

6AP; 2 Range; LoS; range increase: possible
-77 HP (earth)
On Summon: enters Bellligerent mode:
(becomes wild creatures prime target
+100% resist.)
_____________________________________________________________
Gobgob

Active speciality
3AP; 1-3 Range; no LoS; range increase: possible
on creature: captures it when it dies
on an empty cell: summons Gobgob
+4 slots in the Gobgob
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If Osamodas's Summon die there is no need to re-capture it:
It will return to Gobgob.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Each Gobgob slot can have 1 creature only.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once Osamodas's Summon die it will need 1 turn cooldown
in order to be re-summoned.
During that time Osamodas might decide to summon
different creature or will have to fight 1 turn without
summon.
_____________________________________________________________
Gobup

Active speciality
3AP; 1-5 Range; LoS; range increase: possible
Summons a creature from the Gobgob:
(10% of Osamodas's HP for each Leadership requirement
10% of Osamodas's Damage for each Leadership requirement)
Condition: Summon in play equal to Leadership
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Summons have 100% of their oryginal Lock, Dodge, Resistance
and Inititative
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Each capturble creature have their own personal Leadership
requirement. Example on Tofu family:
Baby Tofu = 1 Leadership
Tofu = 2 Leadership
Toffune = 3 Leadership
Tofurby = 4 Leadership
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Summons total level can exceed Osamodas's level but
Osamodas still need to be equal or higher level of
the creature in order to capture it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Some high level creatures might require even 5 Leadership.
Example: Crobak Chief
_____________________________________________________________
Symbiosa

Active speciality
1WP; 1-4 range; LoS; range increase: possible
+30% Damage, +30% Resist.
+1 Range, +1MP, +1AP
For every 10 Gobgob levels:
(+1% Init., CH, Dodge, Lock, Damage)
_____________________________________________________________
Possession

Active speciality
3AP; 1-4 Range; no LoS; range increase: possible
Takes control of the creature
Osamodas Disembodied:
(Misses a turn
+30% Resist.)
_____________________________________________________________
Animal Blessing

Passive speciality
+4 Leadership
+40% Resist. to summons
_____________________________________________________________
Phoenix Spirit

Passive speciality
On Summons: comes back to life once (40%)
_____________________________________________________________
Animal Guard

Passive speciality
On Summons: When attacked [osamodas]:
(Animal Guard (Lvl. 1) (40%)
The Summons cannot be locked)
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________

Feca
_____________________________________________________________
Drip

3AP; 1-3 Range; LoS; range increase: possible
-34 HP (water)
Armor: Wet Armor (Lvl.100):
  • When attacked:
  • -17 HP (water) (aoe: "x") to enemies
    Glyph: Splashing Glyph (Lvl.100):
  • When allies attacked on Splash Glyph:
  • -17 HP (water) to the attacker
    _____________________________________________________________
    Steam

    4AP; 1-2 Range; LoS; range increase: possible
    -48 HP (water)
    Armor: Boiling Armor (Lvl.100):
  • When attacked:
  • Scalded (+40 Lvl.)
    Glyph: Foam Glyph (Lvl.100):
  • +24 HP (water) to allies on Glyph
  • Remove negative effects to allies
    _____________________________________________________________
    Bubble

    2AP; 3-5 Range; no LoS; range increase: possible
    -24 HP (water)
    Armor: Protective Armor (Lvl.100):
  • +50% Resist. (all elements)
    Glyph: Fizzy Glyph (Lvl.100):
  • +50% Resist. (all elements) to allies on glyph.
    _____________________________________________________________
    Avalanche

    5AP; 2-3 Range; LoS; range increase: possible
    -62 HP (water)
    Armor: Snow Cloak Armor (Lvl.100):
  • When attacked:
  • -50% Resist. (all elements)
    Glyph: Igloo Glyph (Lvl.100):
  • When allies got attacked on Glyph:
  • -50% Resist. (all elements)
    _____________________________________________________________
    Crashing Wave

    5AP 1MP; 2-4 Range; LoS; range increase: possible
    -67 HP (water) (aoe: 3x2)
    Pushes back by 1 cell (aoe: 3x2)
    Armor: High-Energy Armor (Lvl.100):
  • +50% Resist to AP loss
  • When attacked:
  • +1 AP (30%)
    Glyph: Hig-Pressure Glyph (Lvl.100):
  • +50% Resist to AP loss
  • +2 AP to allies on Glyph
    _____________________________________________________________
    Natural Attack

    5AP; 1-5 Range; LoS; range increase: possible
    -60 HP (fire)
    Armor: Lightning Armor (Lvl.100):
  • +50% Damage (all elements)
    Glyph: Electric Glyph (Lvl.100):
  • If enemy move on Glyph:
  • -30 HP (fire)
    _____________________________________________________________
    Meteorite Shower

    ""Oh look it's a falling star! Quick make a wish!
    A wish that it won't fall on you!" This spell
    activates Armor which inflicts damage at start
    of the weater's turn, or a Glyph which hails
    meteorites at random."

    4AP; 1-4 Range; no LoS; range increase: possible
    -44 HP (fire)
    Armor: Falling Star Armor:
  • At start of wearer's turn:
  • -22 HP (fire) to enemies around wearer
    Glyph: Meteorite Hail Glyph:
  • Summons 12 meteorite's that strike Glyph cells
    at random for -22 HP (fire) after Feca's turn
    _____________________________________________________________
    Flaming Carpet

    2AP; 1-5 Range (in line); LoS; range increase: possible
    -20 HP (fire) (aoe: in line)
    Armor: Red-Hot Armor (Lvl.100):
  • When attacking:
  • -10 HP (fire) to attacked enemy
    Glyph: White-Hot Glyph (Lvl.100):
  • Flaming (Lvl.1) to allies on Glyph
    _____________________________________________________________
    Volcano

    6AP; 1 Range; LoS; range increase: impossible
    -62 HP (fire)
    Armor: Magma Armor (Lvl.100):
  • When attacked:
  • -31 HP (fire)
  • Burning (Lvl.100)
    Glyph: Lava Glyph (Lvl.100):
  • When someone enter Glyph area:
  • -31 HP (fire) to everybody on Glyph
    _____________________________________________________________
    Fecastopheles

    5AP 1MP; 2 Range; LoS; range increase: possible
    -76 HP (fire)
    Armor: Pheles Armor (Lvl.100):
  • -38 HP (fire) to wearer's allies in close combat
    Glyph: Shushu World Glyph (Lvl.100):
  • Summon 10 Shushus that strike Glyph area for -40 HP (fire)
  • 1 Shushu respectively for one Glyph cell
    _____________________________________________________________
    Fecablades

    3AP; 1-2 Range; LoS; range increase: possible
    -30 HP (earth)
    Armor: Razor Armor (Lvl.100):
  • For each enemy in close combat:
  • -15 HP (earth) to enemies in close combat
    Glyph: Avoid Glyph (Lvl.100):
  • +50 Dodge to allies on Glyph
    _____________________________________________________________
    Fecabo

    4AP; 1-4 Range; LoS; range increase: possible
    -48 HP (earth)
    Armor: Anti-Arrow Armor (Lvl.100):
  • When attacked from a distance:
  • Reflect 10% Damage back to attacker
    [Applies only in enemy's turn: Doesn't trigger with effects]
    Glyph: Sniper Glyph (Lvl.100):
  • +3 Range (allies on Glyph)
  • Immune to Blindness (Lvl.1) (100%) (allies on Glyph)
    _____________________________________________________________
    Fecammer

    6AP; 1-3 Range; LoS; range increase: possible
    -70 HP (earth)
    Armor: Hammer Armor (Lvl.100):
  • When attacked in close combat:
  • -35 HP (earth)
    [Applies only in enemy's turn: Doesn't trigger with effects]
    Glyph: Blocking Glyph (Lvl.100):
  • +50 Lock to allies on Glyph
    _____________________________________________________________
    Defensive Orb

    2AP 1MP; 1-5 Range; LoS; range increase: possible
    -36 HP (earth)
    Armor: Orb Armor (Lvl.100)
  • When attacked from behind or side:
  • -18 HP (earth)
    Glyph: Cover Glyph (Lvl.100)
  • +100% Resist to attack from behind to allies on Glyph
  • 100% Resist to Critical Hits to allies on Glyph
    _____________________________________________________________
    Feca Staff

    5AP; 1-3 Range; LoS; range increase: possible
    -64 HP (earth)
    Armor: Agility Armor (Lvl.100)
  • +2MP
  • +50% Resist to MP loss
    Glyph: Mobilize Glyph (Lvl.100)
  • When attacked on Glyph:
  • +1MP (30%)
  • +50% Resist to MP loss
    _____________________________________________________________
    Feca's Glyph

    Active Speciality
    1WP; 0-4 Range; no LoS; range increase: impossible
    On cell: Places a Neutral Glyph (aoe: 2 cells in circle)
    +10 Charge(s) on Glyph
    When Glyph disappear: Return 1 WP to Feca (100%)
    Condition: Numer in play: 1
    _____________________________________________________________
    Fecarmor

    Active Speciality
    2WP; 0-3 Range; LoS; range increase: possible
    On target: Places a Neutral Armor
    On Feca: Places a Peace Armor
    +10 Plate(s) on Armors
    Return 1WP after activating
    When Armor disappear: Return 1 WP to Feca (100%)
    Condition: Number in play equal to Control [Mechanics]
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Peace Armor on feca works as Neutral Armor but have
    additional effect: Reduces attack Damage by 20%.
    Effect of Peace Armor stays on feca and stack with
    effects of activated armor.
    _____________________________________________________________
    Teleportation

    Active Speciality
    3AP; 1-12 Range; no LoS; range increase: impossible
    Teleport to the Glyph center
    Condition: Target must be Glyph's center
    _____________________________________________________________
    Explosive Deglyphment

    Active Speciality
    3AP; 0-4 Range; no LoS; range increase: impossible
    -5HP per remaining Charge to enemies
    -0HP per remaining Charge to allies
    Destroys the Glyph and returns 1 WP
    _____________________________________________________________
    Pacification

    Active Speciality
    1WP; 0-2 Range; no LoS; range increase: impossible
    Reverses Damage and Resist.
    +22% Resist. after reversing
    Condition: 1 use per turn
    Do not use on: enemy
    _____________________________________________________________
    Intimidation Aura

    Passive Speciality
    Intimidation Aura
    (-40% Resist. to all elements) (on enemies in close combat)
    _____________________________________________________________
    Ironclad

    Passive Speciality
    +40% Resist. to all elements
    (on self and allies in close combat)
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Ecaflip
    _____________________________________________________________
    Rough Tongue

    2AP; 1 Range; LoS; range increase: impossible
    -13 HP (water)
    +13% Critical Failure
    Conditon: 3 uses per turn
  • Max: 50% Critical Failure.
    _____________________________________________________________
    Claw of Ceangal

    1AP; 0 Range; no LoS; range increase: impossible
    -11 HP (water) to 2 enemies on side
    -21 Lock
    _____________________________________________________________
    Fleahopper

    3AP; 2-4 Range; LoS; range increase: possible
    -21 HP (water), steals 100% of inflicted HP (water)
    +21% Critical Hits (allies around target)
    _____________________________________________________________
    Fleabag

    4AP; 0 Range; LoS; range increase: possible
    -32 HP (water) around Ecaflip (aoe: "x")
    Apply Fleabag (Lvl.1) to Ecaflip:
    Steals 16 HP (water) from the attacker
    -25% Resist. (all elements) to enemies
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Fleabag (Lvl.1) last until the beggining of Ecaflip turn
    _____________________________________________________________
    Up to Scratch

    "Ecaflip's fleeches are itching Ecaflip so much
    that it outrages and scratch everything on its way."

    5AP 1MP; 4 Range(in line);no LoS; range increase: impossible
    Teleport Ecaflip to selected cell
    -67 HP (water) (aoe: 3 cells in line)
    _____________________________________________________________
    D-Six

    2AP; 2-4 Range; LoS; range increase: possible
    -21 HP (fire)
    If a 6 is rolled:
  • another die is rolled
    Winning Streak: +2 for a 6, -2 for a 1
    _____________________________________________________________
    Loaded Dice

    6AP; 2-3 Range; LoS; range increase: possible
    -77 HP (fire)
    Damage done by next attack altered:
  • from -50% (for a 1) to +50% (for a 6)
    Winning Streak: +3 for a 4,5 or 6; -3 for a 1,2 or 3
    _____________________________________________________________
    Craps

    3AP; 2-5 Range; LoS; range increase: possible
    -27 HP (fire) (-54 HP (fire) if dice total is 7)
    Winning Streak: +2 for a 7, +1 for a 6, -7 for a 2
    _____________________________________________________________
    Die Alright

    4AP; 1-4 Range; no LoS; range increase: possible
    -47 HP (fire)
    Winning Streak: +8 for a 6, +4 for a 5, +2 for a 4
    _____________________________________________________________
    Dice Roulette

    5AP; 0 Range; no LoS; range increase: impossible
    If a 1,2 or 3 is rolled: heals 29 HP (fire)
    If a 4,5 or 6 is rolled: -58 HP (fire)
    Winning Streak: +5 per damaged enemy
    Winning Streak: -2 per healed enemy
    Winninf Streak: +1 per healed ally
    _____________________________________________________________
    Heads of Tails

    3AP; 0-3 Range; LoS; range increase: possible
    Inflicts -39 HP (earth)
    and then Heals +13 HP (earth) (50%)
  • with God Ecaflip always inflict damage
  • with God Ouginak always heals
    _____________________________________________________________
    All In
    ?AP; 2-4 Range; LoS; range increase: possible
    -8 HP per AP used
    +5% of doubling Damage per AP
    With the God Ecaflip card:
  • 2% of applying Stunned per AP
    Condition: AP greater then 0
    _____________________________________________________________
    Battle

    4AP; 1-4 Range; LoS; range increase: possible
    If the Ecaflip wins: Ecaflip steals 44 HP (earth) (67%)
    If the Ecaflip loses: Enemy steals 22 HP (earth) (33%)
    With God Ecaflip:
    Ecaflip always wins
    _____________________________________________________________
    All or Nothing

    2AP; 1 Range; LoS; range increase: possible
    Ends Turn (50%)
    or
    -30 HP (earth) and gains 4 AP (50%)
    With the God Ecaflip card:
  • The spell costs 1 AP
    Condition: 3 uses per turn
    _____________________________________________________________
    Three Cards

    6AP; 2-4 Range; LoS; range increase: possible
    -74 HP (earth)
    God Ecaflip: +1 AP (34%)
    Crawlies: Heals 14 HP (earth) (33%)
    Hermit: -25% Resist. (all elements) (33%)
    _____________________________________________________________
    Flealine Army

    Passive Speciality
    When a (water) spell is cast:
  • 20% chance of casting Flea Love
    +40% life stolen by flea spells
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Flea Love level is the same as the spell that activated it.
    _____________________________________________________________
    Ecapuncture (replace: Ecaflip Precision)

    Passive Speciality
    Chance of hitting accurately: 20%
    Apply random effect:
    -1AP, -1MP, -1Range, +10% Critical Failure, -20% Resist.,
    -20% Damage, -20 Initiative, -5 Block, -10% Backstab Resist.,
    -20 Dodge, -20 Lock, -20% Heals, Heal Immunity (+20 Lvl.),
    -20 Wilpower, -20 Int., -20 Cha., -20 Str., -20 Agi.
    _____________________________________________________________
    Feline Leap

    Active Speciality
    2AP; 1 Range; LoS; range increase: impossible
    Teleports to the destination cell
    +20 Dodge
    +1MP (50%)
    Ecaflip leaves Fleeches behind
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Fleeches are equal level to Ecaflip (max 100)
    Fleeches at level.100:
    When enemy step on Fleeches:
  • Steals 13 HP (water)
    Fleeches doesn't disappear when triggered.
    Fleeches disappear at start of Ecaflip's turn.
    _____________________________________________________________
    Black Bow Meow

    Active Speciality
    2AP; 1 Range; LoS; range increase: impossible
    Summons a(n) Black Bow Meow
    HP = 20% of the Ecaflip's max HP
    Condition: Number in play equal to Leadership
    _____________________________________________________________
    Hunter (replace: Roll Again)

    Active Speciality
    2AP; 2-8 Range; LoS; range increase: impossible
    Ecaflip takes attention to selected area (aoe: "x")
    If enemy moves in the area:
    Ecaflip teleport to that area and inflict -20 HP (water)
    Condition: Number in play: 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This area last untill the end of the fight or
    untill it's activated.
    _____________________________________________________________
    Cat Tree

    Active Speciality
    1wP; 0 Range; LoS; range increase: impossible
    Stabilizes Ecaflip
    Cannot lock or be locked
    50% +1% per level of Winning Streak:
  • Heal 100% of avoided damage
    Otherwise: receive 150% of damage
    If attacked while on Cat Tree: -20 Winning Streak
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Ecaflip loose Cat Tree only when Winning Streak hit 0
    or when Ecaflip move.
    _____________________________________________________________
    Paws Off

    Passive Speciality
    Turns to face attacker
    +2 Leadership
    When an enemy comes into contact (30%):
  • +20% Critical Failures
  • Pushes back by 1 cell
  • Max 1 activation per target
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Pandawa
    _____________________________________________________________
    Milky Breath

    2AP; 1-2 Range; LoS; range increase: possible
    -24 HP (water)
    Dizzy (+2 Lvl.)
    If ally is hit: +12 HP (water) and Merry (+2Lvl.)
    _____________________________________________________________
    Splash of Milk

    4AP; 1-4 Range; LoS; range increase: possible
    -46 HP (water)
    Dizzy (+4 LVl.)
    On Barrel: -55 HP (water) (aoe: "x")
    On Barrel: Dizzy (+4 Lvl.) (aoe: "x")
    If ally is hit: +23 HP (water) and Merry (+4 Lvl.)
    _____________________________________________________________
    Bubble Trouble

    3AP; 1-3 Range; LoS; range increase: possible
    -34 HP (water)
    Dizzy (+3 Lvl.)
    On Barrel: -40 HP (water) (aoe: 9 cell squere)
    On Barrel: Dizzy (+3 Lvl.) (aoe: 9 cell squere)
    If ally is hit: +17 HP (water) and Merry (+3 Lvl.)
    _____________________________________________________________
    Milky Way (replace: Milk Wave)

    6AP; 1-5 Range; LoS; range increase: possible
    -72 HP (water)
    Dizzy (+6 Lvl.)
    On Barrel: -80 HP (water) (aoe: 2 cells in circle)
    On Barrel: Dizzy (+6 Lvl.) (aoe: 2 cells in circle)
    If ally is hit: +36 HP (water) and Merry (+6 Lvl.)
    _____________________________________________________________
    Milk Fountain

    5AP 1MP; 1-6 Range; no LoS; range increase: possible
    -66 HP (water) (aoe: "x" 4 cell in each direction)
    Dizzy (+6 Lvl.) (aoe: "x" 4 cell in each direction)
    On Barrel: -70 HP (water) and pulls towards Barrel (in aoe)
    On Barrel: Dizzy (+6 Lvl.) (in aoe)
    If ally is hit: +33 HP (water) and Merry (+6 Lvl.)
    _____________________________________________________________
    Flaming Burp

    3AP; 1 Range; LoS; range increase: impossible
    -35 HP (fire) (aoe: in a cone, 2 cell long)
    If target is Dizzy:
  • On Pandawa: +1% CH for every 3 levels of Dizzy
    _____________________________________________________________
    Light My Fire

    1AP; 1-4 Range; LoS; range increase: possible
    -8 HP (fire)
    If target is Dizzy:
  • +1% per level of Dizzy:
  • Burning (+100 Lvl.)
    _____________________________________________________________
    Dairy Springer

    4AP 1MP; 2 Range; no LoS; range increase: impossible
    -55 HP (fire) (around Pandawa)
    +20 Dodge (Pandawa)
    If target is Dizzy:
  • +1% per level of Dizzy:
  • Scalded (+40 Lvl.) (around Pandawa)
    _____________________________________________________________
    Explosive Flask

    4AP; 2-4 Range; LoS; range increase: possible
    -44 HP (fire) (aoe: "x")
    If target is Dizzy:
  • +1% per level of Dizzy:
  • Explosion (Lvl.100) (aoe: "x")
    _____________________________________________________________
    Milking It

    5AP; 3-4 Range; LoS; range increase: possible
    -60 HP (fire) (aoe: 2 cells in circle)
    If target is Dizzy:
  • +1% per level of Dizzy:
  • Blindness (Lvl.1) (aoe: 2 cells in circle)
    _____________________________________________________________
    Triple Whammy

    3AP; 1 Range; LoS; range increase: impossible
    -33 HP (earth)
    Pushes back by 1 cell
    Gets closer to the target
    _____________________________________________________________
    Pandawhack

    4AP; 1 Range; LoS; range increase: impossible
    -54 HP (earth)
    If carry Barrel: Dizzy (+2 Lvl.)
    If carry Barrel:
  • On Pandawa:
  • +1 Lock per level of Merry
    _____________________________________________________________
    Bash Barrel

    2AP 1MP; 0 Range; LoS; range increase: impossible
    -37 HP (earth) (aoe: "x" around Pandawa)
    Dizzy (+2 Lvl.) (aoe: "x" around Pandawa)
    For every level of Merry:
  • On Pandawa: +1% Resist. per level of Merry
    Condition: Must carry Barrel
    _____________________________________________________________
    Lactic Acid

    4AP; 1-2 Range; LoS; range increase: possible
    -48 HP (earth)
    Dizzy (+2 Lvl.)
    Quake (Lvl.100) 1% chance per level of Merry
    Condition: Must carry Barrel
    _____________________________________________________________
    Blisskrieg

    6AP 1MP; 1 Range; no LoS; range increase: impossible
    Moves in a straight line: -88 HP (earth)
    Dizzy (+2 Lvl.)
    On Pandawa: +1 MP (1% chance per level of Merry)
    Condition: Must carry Barrel
    _____________________________________________________________
    Karchamrak

    Active Speciality
    1AP; 1 Range; LoS; range increase: impossible
    Carries or throws the target
    -20% Resist. (all elements) for thrown enemy
    +20% Resist. (all elements) for thrown ally
    0 AP cost for throwing Barrel
    Condition: Is not being carried
    Doesn't carry anything
    _____________________________________________________________
    Barrel

    Active Speciality
    2AP; 1 Range; LoS; range increase: impossible
    Puts down the Pandawa Barrel
  • 20 Quarts
    If carried at end of turn:
  • Merry (+2 LVl.)
    _____________________________________________________________
    Ether

    Active Speciality
    2AP; 0-5 Range; LoS; range increase: impossible
    Ethereal (Lvl.10)
    If cast on the Pandawa:
  • Worn Out (Lvl.0) (-10 Lvl.)
    _____________________________________________________________
    Barrelhop

    Active Speciality
    2MP; 1-6 Range; no LoS; range increase: possible
    Teleports the Pandawa next to the Barrel
    Merry (+5 Lvl.)
    _____________________________________________________________
    Bamboozle

    Active Speciality
    1WP; 0 Range; LoS; range increase: impossible
    On allies: Merry (+10 Lvl.) (aoe: 2 cells in circle)
    On enemies: Dizzy (+10 Lvl.) (aoe: 2 cells in circle)
    Condition: 1 use per turn
    _____________________________________________________________
    Bottomless Barrel

    Passive Speciality
    +20 Quart(s) to Barrel capacity
    Dizzy (+2 Lvl.) for every (earth) spell
    _____________________________________________________________
    Master of Merriment

    Passive Speciality
    For every 20 levels of Merry:
  • Heals 6% of HP
    +40 Dodge
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Enutrof
    _____________________________________________________________
    Cutting

    3AP; 1 Range; LoS; range increase: impossible
    -40 HP (water)
    -40 Lock
    Applies Broke (Lvl.1) (50%)
    Makes a pouch fall
    _____________________________________________________________
    Purge

    2AP; 3-5 Range; no LoS; range increase: possible
    -23 HP (water)
    On a Big Bag: explodes (100%) (aoe: "x")
    On a Pouch: grows (75%)
    If the transformation fails: explodes (aoe: "x")
    _____________________________________________________________
    Refinement

    6AP; 1-3 Range; no LoS; range increase: possible
    -78 HP (water)
    Iflicts 2x the level of the item destroyed
    Broke (Lvl.1)
    _____________________________________________________________
    Meteor

    2AP; 3 Range; no LoS; range increase: impossible
    -21 HP (fire)
    If aimed at a Mine: -21 HP (fire) (aoe: 8 cells around Mine)
    _____________________________________________________________
    Hot Magma

    6AP 1MP; 1-3 Range(in line); LoS; range increase: impossible
    -60 HP (fire) (aoe: in line)
    If there is a Mine in the AoE:
  • -60 HP (fire) (aoe: 2 cells in circle)
    _____________________________________________________________
    Phone a Frhend

    Active Speciality
    2AP; 1-3 Range; no LoS; range increase: possible
    Summons a(n) Ancestral Drheller
  • 30% of the Enutrof's HP
    _____________________________________________________________
    Drhellzerker

    Active Speciality
    1WP; 1-2 Range; LoS; range increase: impossible
    Fuses with the Drheller
    Becomes a Drhellzerker
    Cannot be locked
    Heals 20% of the Enutrof's max HP
    _____________________________________________________________
    Prime of Life

    Passive Speciality
    Convert MP loss into gain (100%)
    Gain 1 MP per HP loss (20%)
    _____________________________________________________________
    Fakin It

    Active Speciality
    1WP; 0 Range; no LoS; range increase: impossible
    60% chance to feign KO
    Condition: 1 use per turn
    _____________________________________________________________
    Digging (replace: Mine Mover)

    Active Speciality
    3MP; 1-10 Range; no LoS; range increase: impossible
    Diggs up the mine under Enutrof's feet
    +10 Prospecting
    Destroy's the Mine
    Teleport to the (other) Mine
    Condition: Target must be Mine within 1-10 Range.
    Must be standing on Mine.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Enutrof Destroy Mine under feet (0 Range) to dig up tunnel
    and appear at cell with other mine.
  • _____________________________________________________________
  • Geology
  • Passive Speciality
  • +10 Mines summoned at start of the fight.
  • +1 Mine summoned each turn.
  • 20% chance to summon mine close to enemy.
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Eniripsa
    _____________________________________________________________
    Healing Word

    3AP; 0-5 Range; LoS; range increase: possible
    Heals 37 HP (water)
    Hygiene (+3 Lvl.)
    _____________________________________________________________
    Invigorating Word

    6AP; 0-2 Range; LoS; range increase: possible
    Heals 80 HP, 4 rebounds of -15% (water) (allies only)
    Hygiene (+6 Lvl.)
    _____________________________________________________________
    Revitalizing Word

    4AP; 0 Range; no LoS; range increase: impossible
    Heal 53 HP except the Eniripsa(water)(aoe: 2 cells in circle)
    Hygiene (+1 Lvl. per healed target)
    _____________________________________________________________
    Renewing Word

    1AP; 0-7 Range; LoS; range increase: possible
    Heal 8 HP (water)
    Hygiene (+1 Lvl.)
    _____________________________________________________________
    Fortifying Word

    4AP 1MP; 0-3 Range; no LoS; range increase: possible
    Heals 60 HP (water)
    Hygiene (+5 Lvl.)
    _____________________________________________________________
    Fear Flask

    2AP; 1-2 Range; LoS; range increase: impossible
    -24 HP (air)
    Infection (+2 Lvl.)
    Pushes back by 1 cell
    _____________________________________________________________
    Undead Flask (replace: Infected Flask)

    3AP; 1-3 Range; LoS; range increase: possible
    -36 HP (air)
    Infection (+3 Lvl.)
    For each level of Hygiene triggered:
  • 1% of applying Zombification (Lvl.10)
    _____________________________________________________________
    Pain Flask

    6AP; 1-3 Range; LoS; range increase: possible
    -72 HP (air)
    Infection (+6 Lvl.)
    For each level of Hygiene triggered:
  • 1% of applying The Squits (Lvl.100)
    _____________________________________________________________
    Psykosis Flask

    2AP 2MP; 1-5 Range; no LoS; range increase: possible
    -51 HP (air)
    Infection (+4 Lvl.)
    For each level of Hygiene triggered:
  • 1% of applying Madness (Lvl.1)
    _____________________________________________________________
    Expert Healer

    Passive Speciality
    +2 Leadership
    +40% Heals
    _____________________________________________________________
    Heal Drain

    Passive Speciality
    Heals by 20% of all heals
    cast by other fighters.
    Doesn't trigger if under Zombification.
    _____________________________________________________________
    Absorption

    Passive Speciality
    Absorption (+20 Lvl.) on the Eniripsa
    Absorption (+10 Lvl.) (aoe: "x" around Enripsa) to allies
    Max Absorption Lvl.: 30
    _____________________________________________________________
    Unnatural Remedies

    Active Speciality
    1WP; 1-2 Range; no LoS; range increase: impossible
    Zombification (Lvl.10)
    Condition: 1 use per turn
    Doesn't use on target with Regeneration
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Lvl.0: 6AP 2WP 1 Range LoS
    Lvl.1: 5AP 2WP 1 Range LoS
    Lvl.2: 4AP 2WP 1 Range LoS
    Lvl.3: 3AP 2WP 1 Range LoS
    Lvl.4: 3AP 1WP 1 Range LoS
    Lvl.5: 2AP 1WP 1 Range LoS
    Lvl.6: 2AP 1WP 1-2 Range LoS
    LVl.7: 1AP 1WP 1-2 Range LoS
    LVl.8: 1WP 1-2 Range LoS
    Lvl.9: 1WP 1-2 Range no LoS
    _____________________________________________________________
    Coney

    Active Speciality
    3AP; 1-3 Range; no LoS; range increase: possible
    Summons a Coney the same level as the Eniripsa
  • 20% of the Eniripsa's HP
  • +50% Heals
  • Spell range:5
    Used on Coney: Transform into Super Coney
    condition: Number in play equal to Leadership
    _____________________________________________________________
    Regeneration

    Active Speciality
    1AP; 0-1 Range; LoS; range increase: impossible
    Regeneration (Lvl.5)
    Block triggering Hygiene with Air spells
    Transforms Fire spells into heals
    Max Regeneration Lvl.: 10
    Condition: Doesn't use on target with Zombification
    _____________________________________________________________
    Transcendance

    Active Speciality
    1WP; 0 Range; no LoS; range increase: impossible
    Heals 10% HP (initial)
    Transcendent (Lvl.10)
    Cannot use AP or WP
    Condition: Max amount of AP/AP
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Xelor
    _____________________________________________________________
    Frostbite

    3AP; 1-3 Range; LoS; range increase: possible
    -36 HP (water)
    -1 AP (30%)
    _____________________________________________________________
    Slow Down

    1AP; 2-4 Range; LoS; range increase: possible
    -12 HP (water)
    -1 AP (50%)
    -1 AP (10%)
    Condition: 1 use per target
    _____________________________________________________________
    Xelor's Sandglass

    2AP; 2-5 Range; LoS; range increase: possible
    -24 HP (water)
    +1 AP to an ally if target loses 1 AP
    -1 AP (20%)
    _____________________________________________________________
    Clock

    6AP; 0 Range; no LoS; range increase: impossible
    -72 HP (water) (aoe: "x" around Xelor)
    -1 AP (60%) (aoe: "x" around Xelor)
    If cast while on Dial:
    -72 HP (water) on every Hour cell
    -1 AP (60%) on every Hour cell
  • [Doesn't hurt xelor, doesn't hurt allies]
    _____________________________________________________________
    Hammer Time (replace: Sinistro)

    5AP; 2 Range; no LoS; range increase: impossible
    -60 HP (water) (aoe: "x") (on enemies)
    -1 AP (50%) (aoe: "x") (on enemies)
    +1 AP to allies (aoe: "x")
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This spell gives 1AP to allies from 1 to 100 lvl.
    _____________________________________________________________
    Temporal Burn

    ?AP; 2-3 Range; LoS; range increase: possible
    -12 HP per AP remaining (fire)
    -12 Initiative per AP remaining
    Condition: AP greater then 0
    _____________________________________________________________
    Temporal Dust

    6AP; 1-3 Range; LoS; range increase: possible
    -60 HP (fire) (aoe: 2 cells in circle)
    -30 Initiative (aoe: 2 cells in circle)
    Blindness (Lvl.1) (30%)
    _____________________________________________________________
    Needles (replace: Hydrand)

    2AP; 1-6 Range; no LoS; range increase: impossible
    -20 HP (fire)
    -20 Initiative
    -10 HP (fire) (50%)
    -10 Initiative (50%)
    _____________________________________________________________
    Line of Fire

    4AP; 1 Range; LoS; range increase: possible
    -41 HP (fire) (aoe: 3 cells in line)
    -20 Initiative (aoe: 3 cells in line)
    _____________________________________________________________
    Hand

    5AP; 2 Range; no LoS; range increase: impossible
    Hand appear from the ground
    -70 HP (fire)
    -50 Initiative
    -20 HP (fire) (aoe: "x" around target)
    -20 Initiative (aoe: "x" around target)
    _____________________________________________________________
    Aging

    1AP 1MP; 1-4 Range; LoS; range increase: possible
    -12 HP (air)
    Tick: -6 HP every 10 Initiative lost
    Tock: -24 HP every 1 AP lost
    _____________________________________________________________
    Xelor's Punishment

    5AP; 0-63 Range; no LoS; range increase: impossible
    -72 HP (air) (aoe: "x")
    Tick: -20% Resist. (all elements) (aoe: "x") (on enemy)
    Tock: +20% Damage (on Xelor)
    _____________________________________________________________
    Master of Time

    Passive Speciality
    +4 Mechanics
    If AP removal successful:
  • 20% chance of gaining 1 AP
    _____________________________________________________________
    Synchro (replace: Time Theft)

    Passive Speciality
    If Xelor move on hour cells in correct order:
    +10% Damage (max 60%)
    60% chance to not loose MP on Dial
    Xelor loose gathered damage bonus if he moves after
    or during change of hour cell.
    _____________________________________________________________
    Temporal Creature (replace: Devotion)

    Active Speciality
    4AP; 2-4 Range; LoS; range increase: impossible
    Summons Temporal Creature:
    Hydrand (50%)
    Sinistro (50%)
    If Tick: Summons Hydrand
    If Tock: Summons Sinistro
    Temporal Creature disappear if not summoned on hour cell
    Condition: Number in play equal to Control
    _____________________________________________________________
    Xelor's Dial

    Active Speciality
    1WP; 3 Range; no LoS; range increase: impossible
    Summons a Dial with 10 Charges:
    +1AP to Xelor and allies that are on Hour cells
    If Dial disappear: return WP to Xelor (100%)
    Condition: Number in play: 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Dial doesn't disappear if Xelor end turn not on hour cell.
    Dial disappear when all charges are lost.
    _____________________________________________________________
    Timekeeper

    Active Speciality
    1AP; 3 Range; no LoS; range increase: impossible
    +1 Charge to Dial (max 10 Charge) [repair dial]
    Stores on the Dial:
  • 1AP
  • 20 Initiative
    Return stored AP in next turn
    Condition: max 3 use per turn
    Cannot be used if Dial have 10/10 charges.
    _____________________________________________________________
    Temporal Images

    Active Speciality
    4AP; 2 Range; LoS; range increase: impossible
    Summons 4 images
    Ends turn
  • Image removes 1AP if hit (60%)
    If Xelor is hit:
    Images disappear
    _____________________________________________________________
    Mummification

    Active Speciality
    3AP 1WP; 1-20 Range; no LoS; range increase: impossible
    Revives an ally and takes control of it for 1 turn:
  • +1 turn before KO'ed
    Used on Dial: Destroy Dial
    Condition: Doesn't have Still Life
    Doesn't have Impending Death
    Doesn't have In Recovery
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    If Xelor's Dial Lvl.9: return 1 WP to Xelor (100%)
    This change will allow Xelor to re-place Dial.
    Replacing Dial however will make Xelor loose WP due
    to the fact that Mummfication cost WP
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Sram
    _____________________________________________________________
    Intoxicate Dagger (replace: Cold Blood)

    3AP; 1 Range; LoS; range increase: impossible
    -33 HP (earth)
    Venom (+6 Lvl.)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Venom is renamed version of Hemorrhage
    _____________________________________________________________
    First Blood

    2AP; 1 Range; LoS; range increase: impossible
    -23 HP (earth)
    Venom (+2 Lvl.)
    or if the target is unharmed:
  • -36 HP (earth)
  • Venom (+10 Lvl.)
    _____________________________________________________________
    Deadly Poison (replace: Torment)

    5AP; 1 Range; LoS; range increase: impossible
    -54 HP (earth)
    Poisoning (Lvl.1)
  • - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Poisoning (Lvl.1): -20% Resist (all elements), -6% of current HP
  • _____________________________________________________________
    Bled Dry

    4AP; 1 Range; LoS; range increase: impossible
    -50 HP (earth)
    +20% Damage if HP under 20%
    Venom (+4 Lvl.)
    _____________________________________________________________
    Execution

    6AP 1MP; 1 Range; LoS; range increase: impossible
    -80 HP (earth)
    Triggers Venom:
  • +1% Damage per level
    _____________________________________________________________
    Petty Theft

    5AP; 1 Range; LoS; range increase: impossible
    -49 HP (water)
    Backstab: Steals 1 AP
    Side: Steals 1 AP (50%)
    Condition: 1 use per turn
    _____________________________________________________________
    Sramshackle

    3AP; 1 Range; LoS; range increase: impossible
    -30 HP (water)
    Backstab: Steals 1MP
    Side: Steals 1 MP (50%)
    _____________________________________________________________
    Kleptosram

    4AP; 1 Range; LoS; range increase: impossible
    -44 HP (water)
    Backstab: Steals 40 Lock
    Side: Steals 20 Lock
    _____________________________________________________________
    Swindlesram

    2AP; 1 Range; LoS; range increase: impossible
    -24 HP (water)
    Backstab: Steals 20 Dodge
    Side: Steals 10 Dodge
    _____________________________________________________________
    Bloody Ripoff

    6AP; 1 Range; LoS; range increase: impossible
    -60 HP (water)
    Backstab: Steals 50% of damage inflicted
    Side: Steals 25% of damage inflicted
    _____________________________________________________________
    Fear

    2AP; 1 Range; LoS; range increase: impossible
    -20 HP (air) (aoe: "x" around Sram)
    Backstab/Side: Stays invisible
    Pushes back by 1 cell
    Shadowy Cloak (+2 Lvl.)
    _____________________________________________________________
    Tricky Blow

    4AP; 1 Range; LoS; range increase: impossible
    -45 HP (air)
    Backstab/Side: Stays invisible
    Moves away by 2 cells
    Shadowy Cloak (+4 Lvl.)
    _____________________________________________________________
    Forceful Blow

    6AP; 1 Range; LoS; range increase: impossible
    -70 HP (air)
    Backstab/Side: Stays invisible
    +30% Damage done on next attack from behind
    Shadowy Cloak (+7 Lvl.)
    _____________________________________________________________
    Guile

    1MP; 3-4 Range; no LoS; range increase: impossible
    Teleports to behind target and -18 HP (air)
    Backstab/Side: Stays invisible
    Shadowy Cloak (+2 Lvl.)
    Condition: 1 use per target
    _____________________________________________________________
    Trauma

    5AP 1MP; 1 Range(in line); LoS; range increase: impossible
    -75 HP (air) (aoe: 3 cells in front)
    Backstab/Side: Stays invisible
    Triggers Shadowy Cloak:
  • -2 HP (fixed) for every 5 levels
    _____________________________________________________________
    Scram

    Active Speciality
    ?AP; 0 Range; LoS; range increase: impossible
    +1MP per AP remaining
    +10 Perception per AP used
    Condition: AP greater then 0
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Lvl.0: max 1MP; +1 Perception per AP
    Lvl.1: max 1MP; +2 Perception per AP
    Lvl.2: max 2MP; +3 Perception per AP
    Lvl.3: max 2MP; +4 Perception per AP
    Lvl.4: max 3MP; +5 Perception per AP
    Lvl.5: max 3MP; +6 Perception per AP
    Lvl.6: max 4MP; +7 Perception per AP
    Lvl.7: max 4MP; +8 Perception per AP
    Lvl.8: max 5MP; +9 Perception per AP
    LVl.9: No limit to max MP; +10 Perception per AP
    _____________________________________________________________
    Shadow Trap

    Active Speciality
    2AP; 3-8 Range; no LoS; range increase: impossible
    Places a(n) Shadow Trap
  • +40 Perception for the following turns (to Sram)
  • -20HP and -1MP for all except Sram
    Condition: The cell must be empty
    _____________________________________________________________
    Sram to the Bone

    Passive Speciality
    +4 Mechanics
    +100 Perception
    +40 Dodge
    _____________________________________________________________
    Trickery (replace: Look Around You)

    Passive Speciality
    Swap place with an attacked character (30%)
    Doesn't trigger with Backstab
    _____________________________________________________________
    Shadow Master

    Passive Speciality
    Stays invisible after having attacked:
    From side: 40%
    From behind: 100%
    Stays invisible after being attacked 40%
    Stays invisible when healed 100%
    _____________________________________________________________
    Master Stabber

    Passive Speciality
    +20 Dodge when damage done from behind
    Backstab: Stabber (+4 Lvl.)
    Side: Stabber (+1 Lvl.)
    _____________________________________________________________
    Diversion

    Active Speciality
    3AP; 2-8 Range; no LoS; range increase: impossible
    Turns the target's gaze (aoe: "x")
    -30% turn damage
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Lvl.0: 4AP; 2 Range; LoS; -90% Damage for next attack
    Lvl.1: 4AP; 2 Range; LoS; -85% Damage for next attack
    Lvl.2: 4AP; 2-3 Range; LoS; -80% Damage for next attack
    Lvl.3: 4AP; 2-3 Range; LoS; -75% Damage for next attack
    Lvl.4: 3AP; 2-4 Range; LoS; -70% Damage for next attack
    Lvl.5: 3AP; 2-4 Range; LoS; -65% Damage for next attack
    Lvl.6: 3AP; 2-5 Range; LoS; -60% Damage for next attack
    Lvl.7: 3AP; 2-6 Range; LoS; -50% Damage for next attack
    Lvl.8: 3AP; 2-7 Range; LoS; -40% Damage for next attack
    Lvl.9: 3AP; 2-8 Range; no LoS; -30% Damage for next attack
    _____________________________________________________________
    Double

    "The Sram summons an identical Double which he
    controls himself. However, when the Double die,
    Sram will loose part of it's Health Points."

    Active Speciality
    3AP; 1 Range; LoS; range increase: impossible
    Summons a Double
  • HP = 20% of Sram's HP
  • Inflicts 50% of the Sram's Damage
    When Double die: -20% HP to Sram
    Condition: Number in play: 1
    HP greater then 20%
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Lvl.0:
    3AP; 1 Range; LoS; range increase: impossible
    Summons a Double
  • HP = 20% of Sram's HP
  • Inflicts 10% of the Sram's Damage
    When Double die: -20% HP to Sram
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This change to damage is intended because Double
    is clearly giving additional final damage bonus to Sram.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    HP on Double means it won't die from any hit.
    It also allows Double to benefit from Bloody Ripoff.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    With this Double sram can't send it alone to attack
    enemies while hiding away in the far away corner of map
    because when double die sram will loose HP.
    This change will make sram play togather with double.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    There's no WP cost to allow Sram to re-summon double
    as many times as it want to (as long as it have HP that is).
    In other words: loosing HP when Double die is enough.
    _____________________________________________________________
    Invisibility

    Active Speciality
    6AP; 2WP; 0 Range; LoS; range increase: impossible
    Makes the Sram invisible (to enemies)
    +400 Perception for the first turn
    +200 Perception for the following turns
    Shadowy Cloak Lvl.1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Shadowy Cloak change:
    Lvl.1: +1% Damage; +1 Dodge; +1MP
    Lvl.5: +5% Damage; +5 Dodge; +1MP; +1% Critical Hits
    Lvl.50: +50% Damage; +50 Dodge; +2MP; +10% Critical Hits
    Lvl.100: +100% Damage; +100 Dodge; +3MP; +20% Critical Hits
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Sram gain Lvl.1 Shadowy Cloak right away when it
    turn invisible to gain 1MP bonus.
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Sacrier
    _____________________________________________________________
    Blood Rush

    3AP; 1 Range; LoS; range increase: impossible
    -43 HP (fire)
    Sacrier: -13 HP (fire)
    _____________________________________________________________
    Cage of Blood

    4AP; 0 Range; LoS; range increase: impossible
    -48 HP (fire) (aoe: 9 cells squere)
    -50 Dodge (aoe: 9 cells squere)
    Sacrier: -8 HP (fire)
    _____________________________________________________________
    Bloodthirsty Fury

    1AP; 1 Range; LoS; range increase: impossible
    -13 HP (fire)
    Sacrier: -3 HP (fire)
    Sacrier: +10% Damage for next Fire spell
    _____________________________________________________________
    Burning blood

    5AP; 0 Range; LoS; range increase: impossible
    -60 HP (fire) (aoe: "x")
    Sacrier: -10 HP (fire)
    Scalded (+40 Lvl.) (aoe: "x")
    Sacrier:Flaming (Lvl.1)
    _____________________________________________________________
    Punishment

    6AP 1MP; 1 Range; LoS; range increase: impossible
    -70 HP (fire)
    Sacrier: -15 HP (fire)
    If the target has a higher amount of HP:
    -140 HP (fire)
    Sacrier: -30 HP (fire)
    _____________________________________________________________
    Rejectatto

    3AP; 1-3 Range; LoS; range increase: impossible
    -34 HP (air)
    Pushes back by 2 cell
    _____________________________________________________________
    Sacrier's Fist

    2AP 1MP; 1-5 Range; LoS; range increase: impossible
    Gets closer to the target
    -29 HP (air)
    Sacrier:+40 Dodge
    _____________________________________________________________
    Assault

    3AP; 3 Range; no LoS; range increase: impossible
    -40 HP (air)
    Swap places with the target
    Sacrier:+60 Dodge
    _____________________________________________________________
    Motion Sickness

    1MP; 1-5 Range; no LoS; range increase: impossible
    -11 HP (air)
    Sacrier:+10 Dodge
    Motion Sick (Lvl.20)
    Condition: 1 use per target
    _____________________________________________________________
    Light Speed

    5AP 2MP; 3 Range; no LoS; range increase: impossible
    -58 HP (air) (aoe: 2 cells in circle)
    [Doesn't hurt allies]
    Teleports to the destination cell
    Sacrier:+130 Dodge
    _____________________________________________________________
    Lethal Slingshot

    4AP; 1-3 Range; LoS; range increase: impossible
    -40 HP (earth) (aoe:"x")
    -1 max MP (40%) (aoe: "x")
    Sacrier: Coagulation (+2 Lvl.)
    _____________________________________________________________
    Colonnades

    6AP; 1 Range (in a cone); LoS; range increase: impossible
    First line: -60 HP (earth)
    Second line: -55 HP (earth)
    Third line: -50 HP (earth)
    Sacrier: Coagulation (+4 LVl.)
    _____________________________________________________________
    Attraction

    Active Speciality
    2MP; 2-9 Range; LoS; range increase: impossible
    Attracts by 8 cells
    Sacrier: Becomes target's prime target
    -20 Dodge (enemy)
    _____________________________________________________________
    Transposition

    Active Speciality
    2AP; 1-7 Range; no LoS; range increase: possible
    Swap places with the target
    On ally and enemy targets
    Sacrier:+40 Dodge
    _____________________________________________________________
    Life Transfer

    Active Speciality
    -10% HP; 1-6 Range; no LoS; range increase: possible
    Heals for 5% of own max HP to target
    Sacrier: Incurable (+9 Lvl.)
    Condition: Target must be ally
    Do not use on: self
    Does not have Zombification (target)
    _____________________________________________________________
    Angrr

    Passive Speciality
    +40 max Angrr (can't exceed 100: base is 60)
    Start fight with 30 Angrr
    Angrr over 40: Multi-Arm (LVl.10)
    Angrr over 70: Multi-Arm (Lvl.20)
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Rogue
    _____________________________________________________________
    Machine-Gun

    2AP; 1-5 Range; LoS; range increase: possible
    -18 HP (water)
    -9 HP (water) (50%)
    _____________________________________________________________
    Piercing Shot

    5AP; 1-4 Range(in line); no LoS; range increase: impossible
    -42 HP (water) (regardless of Resist.) (aoe: in line)
    _____________________________________________________________
    Crossfire

    3AP; 2-6 Range; LoS; range increase: possible
    -39 HP (water) (diagonally) in 2 directions
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    With this change Rogue attack 2 cells (diagonally).
    _____________________________________________________________
    Blam!!!

    4AP; 1 Range; LoS; range increase: impossible
    -52 HP (water) (aoe: in a cone; 3 cell long)
    _____________________________________________________________
    Pulsar

    ?AP; 2-4 Range; LoS; range increase: possible
    -9 HP per remainign AP/MP (water)
    Ends the turn
    _____________________________________________________________
    Slap Shot

    2AP; 1 Range; LoS; range increase: impossible
    -26 HP (air)
    -30% Resist. (all elements) when Critical Hit
    _____________________________________________________________
    Longsword

    6AP; 1 Range(in line); LoS; range increase: impossible
    -76 HP (air) (aoe: 3 cells in line)
    Moves away from the target
    Pushes back by 1 cell when Critical Hit
    _____________________________________________________________
    Burning Bomb

    2AP; 1-3 Range; LoS; range increase: possible
    On a target:
  • -20 HP (fire) (aoe: 9 cells in squere)
  • Burning (+100 Lvl.) (30%) (aoe: 9 cells in squere)
    On an empty cell: Burning Bomb
    _____________________________________________________________
    Barbed Fire

    1AP; 1-4 Range; LoS; range increase: possible
    -9 HP (fire)
    On a Bomb or Boombot:
  • +1 Charge
    _____________________________________________________________
    Blinding Bomb

    3AP; 1-4 Range; LoS; range increase: possible
    On a target:
  • -32 HP (fire) (aoe: 9 cells in squere)
  • Blindness (Lvl.1) (30%) (aoe: 9 cells in squere)
    On an empty cell: Blinding Bomb
    _____________________________________________________________
    Explosive Bomb (replace: Blaze)

    4AP; 1-5 Range; LoS; range increase: possible
    On a target:
  • -44 HP (fire) (aoe: 9 cells in squere)
  • Explosion (Lvl.100) (30%) (aoe: 9 cells in squere)
    On an empty cell: Explosive Bomb
    _____________________________________________________________
    Flaming Claw

    6AP; 1-4 Range; LoS; range increase: impossible
    -65 HP (fire)
    On a Bomb:
  • Gets closet to the Bomb
  • +4 AP to Rogue
    _____________________________________________________________
    Blaze (replace: Hotwire)

    "Water and electricity have never been the best of
    friends - just ask Ploplo the Bard!"

    Passive Speciality
    When (water) spell is cast on Bomb:
    Redirect 150% (water) damage as (fire) (aoe: "x")
    _____________________________________________________________
    Detonator

    Active Speciality
    2AP; 1-12 Range; no LoS; range increase: possible
    Trigger Bomb's explosion
    +5% Damage per charge remaining
    _____________________________________________________________
    Pyrotechnics

    Active Speciality
    1AP; 1-4 Range (in line); no LoS; range increase: impossible
    Teleports the enemy to another cell
    adjecent to the Bomb or Boombot
    +10% Fire Damage
    _____________________________________________________________
    Boombot

    Active Speciality
    2AP; 1-7 Range; LoS; range increase: impossible
    Summons a Boombot
    10 Durability Charges on Boombot
    4MP
    _____________________________________________________________
    Rogue Master

    Passive Speciality
    40% Initiative as Air Damage bonus
    +4 Mechanics
    When a Bomb explodes:
  • +1 AP (100%)
    _____________________________________________________________
    Rogue Illusion (replace: Air Master)

    Active Speciality
    1WP; 2 Range; LoS; range increase: impossible
    Summons 3 Rogue Illusions that surround target
    2 cell away from target each
    Illusions face target and imitate Rogue's moves
    If Rogue move: Illusions dissapear
    Condition: Target must be enemy
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This spell does not increase Rogue's damage output.
    If illusion is hit it disappear
    If Rogue is hit all illusions disappear
    There is chance that Rogue will swap place with illusion.
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Cra
    _____________________________________________________________
    Retreat Arrow

    4AP 1MP; 1-4 Range (in line); LoS; range increase: possible
    -51 HP (air)
    Pushes back by 2 cells
    _____________________________________________________________
    Storm Arrow

    5AP; 3-6 Range; LoS; range increase: possible
    -57 HP (air) (aoe: in a cone; 2 cell long)
    Tornado (Lvl.100) (40%) (aoe: in a cone; 2 cell long)
    _____________________________________________________________
    Windy Beacon

    1AP; 1-8 range; no LoS; range increase: impossible
    Places the Windy Beacon
  • 3 Charges
  • -10 HP (air) per AP used
  • Pushes back 1 cell
    Condition: Number in play equal to Control
    1 use per turn
    Doesn't Block the way
    _____________________________________________________________
    Burning Arrow

    5AP; 2-4 Range; LoS; range increase: possible
    -60 HP (fire) (aoe: 3 cells in line)
    Burning (+100 Lvl.) (40%) (aoe: 3 cells in line)
    _____________________________________________________________
    Incandescent Beacon

    1AP; 1-8 range; no LoS; range increase: impossible
    Places the Incandescent Beacon
  • 3 Charges
  • -11 HP (fire) per AP used
  • Lights the Incandescent Beacons
    Condition: Number in play equal to Control
    1 use per turn
    Doesn't Block the way
    _____________________________________________________________
    Blinding Arrow

    4AP; 3-5 Range; LoS; range increase: possible
    -46 HP (fire) (aoe: "x")
    Blindness (Lvl.1) (25%) (aoe: "x")
    _____________________________________________________________
    Blazing Arrow

    3AP; 2-6 range; LoS; range increase: possible
    -35 HP (fire)
    Scalded (+20LVl.)
    _____________________________________________________________
    Arrow Blow

    3AP; 1 Range; LoS; range increase: impossible
    -40 HP (earth)
    -1 MP (70%)
    _____________________________________________________________
    Lashing Arrow

    4AP; 2-5 Range; LoS; range increase: possible
    -48 HP (earth)
    -1 MP (40%)
    _____________________________________________________________
    Piercing Arrow

    6AP; 2-6 Range; LoS; range increase: possible
    -76 HP, 3 rebounds of -15% (earth)
    _____________________________________________________________
    Riddling Arrow

    5AP; 3-6 Range; LoS; range increase: possible
    -64 HP (earth)
    Riddled (+3 Lvl.)
    _____________________________________________________________
    Seismic Beacon

    1AP; 1-8 Range; no LoS; range increase: impossible
    Places the Seismic Beacon
  • 3 Charges
  • -12 HP (earth) per AP used
  • Two 3-cell rebounds of -30%
    Condition: Number in play equal to Control
    1 use per turn
    Doesn't Block the way
    _____________________________________________________________
    Beacon Mastery (replace: Archery)

    Passive Speciality
    +4 Mechanics
    +2 Charges to Beacons
    +20% Trap Damage
    _____________________________________________________________
    Powerful Shooting

    Passive Speciality
    Damage bonus:
  • +20% if target is 3 or 4 cell away
  • +40% if target is 5,6 or 7 cell away
  • +60% if target is 8 cells away or futher
    _____________________________________________________________
    Heightened Vision

    Passive Speciality
    +3 Range
    +10% Critical Hits
    +40 Dodge
    _____________________________________________________________
    Cra Precision

    Passive Speciality
    Chance of hitting accurately: 40%
    Damage: from +10% (Limb hit)
    to +100% (Brain damage)
    _____________________________________________________________
    Riddling

    Passive Speciality
    For every Arrow fired:
  • +1 Lvl. of Riddled per AP/MP used
  • 40% of having +2 Lvl.
    _____________________________________________________________
    Sniper Stance (replace: Long-Distance Combat)

    Active Speciality
    ?AP; 0 Range; LoS; range increase: impossible
    Uses up all MP:
  • +10% Damage per MP
    Condition:MP greater then 0
    _____________________________________________________________
    Disengage

    Active Speciality
    4AP; 1 Range; LoS; range increase: impossible
    Pushes back by 1 cell (30%)
    Moves away by 2 cells
    +1 MP
    Condition: Require target
    _____________________________________________________________
    Beacon Crush (replace: Unbeacon)

    "The Cra jumps on one of his Beacons. Upon impact
    Beacon crush and Cra's damage is reduced for 1 turn."

    Active Speciality
    3AP 2MP; 1-4 Range; no LoS; range increase: impossible
    Teleports the Cra on Beacon
    Destroys the targeted Beacon
  • -30% turn damage
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Lvl.0: 3AP 2MP; 1-2 Range; LoS; range increase: impossible
    Teleports the Cra on Beacon
    Destroys the targeted Beacon
  • -70% turn damage
    _____________________________________________________________
    Seekin' Arrow (replace: Beacon Sneakin')

    Active Speciality
    1WP; 1-6 Range; no LoS; range increase: possible
    Apply: Aimed (Lvl.1)
    If Cra cast Arrow on empty cells [if won't hurt anyone]
    target with Aimed state will receive damage
    of that Arrow increased by 20% [Including Arrow Blow]
    Condition: 1 use per turn
    Only 1 Aimed target at time
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Effect of Aimed last untill it's triggered
    Effect of Aimed triggers when Cra use Arrow
    on empty cell and won't hurt anyone (in case of aoe).
    Once triggered Aimed state disappear.
    _____________________________________________________________
    Bat's Eye

    Active Speciality
    2AP; 1-9 Range; LoS; range increase: possible
    -2 Range
    -50 Lock
    Condition: 2 uses per target
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________
    _____________________________________________________________

    Iop
    _____________________________________________________________
    Iop's Wrath

    6AP 3MP; 0 Range; LoS; range increase: impossible
    -100 HP (fire) (aoe: 2 cells in circle around Iop)
    Triggers Power:
  • For every 2 levels of Power:
  • 1% for Explosion (Lvl.100)
    _____________________________________________________________
    Super Iop Punch

    6AP; 2-3 Range; LoS; range increase: impossible
    Gets closer by 2 cells
    -75 HP (fire)
    Triggers Power:
  • For every 2 levels of Power:
  • [*]1% for Explosion (Lvl.100)
    _____________________________________________________________
    Thunderbolt

    3AP; 1 Range; LoS; range increase: impossible
    -41 HP (fire)
    Scalded (+30 Lvl.)
    _____________________________________________________________
    Impact

    2AP; 2-3 Range; LoS; range increase: impossible
    -26 HP (earth) (aoe: "x")
    -1 MP (50%) (aoe: "x")
    _____________________________________________________________
    Rocknoceros

    5AP; 3 Range; no LoS; range increase: impossible
    -58 HP (earth)
    Stunned (Lvl.1) (10%)
    _____________________________________________________________
    Shaker

    4AP; 1 Range; LoS; range increase: impossible
    -59 HP (earth)
    Power (+10 Lvl.)
    _____________________________________________________________
    Jabs

    2AP; 1 Range; LoS; range increase: impossible
    -27 HP (air)
    _____________________________________________________________
    Gutting Gust

    2MP; 1 Range (in line); LoS; range increase: impossible
    -34 HP (air) (aoe: 2 cells in line)
    _____________________________________________________________
    Uppercut

    "A fantastic hit which has a unique adventage: it
    doesn't cost any AP, it costs WP. It's so strong that
    enemy flies up and land 4 cell away from iop. It's
    great to be used as a part of combo."

    1WP; 1 Range; no LoS; range increase: impossible
    -31 HP (air)
    Knocks target 4 cell away (ignoring obstacles)
    _____________________________________________________________
    Bravery Standard

    Active Speciality
    5AP; 0 Range; LoS; range increase: impossible
    Places the Bravery Standard (aoe: 2 cells in circle)
    +50% Resist. Iop only
    Ends the turn
    _____________________________________________________________
    Defensive Stance

    Active Speciality
    ?AP; 0 Range; LoS; range increase: impossible
    10% for every AP used:
    Cancels a close-combat spell cast
    Ends the turn
    Condition: max 10 AP used
    _____________________________________________________________
    Jump

    Active Speciality
    4AP; 1-2 Range; no LoS; range increase: impossible
    Teleport (max range: 2)
    Preparation (Lvl.9)
    Condition: 1 use per turn
    _____________________________________________________________
    Increase

    Active Speciality
    1WP; 0-1 Range; LoS; range increase: impossible
    +30% Damage
    Condition: 1 use per target
    _____________________________________________________________
    Locking Pro

    Passive Speciality
    +40 Lock
    Preparation (Lvl.10) if the Iop locks.
    _____________________________________________________________


    This post has been edited by Kikuihimonji - July 06, 2012, 18:24:44.
    posté June 27, 2012, 16:35:48 | #2
    Hi, guess I'll be the first to answer but before that I want to ask you to not put a wall of text in the opening post because, as you should guess, I didnt read all of it and most people will do the same.

    Since I main an iop I wanted to ask you about some changes you sugested:

    1- Dont you think that by taking the wakfu cost of wrath you'll make the other spell's in the same tree useless? I mean why use the others if you can jump+wrath with 8 ap or just wrath with 6 ap?

    2- why would you put shaker at 5 ap? this skill is the "key"damaging skill of earth iops, and imo its damage per ap its around the same lvl as other iop abilitys. It doesn't give any utility and can't have increased range. Why would you nerf the cost without increasing the damage?

    3- I agree that jump can be OP in small maps since you can use it 3 times and make ranged classes strugle. But if you fight in a big map any other class (thinking in cras) you'll have problems. Why not make it 2 uses for turn, no damage boost and only cont 2 ap?

    I'm also checking the feca changes but since I only have a low lvl feca I don't know if I am the right person to judge, sugest or coment about them


    posté June 28, 2012, 13:09:22 | #3
    First i have to thank you for replying. That's really nice to see that my effort was noticed.
    You obviously don't need to read all if you don't want to and focus on the class you know well.

    Quote (gregobb @ 27 June 2012 16:35) *
    Hi, guess I'll be the first to answer but before that I want to ask you to not put a wall of text in the opening post because, as you should guess, I didnt read all of it and most people will do the same.

    Since I main an iop I wanted to ask you about some changes you sugested:

    1- Dont you think that by taking the wakfu cost of wrath you'll make the other spell's in the same tree useless? I mean why use the others if you can jump+wrath with 8 ap or just wrath with 6 ap?

    2- why would you put shaker at 5 ap? this skill is the "key"damaging skill of earth iops, and imo its damage per ap its around the same lvl as other iop abilitys. It doesn't give any utility and can't have increased range. Why would you nerf the cost without increasing the damage?

    3- I agree that jump can be OP in small maps since you can use it 3 times and make ranged classes strugle. But if you fight in a big map any other class (thinking in cras) you'll have problems. Why not make it 2 uses for turn, no damage boost and only cont 2 ap?

    I'm also checking the feca changes but since I only have a low lvl feca I don't know if I am the right person to judge, sugest or coment about them
    Iop's wrath trigger's power wich means you will loose this bonus. This is why you might want to not use wrath all the time. Also it require 3MP so if you want to use MP for air damage you can do that instead. Another thing is that Wakfu cost doesn't limit usage of this spell much. It's strong anyway so we will use it and kill enemy fast. This is also why i added higher MP cost instead. You can't run forward and use Wrath but you can run forward and use other fire spells. Also wrath hurt allies so you won't use it all the time in team pvp. You can also use other spells to apply higher level of scalded wich can be usefull in team fight. Also you can't cast it twice unless you have 12 AP and 6 MP somehow, unlike other fire spells that cost less.

    If it comes to Shaker 69 dmg for 4 ap is crazy even as for iop. Other classes need 6 or 7 ap to deal that damage. I've made it cost 5 ap wich is still Op but not that much and keep iop as an damage dealer.

    The reason why i made it cost 4 AP is because Preparation lvl.9 gives 45% damage bonus for next attack wich is comperable for 4AP cost. I could obviously reduce it's cost and preparation level but you have to consider that this jump allow iop to make next move attack from behind. And that's another damage bonus if you attack from behind. Also look at an Ecaflip's Feline leap: it moves ecaflip by 1 cell and cost 2AP. For an iop it moves you by 2 cells AND doesn't require LoS. It's great to escape from summons and reach summoner + you are getting closer to the Cra's. You use you MP to get close and then 2 cells closer to get even closer. Once you reach Cra you can lock it easily or push it to map edge. You have 20% HP to take those turns of damage while you are not attacking and just running to Cra. But once you get close you are at an adventage that Cra can't really counter. Iop is not a Sram or Drhellzerker - it should not reach enemies fast. Also there is still Flatten speciality that allows you to jump 5 cells forward, though it can stun you but hey you will be close and you might lock enemy! And there is also chance that you will stun enemy! So jump is not meant to be spammed and it shouldn't make it easy for an iop to reach enemies fast in large map.


    posté June 28, 2012, 14:41:43 | #4
    Ok I understand the jump and wrath thought process but I still dont agree with the shaker nerf you sugest.

    Jabs has 15 damage per AP and costs 2 ap, meaning that its more versatile than shaker. Ex: if you use the current jump you still can use 3 jabs while you can only use 1 shaker (8 AP). This means that similar spells that have higher AP cost should have more damage-per-ap since its harder to cast them.

    Your shaker: 69/5=13.8 while as I sayed before jabs: 30/2=15

    Imo what you sugest is not balanced.
    Why would somebody use shaker if it has higher ap cost and less damage-per-AP? Also as I said in the post before is offers no utility and has the minimum range.

    My opinion is that shaker is balanced in comparison with the other iop spells but once again I play and earth iop so I can be a bit parcial in this matter  


    posté June 28, 2012, 15:05:44 | #5
    As an Osa and Sadi player, I really liked those changes you suggested, hope ankama take that in consideration.
    Just a question, why would someone cast bwork trump on themselves to gain 1 ap, at a 50% ratio?
    Another one, is this tornado effect the same one from cra? 27 extra air damage in aoe? It would be amazing if that really happened.

    Amazing thread, congratz.


    posté June 28, 2012, 16:31:39 | #6
    Possesion 3 ap? No


    posté June 28, 2012, 22:41:16 | #7
    To: gregobb
    So... Shaker should deal 60 dmg for 4 AP? Becuse 69 is too much you know it.
    You can use it twice with 10 ap (in late game). Still if we consider 1 AP = 10 dmg as base then jabs is only 10 dmg higher then it normally should, that's actually reasonable because iop should have spells stronger a bit. If it comes to shaker though 4 ap is liek 40 base dmg and shaker is doing 29 more dmg! That's almost 3 more ap that other classes would need to spend. Cast it twice with 8 ap and its 6 ap bonus dmg output. That's too high. With 5 ap shaker that deal 69 dmg is dealing 19 more dmg but that's 5 ap spell and making it able to be castes twice would require investing in ap or getting makabra weapon lvl 100 and like 3 more sources of ap (amulet, set, ring?) so that would be rewarding for having so many ap. If you compare iop with other classes you will see how crazy it is. You know that vaporize spell of sadida has (now) 15 base dmg for 2 ap? And iop have 30 base dmg for 2 ap. In other words iop is like 2 characters fused in one if it comes to damage. I have suggested some buffs for other classes but also i decided to nerf shaker dmg because like i said it's too powerfull even for an iop. Devastate for example is dealing 80 base dmg for 6 ap that 20 dmg higher then it would normally deal and its also an aoe with additional effect. Still it's not that crazy because in order to double that dmg you would need 12 ap wich is nearly impossible or would propably make you have less hp then you could have so it's justified. Also it doesn't need to be equal with jabs damage output. It's matter of enemy's resistance. You will use jabs normally, as filler or against low level air resist enemies, while shaker you will use for example after Preparation buff, wich trigger after single use of spell and also against enemies with low earth resistance and you will cast it twice with 10 ap. I didn't wanted to nerf current dmg for those that have base 6 ap and will cast shaker once wich is why i left it on 69 base dmg and instead i've increased it's cost by 1ap. I could do otherwise and nerf the dmg instead but it's sexy number so i left it like that Also look at Flurry: it have 1 ap cost and 12 base dmg. So 2 ap should make it 24 not 30! With 5 ap it's 60 base dmg not 69 and i left it on 69 so in fact shaker is still stronger. The fact that jabs is strong.... well i can nerf it but i dont see it as necessarry - you can't 1 hit KO with it. Or maybe i should....

    To: -Animus
    As for Bwork Trump it will occasionally give back 1 ap while you are dragon. The fact that it has 0-3 range not 1-3 range is for usage in normal form, with summons, while you suffer from Blindness and Animal Guard didn't triggered - you can use it on self to try to trigger it, even if you are blind. This is why i belive it have 0+ range even now. Don't get me wrong it's pointless to hurt self with it in dragon form ^^ Still call it a counter for dragon form to not get ap if you blind and a chance to make summon have 20+ MP while you are blind and propably far away from target (like fire Cra). That's basically why it have this range not other. And you don't need to cast it on self to get ap bonus. The (self) means that this bonus apply to you not the enemy that you attack with it. Hope it explains what you wanted to know.
    And yes tornado is 27 (fixed) dmg at level 100.

    To: Sargent-Wiggest
    I wanted to give osamodas some resistance while they are controlling it's summon but 20% would be low (it's not final resistance) and 30% is already something noticable. 2AP usually are equal to 20% bonus of either dmg or resist, this is why i made it for 3 ap instead of 2, and please consider that i reduced cost of Croak wich is also more handy in use now and also the reason why i made Possession cost 3ap. You could already look at spells and think of combos and situations where you would use them.


    posté June 29, 2012, 01:06:24 | #8
    Well It's late where I am from and im tired so this will make a very short answer, maybe tomorrow i'll edit this post or something..

    1st thing I want to say is that in balance you have to look for the full spell/abilitys kit. Air iop have uppercuts and other spells who give them big damage while earth have shaker/devastate as main damage. Meaning that the 2 shaker has to compensate the 5/6 spell combo of air.

    2nd: sadida is a summon class, all its spells have utility and range. sadida damage + summon damage should be equal to others classes spell damage (same for osas), atleast in my mind. So comparing the damage between them is not fair for the iop.

    3rd: See the Avalanche spell of fecas(now/and the one you suggest) for example: 5AP, Range: 2-3 can be increased, offers utility(in glyphs) and the damage: 72. In this case you see that the nerf you would make is really bad: When you compare those 2 skills, the iop's shaker would lose in all parameters.

    If you say that the iops spells should have bigger damage (because of the class concept) then shaker with 5 ap should have, what, 77 damage? and again you would say OP

    I won't post again in this thread about this, I just wanted to make a point about the unfairness about shaker and the difficulty that is balancing all classes at the same time.

    p.s: it ended a big wall of text in the end x)

    Edit(29/6):
    I just want to say that we have to be rewarded the more ap/mp you invest in a spell. Meaning, as I said before, that shaker has to have more base damage than 2 jabs(4ap shaker > 2ap jab + 2ap jab) since its harder to "combo-break" jabs than shaker.

    An example of this is that the 1 ap flurry with 12-DAMperAP "grows" in the 2ap jabs (15-DAMperAP). Only 1 ap of difference and it grows 3 DAMperAP #and flurry still gives aerial, without it flurry should deal even less damage#. If this growth per ap cost was linear the value wouldn't get to far from the current value of shaker.

    Examples with 8ap (an iop with jab as main spell and an iop with shaker as main spell) of what I mean with "combo-break"
    If I use jump I lose at lvl 100, a 69 damage spell while in air i'll only lose 30 damage spell;
    If I get 1 ap stolen from me, less 69 damage spell while air only loses 30;
    and air still has a lot of other spells they can do with low cost.

    My final point: As long as shaker has a bigger cost than jabs it must have bigger damage-per-AP(60+ damage for 4AP/ or 75+ damage for 5AP) and im not a big fan of making it 5AP, we have devastate for an high cost high damage spell. I know you wont agree with this argument but I hope you get where I am coming from. Blame the bad health/Damage ratios in wakfu not the shaker

    Maybe we can put it 64 damage at lvl 100 and end this discussion? pleaaase *.*


    This post has been edited by gregobb - June 30, 2012, 00:52:52.
    Reason for edit : Errors and extra comentary
    posté June 29, 2012, 11:19:28 | #9

    Quote (gregobb @ 29 June 2012 01:06) *
    1st thing I want to say is that in balace you have to look for the full spell/abilitys kit. Air iop have uppercuts and other spells who give them big damage while earth have shaker/devastate as main damage. Meaning that the 2 shaker has to compensate the 5/6 spell combo of air.
    Let's investigate current air iop spells then:
    Jabs 2 AP for 30 dmg (10 dmg higher then normal)
    Flurry 1 AP for 12 dmg (2 dmg higher then normal)
    Intimidation 3 AP for 37 dmg (7 dmg higher then normal)
    Gutting gust 2 MP (10 dmg higher then nromal)
    Uppercut 1 WP (1 dmg higher then normal)

    So i've changed only Gutting gust to be 34 dmg for 2 MP (4 dmg higher then normal) but that's because it's additional source of damage that iop can make if it's already in close combat (aka after lock or vs melee, etc). In addition i have added effect to Uppercut but without decreasing it's damage or cost because well... it is supposed to be additional damage for WP cost.

    Now let's look at earth spells:
    Shaker 4 AP for 69 dmg (29 dmg higher then normal)
    Rocknoceros 5 AP for 65 dmg (15 dmg higher then normal)
    Impact 2 AP for 28 dmg (8 dmg higher then normal)
    Charge 4AP 1MP for 52 dmg (3 dmg less then normal)
    Devastate 6AP 1MP for 80 dmg (5 dmg higher then normal)

    First there is one spell "weaker" then normal dmg should be but it has great utility as it moves Iop closer to target ANd has a chance to stun. In same time it means that Rocknoceros is too powerfull and well iop's are not supposet to have strong ranged spell - they should play in melee and rocknoceros shoudl be used when you can't reach enemy but with 15 higher dmg then normal you might just avoid melee combat when you fight melee monsters and kill them fast from a (short) distance. This is why i have reduced dmg of rocknoceross to 58 wich is 8 dmg higher then normal with a chance to stun so it's still good but not that OP. As for impact i reduced dmg by 2 only but in same time i've increased it's utility by adding 40% more chance to reduce MP for enemy who is trying to keep distance from an iop. It's still 6 dmg higher then normal dmg so it's all good. As for shaker you can clearly see how OP it is. It has 29 higher base dmg then it should! I belive i have mentioned it already but that is almost equal to 3 AP bonus or at least 2 AP bonus in damage and with 8 AP you can cast it twice. That's too much, even Xelor's don't have such bonus. With 5AP and 69 dmg bonus Shaker still have 19 dmg higher then normal so it's still strongest spell.

    For those who don't know "normal dmg" is -10 HP for 1AP and -15 HP for 1 MP. That was stated one time i belive on french forum.

    So yes Shaker need this nerf. Obviously using Jabs twice and Flurry for 5 AP instead of Shaker for 5AP means you deal 3 dmg more. But that's because Jabs is dealing damage of 3 AP spell while it cost 2AP. It's jabs that is too strong to be honest. I forgot to change it. But you have some rights too. I could leave shaker for 4AP and just make the base dmg -60 HP so it is equal to two jabs. I have an idea how to change it will do it ASAP.

    Quote
    2nd: sadida is a summon class, all its spells have utility and range. sadida damage + summon damage should be equal to others classes spell damage (same for osas), atleast in my mind. So comparing the damage between them is not fair for the iop.
    Correct me if i'm wrong but Iop have passive +40% damage increase and can gain Power to +100% damage bonus with additional +45% damage bonus from Preparation. That's 185% Damage bonus with already higher base spell damage. Sadida have less base power in spells but it have dolls that can attack, though those are only water dolls and sadida might not use those dolls all the time, because other dolls have other utilities but then it's less damage output for sadida. Also you have to consider the waste of AP that sadida need to suffer for placing seed and activating it. It's usually means less damage output then sadida could have. Even if it's attacking doll then it will be compared to iop's passive damage bonus, to compare iop with Power bonus sadida need few dolls on the field and to there's still higher base dmg on iop with 45% possible boost with preparation. So still if it comes to power sadida is weaker but more balanced with those changes then before. What sadida have what iop doesn't have is utility of summons. This is why this is balanced. I know what i am saying, i was playing in beta and i remember well the epic PvP i had with 1 Iop. I won this fight with... 9 HP left. 9 HP only! What is 9 HP!? Some change of equipement or 1 crit, maybe different placement on the map, maybe a matter of initiative or matter of lock or luck with average damage? 9 HP is like nothing and i could as well loose that fight. Back in beta iop vs sadida was balanced and i'm giving those changes based on my experience. Also you have to consider that sadida need to waste some ap each time it want to resummon or to try to escape your lock zone with dolls help, wich can be countered with Jump for example. Sadida need to toy with it's enemy, while iop rush forward and strike with full power right away - this is the difference. Sadida for it's full potential need at least 4 turns in wich you don't kill any of it's dolls wich is extremly difficult knowing you have aoe spells such as Iop's wrath or even Devastate.

    Quote
    3rd: See the Avalanche spell of fecas(now/and the one you sugest) for example: 5AP, Range: 2-3 can be increased, offers utility(in glyphs) and the damage: 72. In this case you see that the nerf you would make is really bad: When you compare those 2 skills, the iop's shaker would lose in all parameters.

    If you say that the iops spells should have bigger damage (because of the class concept) then shaker with 5 ap should have, what, 77 damage? and again you would say OP

    I won't post again in this thread about this, I just wanted to make a point about the unfairness about shaker and the dificulty that is balacing all classes at the same time.

    p.s: it ended a big wall of text in the end x)
    Avalanche is not a utility spell, its a difficult spell. You can't cast it in close combat so if you get locked.... sorry but it won't let you use this spell. And cast on glyph it's total waste of 5 AP for NOT doing damage. It's not an additional effect of spell. It's alternative usage of spell. Intimidation aura won't boost Avalanche damage so it has to be considered too. Another thing is that in order to do it's full potential feca need to waste it's turn to place glyph's or armor, where it can be moved from glyph and loose their effect. Still you have some rights here i will have to rewise those 2 spells again. Thank you for your feedback.


    posté June 30, 2012, 01:05:49 | #10
    I am tired, don't feel like typing a wall of text and English is not even near my native language so I'll be fast.

    I have read all of it and I really love some changes. (Everything is great, in fact Sadidas and Srams impressed me a lot).
    On the other hand, there are some exceptions:

    Sadida
    Drain - It is too op; I don't want to see Sadidas healing 400 HP to each doll every turn, and maybe even twice a turn.

    Earthquake - It doesn't really need a buff in my opinion.

    Doll - I don't think it's fair that the the dolls have the same HP.
    Madoll - 5 default MP are a lot of MP for a newbie. So I've been thinking about a xxx% of Sadida's max MP, perhaps with a limit.
    Let's suppose dolls' max MP is a 125% of your max MP in the turn you summon it, and a limit of 8 max MP.
    0 = 0 (0 MP) --> Don't summon a Madoll if you're bound, riddled, etc.
    1 = 1.25 (1 MP) --> Don't summon a Madoll if you're bound, riddled, wear non-practical gear, etc.
    2 = 2.5 (3 MP) --> It's ok, but you should change your gear or wait some turns until you're not bound.
    3 = 3.75 (4 MP) --> It's ok too, and it's the default for low levels.
    4 = 5 (5 MP) --> Enough MP, your Madoll will move more than most players in low-mid levels.
    5 = 6.25 (6 MP) --> Great MP, your Madoll can run more than enough now.
    6 = 7.5 (8 MP) --> Huge amount of MP, your Madoll is now unstopable.
    6+ = 8.5+ (8 MP) --> There's no need to get more MP now, as your Madoll's MP will remain at 8. However, 8 is a huge number and it will rarely get caught.

    Totem - It needs to be stabilized, I don't want an enemy Sacrier to come and use Attraction on it.

    Savoir-Faire - 20 attacks are a bit too much for a single target, let that strong Xelor use Temporal Burn instead of hitting the totem by yourself if you know you're wasting charges.


    Osamodas
    Crobak - 40% of applying a 10% Critical Failures seems too low for a level 100 spell. You could make it 100% chance but a lower chance of failing an attack.

    Bwork Trump - Not worth leveling in my opinion. Its damage is too low and there is only a 50% chance with a maximum of 24 base damage.

    Magpie - 4% HP is a ridiculously low amount of HP.

    Mooing - Damage is drastically higher than other spells, with a nice range and great area of effect; plus no line of sight is needed.

    Gobup - No.

    Phoenix Spirit - Your summon can't die in combat now, and that is a big enough buff.


    Feca
    Avalanche - There's no need for extra resistance raping (Intimidation Aura) and I don't wanna see Iops spamming an extra Jabs.

    Fecastopheles - Shushu World Glyph - Ponies are better.

    Defensive Orb - Still devastating damage.
    Cover Glyph - If they crit they deserve it. 100% resistance is way too much.

    Explosive Deglyphment - First Explodoll Sadidas, then Explosive Deglyphment Fecas... Double Srams, finally Unbeacon Cras... Minor buff, not needed.


    Ecaflip
    Rough Tongue - Nerfing Crobak, buffing Rough Tongue.

    Claw of Ceangal - It looks like you can't choose which targets to hit.

    Up to Scratch - Cool way to escape, come on; jump over those idiots! Same as Mooing: "Damage is drastically higher than other spells, with a nice range (hopefully this one is harder to use) and great area of effect; plus no line of sight is needed." (No line of sight if obviously needed for this spell, so nevermind that part).

    Ecapuncture - I'm guessing if your final Block is a negative number there should be a Block% of getting +30% damage.

    Feline Leap - I don't wanna see Ecaflips with 10 MP.

    Cat Tree - Easily overpowered.

    Paws Off - One use per enemy.


    Pandawa
    Milk Fountain - One use per turn.

    Pandawhack - Two uses per turn.

    Karchamrak - No bonus for allies.

    Barrel - Needs more alcohol.

    Barrelhop - Uses WP, one use per turn.


    Enutrof
    Purge - Damage is a bit too high compared with pure damage dealers and most clases in general: Great range and no line of sight is needed.

    Meteor - Damage is too high if aimed at a mine. Destroys Mine after two hits.

    Hot Magma - If there is a Mine in the area of effect: Additional 50% of Hot Magma. Destroys Mine after two hits.

    Psykosis Flask - Line of sight needed. It can be too devastating while you sit your ass behind that full HP earth Sacrier.

    Heal Drain - Ignores zombification.

    Unnatural Remedies - Range increase: possible, one use per target.


    Xelor
    Slow Down - Impossible to rape two AP, 10% chance is too low and Hyperaction leaves it obsolete.

    Clock - Doesn't hit allies (yourself included, obviously).

    Hand - Retarded range, it is really hard to hit enemies with it without the possibility of a range increase.

    Temporal Creature - Xelors need Devotion.


    Sram
    Earth spells - Should stay as fire, but with all the changes. I really like Venom and Poisoning.

    Deadly Poison - One use per target to balance it a bit.

    Forceful Blow - What is this change done for?

    Diversion - Damage penalty applied for the rest of the turn and not in the next spell. This way it's both a buff and a nerf.


    Sacrier
    Blood Rush - Useless spell, way too low damage.

    Cage of Blood - It's the only spell that doesn't hurt us already.

    Bloodthirsty Fury - Too nerfed, and 2 AP is not very flexible with the rest of our spells.

    Punishment - No reason to use fire instead of earth now.

    Rejectattoo - 3 range and pushes back 2 cells. Not good.

    Light Speed - 3 MP is way too much, and one use per turn.


    Rogue
    Bombs - 2 AP = 20 damage. 3 AP = 33 damage. 4 AP = 48 damage. Because of AP cost and versatility.


    Cra
    Retreat Arrow - It's not good to use spells which need MP when you're trying to escape.

    Heightened Vision - You're adding lots of extra Range, if you get into close combat you can't play. No dodge bonus.

    Beacon Crush - I don't know what you tried to do there, really.

    Seekin' Arrow - A penalty of 20% base damage instead of a tiny buff.


    Iop
    Gutting Gust - No need to hit two targets. Air Iop is designed to do devastating damage; to a single cell.

    Uppercut - It can be highly overpowered. One cell is enough (and not even needed).

    Deffensive Stance - I love it. However, people will use 1 or 2 AP in PvP to counter it.

    Increase - One use per turn.

    ----------------------------------------------------------------------------------------------------

    That's all I hope you appreciate my criticism.

    ~0ri


    This post has been edited by River-Song - June 30, 2012, 01:14:11.
    Reason for edit : Minor fixes
    posté June 30, 2012, 12:00:01 | #11
    Uppercut

    "A fantastic hit which has a unique advantage: it
    doesn't cost any AP, it costs WP. It's so strong that
    enemy flies up and land 3 cell away from Iop. It's
    great to be used as a part of combo."

    1WP; 1 Range; no LoS; range increase: impossible
    -31 HP (air)
    Knocks target 3 cell away (ignoring obstacles)


    You do know Iop's have an air pushing spell, right?


    posté June 30, 2012, 20:03:13 | #12
    You will have to replace something else with the Mine Transport spell you have suggested, Mine Mover is important for fire enus, which would be a massive loss to them if they can not move mines around the map.

    Just so you know.
    Aireon


    posté July 01, 2012, 14:04:02 | #13
    To River-Song:

    How can you say its op for a summoner to not want to loose its summons. It need to target enemy in order to heal them with this spell. It have to heal each doll for 100% of damage dealt else it would be pointless to have few dolls and everybody knows that sadida is supposed to have few summons instead of 1 like osamodas. So it can't be lowered in effectiveness with the number of dolls. It has to heal the same amount of HP for the first doll regardless of how many dolls are there on the field. And it cost 6 AP so it most likely not possible to use it twice unless you will invest your points to get 2 AP but then your dolls will suffer from having less HP wich may make Drain pointless. In other words sadida with 30% hp bonus to doll will want to invest as much points in hp as possible. This also means it won't go for Chance to get drain to heal 400 hp. And maybe you don't know it but even in beta, where blocker doll had 42% of sadida hp - it was killed in 1 or 2 turns by any damage dealer class (and it's the doll that doesn't even attack). Sadida's need good healing spell even if it apply only to it's summons. Unlike Eniripsa who got aoe heal that heal ALL in it's range - sadida can heal only it's dolls and only if it can target enemy. Drain can't be cast on doll obviously. I've reduced damage from 74 to 69, even though in beta it was 88 (but then it was OP for 1 doll .... and still UP for few dolls as it was healing less the more dolls we had...). Ankama is changing power of this spell but i think they don't realise that the heal is lowered (now) with each doll summoned, wich sucks. I don't really want to have this spell hit high (88) if it will still be nerfed with each summon. I'd rather make it a normal damage spell wich heal every doll equally for the same amount of hp regardless of number of dolls on the field.

    Earthquake need to not hurt dolls because it's devastating with doll link and usually it's nto used because of that. As for damage it's boosted slightly but it's still random spell so if it hit sadida - it will hurt it more then now. I've changed effect on totem because let's be honest: when sadida gamble with earthquake damage it's similar to critical failure state, wich also can hurt sadida is you really fail with your luck.

    Doll's HP should be equal. Why? Because currently you don't want to summon madoll. You know that it will give enemy the state of resistance to MP loss and this will make madoll useless and you will want to sacrifice it. But sacrificing it won't even heal you much so it really sucks to need to waste whole turn to sacrifice this doll, make new seed and activate it... for low HP healed... really - this is the reason why every doll should have equal HP. As for blocker - it just need more resistance so it can be a punch bag doll as it should. Even though blocker can be countered with Piersing Shot of Rogue. And another reason why each doll shoudl have equal HP is that Blocker can't have much more hp then a greedy. Because it could be used to heal up instead of making sadida use any doll it needs and heal the same amount of hp if it sacrifices any doll. So yes doll's need equal HP.

    For madoll 5 MP is fine. 6 or 8 is too much. It's not too much and its fine for low level too. Why? Because madoll after using it's spell runs away, and in next turn it need to spends the same amount of mp to get back to use this spell again wich will mean in 2nd turn it will be most likely closer or that in the next turn it can be too far away to use it's spell. It will be more fair. And it will have nice use of K'mir on madoll. Sadida will be more vesratile and madoll will be running more, wich might give sadida chance to use air spells via it easier (if it run back to sadida) or will give sadida more problems (if it run in other way, far away from sadida). Remember this doll is not dealing damage itself so it can have (and should have) more MP.

    About Totem - it doesn't need to be stabilized. In fact it shouldn't. As sadida you should be able to move totem with Gust or K'mir spells, and in same time sacrier's should have this ability to move your totem away so that you can't aim them via it (unless with earthquake). This would bring more fun the the game. Totem would be counterable (by making it possible to move it away from sadida) but pretty usefull in most of the situations. Also in team it would be nice to place a totem (sadida) and move it elsewhere with Karchamrak (pandawa) or any other spell. I also think that Beacons should not be stabilized so that we can't be trapped with cra beacons.

    20 attacks are not too much and not too low. It means that after 20 hits sadida need to re-summon totem (and that's with 2 specialitities maxed). Notice it doesn't increase damage by 40% anymore. I don't know if charges are necessary for a totem if it can be moved but for sure it has to be obstacle just like tree, rock or a doll... like anything! Back in beta totem was breakable with pushback. That was some kind of solution but it was way TOO FRAGILE and was breaking by accidents often in team pve (looking at those noob air iop's, cra's and sacriers). whatever the change would be: it will be best if totem is NOT stabilized (for a tactical purpose, to counter it and for some fun). You know you shouldn't be able to hide behind totem in pvp. Maybe pushback damage breaking totem is better instead of charges then.... but it shoudl give WP back to sadida in case it break with pushback or else it will be too much pain to make the totem. Ok you've got me there. I think i will change suggestion about totem. Thank you.

    -25 HP for 2 ap and 40% chance for 10% Critical Failure is fine. If it would be 100% for 10% critical failure then Osamodas in dragon form would make it 60% Critical Failure with 12 AP. And it will be able to do that EVERY turn! That would be OP, wich is why there is 40% chance for critical failure. You can still try to make 60% critical failure but you might end up giving 10% or even 0% critical failure. That's balanced.

    It's weak because it turn's enemy around so you can make a backstab with the following spells! So it need to be low in damage. And there is buff that gives you 50% chance to recover 1 AP in case you will feel like spamming this spell (in dragon form). You will use it at start of combat with possible chance to have enemy turned around and not wasted a single AP! How can you tell it's not worth leveling? The chance to gain 1 AP is increased while you level this spell, so yes it's worth to level it.

    4%... hmm true that. I've updated Magpie now. Hope you like it.

    About Mooing: notice it will make Osamodas loose resistance when used on summon and enemy. This will make osamodas more vulnerable to damage so it's risky. The area of effect is difficult too. Also if osamodas not use whip and/or boohowl then it's summon will deal less damage. This is why the Mooing is good the way it is suggested. Though fine i've reduced the damage now.

    Gobup - why no?

    Phoenix Spirit - your summon CAN die in combat. Phoenix spirit is there so that you might not need to waste AP to re-summon them.

    About Avalanche - huh? Intimidation aura work in close combat and Avalanche is 2+ cell range.
    Also armor need to be usefull because it's possible to have only 1 armor at time. So either increased defensive capabilitites or attacking one's. How's Jabs of an iop is related to this? I don't understand.

    "Shushu World Glyph - Ponies are better" - ???

    Defensive Orb i've suggested is nerfed in damage, YET you still saying it's too high. How crazy current Defensive Orb damage is then? Ankama need to nerf it as soon as possible! Still i feel that 36 damage for 2 ap and 1 mp is fine. It's similar to current Woodland Stench damage (not the one suggested).

    Cover Glyph is to counter Ecaflip's insane critical hit possibilities. Also it need to be 100% or else it will be pointless to make this glyph.

    Explosive deglyphment need's this buff to make it possible for feca to re-place glyph without worries to hurt it's team mate's. Double doesn't explode so i don't know how i'ts related. Sacrificed doll (in order to re-sumon it) doesn't explode either so it's possible for sadida to re-summon doll in different location without hurting allies - feca need this too, also considering the increased range of glyph (2 cell in circle).

    Roguh Tongue is close combat only. Can be used 3 times only (so up to 39% critical failure with 100% chance). That's a lot and it recompensate the nerf in damage (7 damage less then it should). It can be combined well with Paw's off or Ecapuncture (if critical failure happen) or togather with other ecaflip... When i think about it it's OP already. I've just put a limitation to Critical failure (max 50%).

    Claws of Ceangal - it's the same spell as it was in beta on air branch of ecaflip, just that it's now in water branch. It's pretty cool to trigger Flea Love with passive speciality. You attack 2 target's in your lock zone - on both of your sides.

    Up To Scratch was in beta too but it was attacking enemies "around" ecaflip, aka on side of it's way of teleport, not on the cells it jumps thorugh, wich was extremly... as it was too hard to aim it well and enemies didn't wanted to place themself like that. It was also too costly but i've found potential in this spell to be used over Feline Leap in some situations. The damage is fine. It's only 2 damage higher then normal and it attack only 3 enemies in line so it's not that great as you say. It's still pretty cool to use it to escape or to chase the enemy. I feel that ecaflip's need this.

    Feline Leap - and i would like to see ecaflip's with 10 MP. It's still random that they will get the MP and they waste AP for that so they loose damage output in that turn so it's all good. Yet another way to gamble!

    About negative Block... there's no such thing. It's 0 as the minimum. If it goes reduced from 3 block to -5 block then it's still 0 block. Though Ankama could make it possible to have negative Block (and negatice Critical Hits). Sounds like a nice improvement. I would also like to see equips with negative chance to get critical failure (aka: protection from critical failures).

    Current Cat Tree is so lame that nobody want to use it. Cost 2 Wp and too high risk, and you loose ALL Winning Streak and it can be countered with cheap spell that cost mp or 1 ap to make Ecaflip loose Cat Tree state wich is why the change i've suggested it needed. It's not overpowered - it's luck based and more fair to risk using it.

    Paws Off - 1 use per enemy - indeed that's needed. I think it was already mentioned in the future changes that this will be applied to the game so yes i've included it now too. Thank you.

    I don't see a reason to limit Milk fountain to 1 use per turn. If you have 10 ap and 2mp left then you should eb able to use it twice... Because - why not?

    Pandawhack - again, why limit this? If i have 8 ap i can cast it twice anyway. In order to cast it 3 times i would need a whole lot of AP (12) and still if i manage to achive that amount of AP - it should be rewarding. No need to limit this spell.

    Karchamrak - why no bonus to allies? You throw ally to the enemy's camp! Give him some protection at least. It's bonus for 1 turn anyway and pandawa is not dealing damage for the AP used to pick and throw ally, so it's fine to give it a buff to allies.

    You are saying barrel need more alcohol... ok done.

    Iv'e changed cost of Barrelhop on purpose. With 6 ap you can get merry +15 Lvl while jumping around your barrel (aka dancing ^^). This can be usefull for those who like to get drunk fast. IT's also less OP as it cost MP because it limit pandawa movement a bit. Also without WP cost pandawa can always jump to barrel and some build's require this. This is done obviously in mind that the fights will last longer and that pvp will be more tactical.

    Enutrof's purge.... maybe you are right that it's too strong. Lil' nerf coming. From -26 to -23. It has to be usefull for something else then just making pouch bigger, really.

    Fire spells should not destroy the mines. It's already difficult to make enemy step on mine that might not be located where it should. I've changed Meteor spell now. Hope it;s fine now.

    About Hot Magma you need to consider it's range and the fact that it can hurt enutrof it is too close to a mine. Also enemy won't stay in 1 cell all the time so you might hit it with mine's help on first turn and then you might have it away from any mine. This is why mine's should not be destroyed. It's good the way i've suggested.

    Psykosis Flask limit eniripsa's movemend by 2 wich means it will most likely end's in enemy's lock zone in next turn. This is why there is high need of this spell requiring no LoS - so that it can be used well in team with a sacrier for example or against summoner class. I've decided to reduce it's damage though. From -56 to -51.

    Heal Drain should not ignore zombification - it would make eniripsa die really fast vs 2 eniripsa's in team as they will heal eniripsa under zombification to make it suffer damage and then eniripsa's heal drain will hurt eniripsa for evevn more damage! This makes this speciality not wanted. Why would you level a speciality that would kill you faster? That's awkward. This speciality is currently useless due to lack of classes that can heal and still it would be not wanted to level knowing you will die fast against other eniripsa who start fight before you. And if ankama plans to add more healing spells to the game then it's another reason why Heal Drain should not trigger with Zombification. It's already pain that you won't be healed with heal drain while other players uses heals - making eniripsa suffer with it is just stupid, and i could even say it is a bug. Heal Drain should drain HEAL not damage via healing spells.

    I've reduced range of unnatural remedies because it's currently OP. The lower range will make eniripsa's enemies (in pvp) know that they should avoid close combat if they want to avoid zombification. Also let's be honest: with it's healing abilitites eniripsa can tank the damage and then heal back. This change to range is also to make eniripsa focus more on healing then on kiting enemy with heals that hurt from a distance. I don't limit it to uses per turn because it's nice to use it on few target's when they are located close to eachother and can suffer from aoe heals. This limiation to range will also make eniripsas use air and fire spells to damage enemy at distance. Currently being enirpsa is boring - you just use unatural remedies and heal, and you continue doing that untill enemy is dead or untill you run out of wp. You might eventuall yuse 1 wp for Transcendance but that's it. So this change to Unnatural Remedies range is intended.

    About Xelor: the chance to remove AP should be low in spell's. You should know that there is Tick and Tock and other specialities that increase the chance to remove AP and removing AP should NEVER be easy. We don't want to make xelors remove 6 ap at start of the fight because it's the same as stunning enemy or putting it to sleep! The chance to stun in iop's spells is 10% and the chance to remove MP is also low, though reducing MP doesn't stop you from attacking as long as you have ranged spells or other way's to attack, while making you loose all AP is like making you able to only pass turn - doesn't matter where you are standing, close to enemy or no. Removing AP is overpowered in this game but since xelor's should do that - let them be, but not with high % chance. The fact that Slow down CAN remove 2 ap instead of 1 is aleady great adventage for a xelor. You deal damage and then occasionally enemy has 2 less AP! and that's with single spell. Doesn't matter that in next turn your enemy will have hypraction or that you will be on Tick not Tock - you've already received less damage then you normally would. This is why chance to remove AP should be low. Also because many xelor's will go for willpower, wich will increase the chance for them to remove AP. Willpower, Tock and other passive specialities togather with even 10% chance to remove AP make this chance to remove AP pretty high. Notice you don't need 100% chance to remove AP to actually remove it! I gave a lot of thought's to the % chance of removing AP on xelor and i've also changed Dial too so that Xelor is balanced with other classes.

    This new Clock doesn't hurt xelor but it does hurt allies. though i think that it could be changed so that allies are not hurt....

    The range of Hand is not retarged. It's pretty usefull and easy to cast considering Xelor's mobility on dial. 2 Range means you hit anyone in the next hour cell and it's strong move that also injuries those around target. It has base 70 damage for only 5 AP where it normally should have 60 damage. But it's stronger and limited in range instead. And like i've said it's pretty easy to cast knowing you can jump around on Dial hour's so there's nothing to complain about.

    And no Xelor's don't need Devotion. There's already Hammer Time (and Xelor's Sandglass) to give AP to allies and ALSO allies on Dial will get +1AP. Hammer Time + Hour cell of dial and it's the same that Devotion gives to allies. It's more difficult to aim it well but that's matter of placement and tactic. Another thing is that you have to consider how much distribution points we need to spend in order to get AP. And only rare set's (other then gobbal) give AP wich means AP is pretty much precious. It shouldn't be easily given. And i'd rather see Temporal Creature in Xelor's specialities.

    Poisons and venoms effect doesn't fit for fire branch. And maybe you didn't realised this but currently only sadida have earth+water+air spell branches. There need to be more classes that doesn't have fire branch or the game will be not balanced. I do hope Foggernauts will have water+air+earth branches but that would be only 2 classes with such elements and that's not much. Back in beta ecaflip was water+air+earth. That got changed and i don't see now the branch with dice as air element one. Anyway let's see how many classes we have with what elements:
    Fire+Air+Earth:
    Cra
    Iop
    Sacrier
    Osamodas
    Rogue
    Fire+Water+Earth:
    Pandawa
    Feca
    Enutrof
    Ecaflip
    Fire+Air+Water:
    Xelor
    Sram
    Eniripsa
    Water+Air+Earth:
    SadidaLike you see Sadida is THE ONLY CLASS WITHOUT FIRE BRANCH.
    12 classes have fire branch, 10 got earth branch and 9 got air branch while only 8 got water branches. This only shows that we got too many classes with fire branches.
    Now iv'e suggested Rogue to be water+fire+air and that would itslef make balance between number of classes with fire+water+earth, fire+air+water and fire+air+earth branches but sadida is left alone as the only class with water+air+earth. This is why i suggest Sram to be changed from hemmorhages to venoms aka from fire to earth. It won't be balanced still but for sure MORE balanced then it is now as there will be 2 classes with such elemental combo. It will also allow sram to have 1 element against any class other then sadida. I think that sounds pretty cool.

    Forcefull Blow - why this change? Because it should be FORCEFULL so it should be strong. IT also will give +30% damge for next spell used on enemy's back doesn't matter if you will use some side damage or frontal damage meanwhile, the bonus 30% will wait for you to backstab somebody.

    There's no need to limit Deadly Poison. It apply Lvl.1 Poisoning and you can't have level 2 Poisoning as it's Lvl.1 max. So you can use it again on the target with poisoning but you won't make him suffer more from that poison.

    Diversion - updated with your suggestion.

    Changed Bloodhtirsty fury.

    37 dmg for 3 ap is not low. It's 7 dmg higher then normal damage. Notice that sacrier's have angrr wich increase the damage. Fire spells are meant to increase Angrr faster aka: to make sacrir powerfull faster. Sacrier's use fire spells to hit hard and kill enemy faster while they use earth spells to tank the damage more. It's situational wich element to use.

    Cage of Blood should hurt sacrier the same way that any fire spell does. Like i've said fire spells help boosting Angrr bonus by hurting sacrier. Also sacrier's got a lot of HP so they shouldn't bother much with that cost. It's balanced with other classes this way.

    Updated Punishment to make it worth using situationally.

    Rejectatoo is actually good to be 1-3 range and to push by 2 cells. It will give sacrier more agility with it's air spells as well as making Motion Sickness better.

    3 MP is not too much for a light speed. There was 5AP 1 MP 1 WP cost before and 1 WP is recompensed with 2 MP. Damage for 5AP and 1 MP is the same. 2 MP only limit usefulness of this spell but that's intended because it's already great AOE spell with teleport. I wanted to reduce WP cost in for spells but that would mean the change in AP and MP costs. Notice that you gain great distance with this spell. Some teleporting spells cost 2MP, here in sacrier's spells Light Speed include aoe damage dealing and teleporting fused in 1 spell. This is why the cost and damage is all fine and justified. Sacrier's should not run anywhere they want to and use Lighting Speed. Instead, they should play with Assault or other position changing spells in order to make light speed hit what they want to. It will be more difficult to aim but same usefulness, less escape as it reduce mobility but no wp cost in same time. I could eventually change it to 2MP but with the change to damage too. So here is is: instead of 5 ap 3mp for 65 dmg its now 5ap and 2 mp for 58 dmg. It's bit stronger with AP+MP/dmg ratio but it's fine and viable, with more mobility as 1 MP less in cost. Hope you like this change. No need to limit it to 1 use per turn.

    As for bombs its already better that they have different range. Still knowing there is passive speciality for bombs that increase their damage i think it's fine to make it 10 dmg for 1 AP for every bomb.

    As for Retreat Arrow it cost 4AP and 1MP but it pushes by 2 cells now, wich means you will gain 1 MP difference with possible chance to place beacon well to give enemy's some problems to reach you back. It should also cost MP because it's used to escape and as for that Sniper Stance (Long Distance Combat) should not be used before this spell.

    Highten Vision is a passive speciality and as such it needs 20 levels to be maxed. Something has to increase from each level to another and there is only 3 range and 10% crit bonus. It could be 20% crit bonus instead but i don't want to make Cra better in crits then Ecaflip. And dodge is something that Cra needs in order to get back to distance 3+ in order to use it's arrow spells.

    Beacon Crush is fusion of Beacon Sneakin' and Unbeacon. It makes Cra jump on i'ts beacon and crush it upon impact. It's far more logic then the beacon sneakin' and unbeacon. It also means that destroying beacon won't hurt with no-elemental damage, but instead it will just allow cra to move away but at some reasonable cost, wich means less damage output in that turn for Cra. It doesn't cost WP because it doesn't need to cost WP.

    Seekin' Arrow should be used for Cra not only to aim for target. It should be buff similar to iop's increase so that Cra will use WP for that and occasionally it will surprise enemy by attacking it even though it thought it was safe behind obstacles. I have just changed the distance as i felt it was too good. Now it's better.

    Gutting Guts has no need to hit 2 target's but with the change done to uppercut it would. Also it's always good to have at least 1 (even small) aoe in air branch too.

    Uppercut is not overpowered with that change. [this is also to you, NoelanaD]
    I know there is intimidation spell but Upercut has different usage. In fact i will change it to knock enemy futher away! It's like Pandawa's Karchamrak spell though instead of reducing resist it deals dmg and instead of ap it cost wp. Silly iop's will use this spell right away and then will end up having no mp to reach enemy and attack it. Smart iop's will not use it to keep enemy in close combat. Also smart iops will use it situationally, not as a part of additional damage everytime they can use it. Though that depends if enemy is melee or not. Still it could be really handy in team pvp. Iop will be able to "change" the target that it want to attack. Will knock someone away and run to the other target. All tactical. And that's without using AP like Intimidation does and Uppercut also ignore obstacles so iop can knock someone behind a tree or other player who iop want to attack. Example: sacrier swaped place with eniripsa and attacks iop's in the face. Iop uses uppercut and attack eniripsa instead to kill the healer faster. Obviously it depends if sacrier had Sacrifice state on eniripsa or not but it cost WP for a sacrier too and it's all tactical. Also it doesn't need to be a sacrier. It could be any class covering another and iop will run and knock someone away to attack the weakened target. That's what will make Uppercut special. It will be good for combo's... but situational. Will also give some versatility to iop's. And i like it.

    As for Defensive Stance it will work the same way as now. Doesn't matter if people will try to counter it with cheap spell - it still has it's uses.

    Increase got limitation 1 use per target wich means if iop use it on self it can't cast it again in same turn to give dmg to self, but it can buff allies around and then for example place a Standard. This is up to an iop where it want to use it's WP.

    To Aireon:
    I like Digging idea and you still have Drheller to make you new mines. I think it's fair difficulty for fire enutrof to not make it easy to target a mine. Though i consider there is need of some buff wich is why i added suggestion to geology.


    posté July 01, 2012, 15:10:52 | #14
    I definately feel the dhreller needs a higher chance at finding a mine, at the moment my dhreller can cast Mound 10x or more before even finding one. This is less problematic for water enus and earth but heavily problematic for fire who only deal any real damage when able to manipulate the mines.

    Yeah I like your geology change, it is way more effective that way.


    This post has been edited by Aireon - July 01, 2012, 15:14:18.
    posté July 01, 2012, 15:20:31 | #15

    Quote (Aireon @ 01 July 2012 15:10) *
    I definately feel the dhreller needs a higher chance at finding a mine, at the moment my dhreller can cast Mound 10x or more before even finding one. This is less problematic for water enus and earth but heavily problematic for fire who only deal any real damage when able to manipulate the mines.
    I think Drheller should have 2 AP spell wich dig for mine and with base 6 AP on Ancestral Drheller it can use it 3 times where each time the chance to get mine increase. If the mine isn't dug for first time then there is 50% higher chance that with 2nd cast Drheller will dig up mine, if it fail though it will have 100% chance to dig up mine with last 2 AP left. In case it find it in 1st turn it iwll have 4 ap left to search for mine on different cell. Though that would make Drheller able to get mine every turn and some may find it unfair wich is why it might be good afterall to make mine dissapear after it is used. The rarer the mine the more spells can be used with it. Just an idea but i don't know if it's good one. I also belive this is why Ankama don't want drheller to find mine with 100% chance: to avoid situations where there are too many mines around and making fire enutrof OP. But i do belive that's a matter of rebalancing damage. Still it's hard to time well with Drheller who has it's turn AFTER enutrof, not before, so you have to guess where enemy will move and you need to make mine there... wich is why i think they should allow drheller to find mines more often, even with 100% chance. Or they should just make limitation to the number of possible Mine's on the field from 1 character. But Ankama need to ask themself what they want to achive.


    posté July 02, 2012, 10:30:39 | #16

    Quote (Kikuihimonji @ 01 July 2012 14:04) *
    To River-Song:

    How can you say its op for a summoner to not want to loose its summons. It need to target enemy in order to heal them with this spell. It have to heal each doll for 100% of damage dealt else it would be pointless to have few dolls and everybody knows that sadida is supposed to have few summons instead of 1 like osamodas. So it can't be lowered in effectiveness with the number of dolls. It has to heal the same amount of HP for the first doll regardless of how many dolls are there on the field. And it cost 6 AP so it most likely not possible to use it twice unless you will invest your points to get 2 AP but then your dolls will suffer from having less HP wich may make Drain pointless. In other words sadida with 30% hp bonus to doll will want to invest as much points in hp as possible. This also means it won't go for Chance to get drain to heal 400 hp. And maybe you don't know it but even in beta, where blocker doll had 42% of sadida hp - it was killed in 1 or 2 turns by any damage dealer class (and it's the doll that doesn't even attack). Sadida's need good healing spell even if it apply only to it's summons. Unlike Eniripsa who got aoe heal that heal ALL in it's range - sadida can heal only it's dolls and only if it can target enemy. Drain can't be cast on doll obviously. I've reduced damage from 74 to 69, even though in beta it was 88 (but then it was OP for 1 doll .... and still UP for few dolls as it was healing less the more dolls we had...). Ankama is changing power of this spell but i think they don't realise that the heal is lowered (now) with each doll summoned, wich sucks. I don't really want to have this spell hit high (88) if it will still be nerfed with each summon. I'd rather make it a normal damage spell wich heal every doll equally for the same amount of hp regardless of number of dolls on the field.
    This will lend to frustration.

    Earthquake need to not hurt dolls because it's devastating with doll link and usually it's nto used because of that. As for damage it's boosted slightly but it's still random spell so if it hit sadida - it will hurt it more then now. I've changed effect on totem because let's be honest: when sadida gamble with earthquake damage it's similar to critical failure state, wich also can hurt sadida is you really fail with your luck.
    If it's too risky don't use it.

    Doll's HP should be equal. Why? Because currently you don't want to summon madoll. You know that it will give enemy the state of resistance to MP loss and this will make madoll useless and you will want to sacrifice it. But sacrificing it won't even heal you much so it really sucks to need to waste whole turn to sacrifice this doll, make new seed and activate it... for low HP healed... really - this is the reason why every doll should have equal HP. As for blocker - it just need more resistance so it can be a punch bag doll as it should. Even though blocker can be countered with Piersing Shot of Rogue. And another reason why each doll shoudl have equal HP is that Blocker can't have much more hp then a greedy. Because it could be used to heal up instead of making sadida use any doll it needs and heal the same amount of hp if it sacrifices any doll. So yes doll's need equal HP.
    Alright little tanks that make you bound and have 5 MP.

    For madoll 5 MP is fine. 6 or 8 is too much. It's not too much and its fine for low level too. Why? Because madoll after using it's spell runs away, and in next turn it need to spends the same amount of mp to get back to use this spell again wich will mean in 2nd turn it will be most likely closer or that in the next turn it can be too far away to use it's spell. It will be more fair. And it will have nice use of K'mir on madoll. Sadida will be more vesratile and madoll will be running more, wich might give sadida chance to use air spells via it easier (if it run back to sadida) or will give sadida more problems (if it run in other way, far away from sadida). Remember this doll is not dealing damage itself so it can have (and should have) more MP.
    It was just a new mechanics idea.

    About Totem - it doesn't need to be stabilized. In fact it shouldn't. As sadida you should be able to move totem with Gust or K'mir spells, and in same time sacrier's should have this ability to move your totem away so that you can't aim them via it (unless with earthquake). This would bring more fun the the game. Totem would be counterable (by making it possible to move it away from sadida) but pretty usefull in most of the situations. Also in team it would be nice to place a totem (sadida) and move it elsewhere with Karchamrak (pandawa) or any other spell. I also think that Beacons should not be stabilized so that we can't be trapped with cra beacons.
    This will lend to frustration.

    20 attacks are not too much and not too low. It means that after 20 hits sadida need to re-summon totem (and that's with 2 specialitities maxed). Notice it doesn't increase damage by 40% anymore. I don't know if charges are necessary for a totem if it can be moved but for sure it has to be obstacle just like tree, rock or a doll... like anything! Back in beta totem was breakable with pushback. That was some kind of solution but it was way TOO FRAGILE and was breaking by accidents often in team pve (looking at those noob air iop's, cra's and sacriers). whatever the change would be: it will be best if totem is NOT stabilized (for a tactical purpose, to counter it and for some fun). You know you shouldn't be able to hide behind totem in pvp. Maybe pushback damage breaking totem is better instead of charges then.... but it shoudl give WP back to sadida in case it break with pushback or else it will be too much pain to make the totem. Ok you've got me there. I think i will change suggestion about totem. Thank you.
    Okay.

    -25 HP for 2 ap and 40% chance for 10% Critical Failure is fine. If it would be 100% for 10% critical failure then Osamodas in dragon form would make it 60% Critical Failure with 12 AP. And it will be able to do that EVERY turn! That would be OP, wich is why there is 40% chance for critical failure. You can still try to make 60% critical failure but you might end up giving 10% or even 0% critical failure. That's balanced.
    AP = Hyperaction
    MP = Hypermovement
    CF = Optimistic (Could work in my opinion)

    It's weak because it turn's enemy around so you can make a backstab with the following spells! So it need to be low in damage. And there is buff that gives you 50% chance to recover 1 AP in case you will feel like spamming this spell (in dragon form). You will use it at start of combat with possible chance to have enemy turned around and not wasted a single AP! How can you tell it's not worth leveling? The chance to gain 1 AP is increased while you level this spell, so yes it's worth to level it.
    Not worth leveling, it's like a weakened flurry that will probably never give you that AP back because of stupid random chances.

    4%... hmm true that. I've updated Magpie now. Hope you like it.
    I do. Conditions: 1 use per pet. HP > 20% max HP
    Again, just ideas.


    About Mooing: notice it will make Osamodas loose resistance when used on summon and enemy. This will make osamodas more vulnerable to damage so it's risky. The area of effect is difficult too. Also if osamodas not use whip and/or boohowl then it's summon will deal less damage. This is why the Mooing is good the way it is suggested. Though fine i've reduced the damage now.
    Alright.

    Gobup - why no?
    But; why?

    Phoenix Spirit - your summon CAN die in combat. Phoenix spirit is there so that you might not need to waste AP to re-summon them.
    You should waste AP.

    About Avalanche - huh? Intimidation aura work in close combat and Avalanche is 2+ cell range.
    Also armor need to be usefull because it's possible to have only 1 armor at time. So either increased defensive capabilitites or attacking one's. How's Jabs of an iop is related to this? I don't understand.
    +2 AP = Extra Jabs

    "Shushu World Glyph - Ponies are better" - ???
    Mix of trolling and joking. Sigh.

    Defensive Orb i've suggested is nerfed in damage, YET you still saying it's too high. How crazy current Defensive Orb damage is then? Ankama need to nerf it as soon as possible! Still i feel that 36 damage for 2 ap and 1 mp is fine. It's similar to current Woodland Stench damage (not the one suggested).
    I've fought Fecas using it six times a turn dealing 180 damage with each hit.

    Cover Glyph is to counter Ecaflip's insane critical hit possibilities. Also it need to be 100% or else it will be pointless to make this glyph.
    Everyone can have insane critical hit possibilities.

    Explosive deglyphment need's this buff to make it possible for feca to re-place glyph without worries to hurt it's team mate's. Double doesn't explode so i don't know how i'ts related. Sacrificed doll (in order to re-sumon it) doesn't explode either so it's possible for sadida to re-summon doll in different location without hurting allies - feca need this too, also considering the increased range of glyph (2 cell in circle).
    You didn't understand me. At all.

    Roguh Tongue is close combat only. Can be used 3 times only (so up to 39% critical failure with 100% chance). That's a lot and it recompensate the nerf in damage (7 damage less then it should). It can be combined well with Paw's off or Ecapuncture (if critical failure happen) or togather with other ecaflip... When i think about it it's OP already. I've just put a limitation to Critical failure (max 50%).
    Maybe Optimistic state again?

    Claws of Ceangal - it's the same spell as it was in beta on air branch of ecaflip, just that it's now in water branch. It's pretty cool to trigger Flea Love with passive speciality. You attack 2 target's in your lock zone - on both of your sides.
    It looks like you can't choose which targets to hit.

    Up To Scratch was in beta too but it was attacking enemies "around" ecaflip, aka on side of it's way of teleport, not on the cells it jumps thorugh, wich was extremly... as it was too hard to aim it well and enemies didn't wanted to place themself like that. It was also too costly but i've found potential in this spell to be used over Feline Leap in some situations. The damage is fine. It's only 2 damage higher then normal and it attack only 3 enemies in line so it's not that great as you say. It's still pretty cool to use it to escape or to chase the enemy. I feel that ecaflip's need this.
    No Ecaflips don't.

    Feline Leap - and i would like to see ecaflip's with 10 MP. It's still random that they will get the MP and they waste AP for that so they loose damage output in that turn so it's all good. Yet another way to gamble!
    You can have 7 MP by default and with a bunch of bonuses, 17 AP. So 10 MP would be a "oh, bad luck: only 10"

    About negative Block... there's no such thing. It's 0 as the minimum. If it goes reduced from 3 block to -5 block then it's still 0 block. Though Ankama could make it possible to have negative Block (and negatice Critical Hits). Sounds like a nice improvement. I would also like to see equips with negative chance to get critical failure (aka: protection from critical failures).
    That's what I meant.

    Current Cat Tree is so lame that nobody want to use it. Cost 2 Wp and too high risk, and you loose ALL Winning Streak and it can be countered with cheap spell that cost mp or 1 ap to make Ecaflip loose Cat Tree state wich is why the change i've suggested it needed. It's not overpowered - it's luck based and more fair to risk using it.
    Okay.

    Paws Off - 1 use per enemy - indeed that's needed. I think it was already mentioned in the future changes that this will be applied to the game so yes i've included it now too. Thank you.
    Yes they mentioned it.

    I don't see a reason to limit Milk fountain to 1 use per turn. If you have 10 ap and 2mp left then you should eb able to use it twice... Because - why not?
    But - why?

    Pandawhack - again, why limit this? If i have 8 ap i can cast it twice anyway. In order to cast it 3 times i would need a whole lot of AP (12) and still if i manage to achive that amount of AP - it should be rewarding. No need to limit this spell.
    Because of lock.

    Karchamrak - why no bonus to allies? You throw ally to the enemy's camp! Give him some protection at least. It's bonus for 1 turn anyway and pandawa is not dealing damage for the AP used to pick and throw ally, so it's fine to give it a buff to allies.
    Don't throw them "to the enemy's camp!" then.

    You are saying barrel need more alcohol... ok done.
    I meant merry. It's a huge nerf now (From 10 to 2)

    Iv'e changed cost of Barrelhop on purpose. With 6 ap you can get merry +15 Lvl while jumping around your barrel (aka dancing ^^). This can be usefull for those who like to get drunk fast. IT's also less OP as it cost MP because it limit pandawa movement a bit. Also without WP cost pandawa can always jump to barrel and some build's require this. This is done obviously in mind that the fights will last longer and that pvp will be more tactical.
    Hummm... okay...

    Enutrof's purge.... maybe you are right that it's too strong. Lil' nerf coming. From -26 to -23. It has to be usefull for something else then just making pouch bigger, really.
    It's ok with 23.

    Fire spells should not destroy the mines. It's already difficult to make enemy step on mine that might not be located where it should. I've changed Meteor spell now. Hope it;s fine now.
    It is.

    About Hot Magma you need to consider it's range and the fact that it can hurt enutrof it is too close to a mine. Also enemy won't stay in 1 cell all the time so you might hit it with mine's help on first turn and then you might have it away from any mine. This is why mine's should not be destroyed. It's good the way i've suggested.
    Everyone thinks what they suggest is good.

    Psykosis Flask limit eniripsa's movemend by 2 wich means it will most likely end's in enemy's lock zone in next turn. This is why there is high need of this spell requiring no LoS - so that it can be used well in team with a sacrier for example or against summoner class. I've decided to reduce it's damage though. From -56 to -51.
    Sigh.

    Heal Drain should not ignore zombification - it would make eniripsa die really fast vs 2 eniripsa's in team as they will heal eniripsa under zombification to make it suffer damage and then eniripsa's heal drain will hurt eniripsa for evevn more damage! This makes this speciality not wanted. Why would you level a speciality that would kill you faster? That's awkward. This speciality is currently useless due to lack of classes that can heal and still it would be not wanted to level knowing you will die fast against other eniripsa who start fight before you. And if ankama plans to add more healing spells to the game then it's another reason why Heal Drain should not trigger with Zombification. It's already pain that you won't be healed with heal drain while other players uses heals - making eniripsa suffer with it is just stupid, and i could even say it is a bug. Heal Drain should drain HEAL not damage via healing spells.
    I don't know what I've just read.

    I've reduced range of unnatural remedies because it's currently OP. The lower range will make eniripsa's enemies (in pvp) know that they should avoid close combat if they want to avoid zombification. Also let's be honest: with it's healing abilitites eniripsa can tank the damage and then heal back. This change to range is also to make eniripsa focus more on healing then on kiting enemy with heals that hurt from a distance. I don't limit it to uses per turn because it's nice to use it on few target's when they are located close to eachother and can suffer from aoe heals. This limiation to range will also make eniripsas use air and fire spells to damage enemy at distance. Currently being enirpsa is boring - you just use unatural remedies and heal, and you continue doing that untill enemy is dead or untill you run out of wp. You might eventuall yuse 1 wp for Transcendance but that's it. So this change to Unnatural Remedies range is intended.
    Okay...

    About Xelor: the chance to remove AP should be low in spell's. You should know that there is Tick and Tock and other specialities that increase the chance to remove AP and removing AP should NEVER be easy. We don't want to make xelors remove 6 ap at start of the fight because it's the same as stunning enemy or putting it to sleep! The chance to stun in iop's spells is 10% and the chance to remove MP is also low, though reducing MP doesn't stop you from attacking as long as you have ranged spells or other way's to attack, while making you loose all AP is like making you able to only pass turn - doesn't matter where you are standing, close to enemy or no. Removing AP is overpowered in this game but since xelor's should do that - let them be, but not with high % chance. The fact that Slow down CAN remove 2 ap instead of 1 is aleady great adventage for a xelor. You deal damage and then occasionally enemy has 2 less AP! and that's with single spell. Doesn't matter that in next turn your enemy will have hypraction or that you will be on Tick not Tock - you've already received less damage then you normally would. This is why chance to remove AP should be low. Also because many xelor's will go for willpower, wich will increase the chance for them to remove AP. Willpower, Tock and other passive specialities togather with even 10% chance to remove AP make this chance to remove AP pretty high. Notice you don't need 100% chance to remove AP to actually remove it! I gave a lot of thought's to the % chance of removing AP on xelor and i've also changed Dial too so that Xelor is balanced with other classes.
    25-30% is the optimal choice in my opinion.

    This new Clock doesn't hurt xelor but it does hurt allies. though i think that it could be changed so that allies are not hurt....
    Thanks.

    The range of Hand is not retarged. It's pretty usefull and easy to cast considering Xelor's mobility on dial. 2 Range means you hit anyone in the next hour cell and it's strong move that also injuries those around target. It has base 70 damage for only 5 AP where it normally should have 60 damage. But it's stronger and limited in range instead. And like i've said it's pretty easy to cast knowing you can jump around on Dial hour's so there's nothing to complain about.
    Sigh.

    And no Xelor's don't need Devotion. There's already Hammer Time (and Xelor's Sandglass) to give AP to allies and ALSO allies on Dial will get +1AP. Hammer Time + Hour cell of dial and it's the same that Devotion gives to allies. It's more difficult to aim it well but that's matter of placement and tactic. Another thing is that you have to consider how much distribution points we need to spend in order to get AP. And only rare set's (other then gobbal) give AP wich means AP is pretty much precious. It shouldn't be easily given. And i'd rather see Temporal Creature in Xelor's specialities.
    They do.

    Poisons and venoms effect doesn't fit for fire branch. And maybe you didn't realised this but currently only sadida have earth+water+air spell branches. There need to be more classes that doesn't have fire branch or the game will be not balanced. I do hope Foggernauts will have water+air+earth branches but that would be only 2 classes with such elements and that's not much. Back in beta ecaflip was water+air+earth. That got changed and i don't see now the branch with dice as air element one. Anyway let's see how many classes we have with what elements:
    Fire+Air+Earth:
    Cra
    Iop
    Sacrier
    Osamodas
    RogueFire+Water+Earth:
    Pandawa
    Feca
    Enutrof
    EcaflipFire+Air+Water:
    Xelor
    Sram
    EniripsaWater+Air+Earth:
    SadidaLike you see Sadida is THE ONLY CLASS WITHOUT FIRE BRANCH.
    12 classes have fire branch, 10 got earth branch and 9 got air branch while only 8 got water branches. This only shows that we got too many classes with fire branches.
    Now iv'e suggested Rogue to be water+fire+air and that would itslef make balance between number of classes with fire+water+earth, fire+air+water and fire+air+earth branches but sadida is left alone as the only class with water+air+earth. This is why i suggest Sram to be changed from hemmorhages to venoms aka from fire to earth. It won't be balanced still but for sure MORE balanced then it is now as there will be 2 classes with such elemental combo. It will also allow sram to have 1 element against any class other then sadida. I think that sounds pretty cool.
    Why so much trouble because of changing a word?

    Forcefull Blow - why this change? Because it should be FORCEFULL so it should be strong. IT also will give +30% damge for next spell used on enemy's back doesn't matter if you will use some side damage or frontal damage meanwhile, the bonus 30% will wait for you to backstab somebody.
    I find this a nerf.

    There's no need to limit Deadly Poison. It apply Lvl.1 Poisoning and you can't have level 2 Poisoning as it's Lvl.1 max. So you can use it again on the target with poisoning but you won't make him suffer more from that poison.
    Excuse me, but I didn't find anything about it on your post.

    Diversion - updated with your suggestion.
    Thanks.

    Changed Bloodhtirsty fury.
    Sigh.

    37 dmg for 3 ap is not low. It's 7 dmg higher then normal damage. Notice that sacrier's have angrr wich increase the damage. Fire spells are meant to increase Angrr faster aka: to make sacrir powerfull faster. Sacrier's use fire spells to hit hard and kill enemy faster while they use earth spells to tank the damage more. It's situational wich element to use.
    Make it 51 (Almost actual damage) and we'll talk.

    Cage of Blood should hurt sacrier the same way that any fire spell does. Like i've said fire spells help boosting Angrr bonus by hurting sacrier. Also sacrier's got a lot of HP so they shouldn't bother much with that cost. It's balanced with other classes this way.
    I've died so many times because I couldn't use anything that didn't hurt me (wearing Makabrabo and my Cage of Blood is level 10)

    Updated Punishment to make it worth using situationally.
    Make it use a WP instead of MP because "situationally".

    Rejectatoo is actually good to be 1-3 range and to push by 2 cells. It will give sacrier more agility with it's air spells as well as making Motion Sickness better.
    It will... it will...

    3 MP is not too much for a light speed. There was 5AP 1 MP 1 WP cost before and 1 WP is recompensed with 2 MP. Damage for 5AP and 1 MP is the same. 2 MP only limit usefulness of this spell but that's intended because it's already great AOE spell with teleport. I wanted to reduce WP cost in for spells but that would mean the change in AP and MP costs. Notice that you gain great distance with this spell. Some teleporting spells cost 2MP, here in sacrier's spells Light Speed include aoe damage dealing and teleporting fused in 1 spell. This is why the cost and damage is all fine and justified. Sacrier's should not run anywhere they want to and use Lighting Speed. Instead, they should play with Assault or other position changing spells in order to make light speed hit what they want to. It will be more difficult to aim but same usefulness, less escape as it reduce mobility but no wp cost in same time. I could eventually change it to 2MP but with the change to damage too. So here is is: instead of 5 ap 3mp for 65 dmg its now 5ap and 2 mp for 58 dmg. It's bit stronger with AP+MP/dmg ratio but it's fine and viable, with more mobility as 1 MP less in cost. Hope you like this change. No need to limit it to 1 use per turn.
    You know positioning is really important for these huge area of effect spells.

    As for bombs its already better that they have different range. Still knowing there is passive speciality for bombs that increase their damage i think it's fine to make it 10 dmg for 1 AP for every bomb.
    At least:
    2 AP = 20
    3 AP = 32
    4 AP = 44
    Or something like that.


    As for Retreat Arrow it cost 4AP and 1MP but it pushes by 2 cells now, wich means you will gain 1 MP difference with possible chance to place beacon well to give enemy's some problems to reach you back. It should also cost MP because it's used to escape and as for that Sniper Stance (Long Distance Combat) should not be used before this spell.
    Alright.

    Highten Vision is a passive speciality and as such it needs 20 levels to be maxed. Something has to increase from each level to another and there is only 3 range and 10% crit bonus. It could be 20% crit bonus instead but i don't want to make Cra better in crits then Ecaflip. And dodge is something that Cra needs in order to get back to distance 3+ in order to use it's arrow spells.
    Why on Earth would you need dodge with 13+ range?

    Beacon Crush is fusion of Beacon Sneakin' and Unbeacon. It makes Cra jump on i'ts beacon and crush it upon impact. It's far more logic then the beacon sneakin' and unbeacon. It also means that destroying beacon won't hurt with no-elemental damage, but instead it will just allow cra to move away but at some reasonable cost, wich means less damage output in that turn for Cra. It doesn't cost WP because it doesn't need to cost WP.
    Ninja Cras ftw.

    Seekin' Arrow should be used for Cra not only to aim for target. It should be buff similar to iop's increase so that Cra will use WP for that and occasionally it will surprise enemy by attacking it even though it thought it was safe behind obstacles. I have just changed the distance as i felt it was too good. Now it's better.
    They have epic range and no line of sight spells, not needed.

    Gutting Guts has no need to hit 2 target's but with the change done to uppercut it would. Also it's always good to have at least 1 (even small) aoe in air branch too.
    Use fire.

    Uppercut is not overpowered with that change. [this is also to you, NoelanaD]
    I know there is intimidation spell but Upercut has different usage. In fact i will change it to knock enemy futher away! It's like Pandawa's Karchamrak spell though instead of reducing resist it deals dmg and instead of ap it cost wp. Silly iop's will use this spell right away and then will end up having no mp to reach enemy and attack it. Smart iop's will not use it to keep enemy in close combat. Also smart iops will use it situationally, not as a part of additional damage everytime they can use it. Though that depends if enemy is melee or not. Still it could be really handy in team pvp. Iop will be able to "change" the target that it want to attack. Will knock someone away and run to the other target. All tactical. And that's without using AP like Intimidation does and Uppercut also ignore obstacles so iop can knock someone behind a tree or other player who iop want to attack. Example: sacrier swaped place with eniripsa and attacks iop's in the face. Iop uses uppercut and attack eniripsa instead to kill the healer faster. Obviously it depends if sacrier had Sacrifice state on eniripsa or not but it cost WP for a sacrier too and it's all tactical. Also it doesn't need to be a sacrier. It could be any class covering another and iop will run and knock someone away to attack the weakened target. That's what will make Uppercut special. It will be good for combo's... but situational. Will also give some versatility to iop's. And i like it.
    [Air][Air][Wall][Feca][Iop]
    Iop uses Uppercut:
    [Feca][Air][Wall][Air][Iop]
    Really overpowered and NOT NEEDED.


    As for Defensive Stance it will work the same way as now. Doesn't matter if people will try to counter it with cheap spell - it still has it's uses.
    Per AP used: 5% of tanking a second spell.

    Increase got limitation 1 use per target wich means if iop use it on self it can't cast it again in same turn to give dmg to self, but it can buff allies around and then for example place a Standard. This is up to an iop where it want to use it's WP.
    Meh.

    To Aireon:
    I like Digging idea and you still have Drheller to make you new mines. I think it's fair difficulty for fire enutrof to not make it easy to target a mine. Though i consider there is need of some buff wich is why i added suggestion to geology.


    Opinions in bold. 


    This post has been edited by River-Song - July 02, 2012, 10:36:58.
    Reason for edit : Damn BBcode
    posté July 02, 2012, 12:16:25 | #17
    To River-Song:

    This will lend to frustration.
    Actually how current Drain works leads to frustration. It's the worst and most useless spell in game. 4AP for 32 base dmg and heal is reduced by half with 2nd doll already. It's so retarded that nobody uses it. And like i've said you either have high water % dmg or high HP. SO you either deal more with drain to heal better your dolls OR you have dolls with better HP and you heal less for them. You have to consider that players have AOe's and those are strong ones. Also sadida should be able to choose between Rust and something else. Using Drain is always making sadida deal lower damage output then it could with Rust used on enemy and dolls but it makes those dolls survive longer, propably 1 turn longer knowing how crazy the damage % of other players are.

    If it's too risky don't use it.
    This is one of the spells and it's fun to risk using it when you feel that you can risk using it. And that change will only make it worth using at any situations. It's always fun when you hit enemy with it, and it's still fun when you kill yourself with it.

    Alright little tanks that make you bound and have 5 MP.
    That "bound effect" is not "bound" effect. It only moves you away - you can move back as long as other dolls won't block your way back that is.

    It was just a new mechanics idea.
    It would be easier to make:
    Madoll have double MP of Sadida
    Blocker have half of MP of Sadida (rounded up)
    Greedy and Sacrificial doll have equal MP to Sadida.
    But i just felt that making Madoll have 5 MP is good enough.

    This will lend to frustration.
    Current Totem leads to frustration because it's covered by someone all the time. Even dolls walk on it instead of attacking it. And THAT is frustrating. Dolls, summons, barrel, players, creatures - all can be moved. I understand that some monsters are special and too fat (Crobak Chief, Dungeon boss or Clan Members) to be moved but something like Beacon and Totem should be possible to move. And yes it's annoying that we can't cast K'mir on totem because we can't attack with it via totem. And we can't do that because Ankama wanted to avoid situatinos when you cast k'mir via totem and you move totem's target instead. This is also why totem should NOT be stabilized (to make every spell possible to use on totem INCLUDING K'mir).

    AP = Hyperaction
    MP = Hypermovement
    CF = Optimistic (Could work in my opinion)
    Yes that's nice idea. OR Critical Success.

    Not worth leveling, it's like a weakened flurry that will probably never give you that AP back because of stupid random chances.
    It's not an iop, man. And 50% is pretty high.

    I do. Conditions: 1 use per pet. HP > 20% max HP
    Again, just ideas.

    I think you should be ale to heal single pet as many as you want - you are loosing own HP so why limiting this?

    But; why?
    Why what.

    You should waste AP.
    No, with phoenix spirit you have this chance to not loose AP to re-summon. That's basically why it's in game. Sadida can sacrifce doll and re-summon it instead. Osamodas can heal when summon die and make those summons back on the field without wasting turn to do that, though it's random that it will happen but still awsome, wich makes Sadida's jelous about that speciality. Phoenix spirit is really cool, though chance was too small to trigger it so i've increased it.

    +2 AP = Extra Jabs
    What +2 AP? Avalanche doesnt add AP. And if you mean Crashing wave glyph then there currently is glyph that add 3AP. It's nerf to the glyph to make it more balanced and well... placed in water branch instead of earth.

    I've fought Fecas using it six times a turn dealing 180 damage with each hit.
    If you read some topics you will see that feca's don't see it as OP the way it is NOW. That's really funny but i understand that if you played only as Feca then you don't have anything to compare with. And yes it is overpowered this is why i nerfed it to this 36 damage. 2AP and 1 MP is actually 35 normal damage so it's higher by 1, but got this versality to be cast with MP to allow better use of AP and can be repeated with AP +MP glyph so yes it needed this change. Now it's more fair though i think there could be limitation to 2 uses per turn.... i will leave that to Ankama as they have to decide if Feca should be able to spam those spells.

    Everyone can have insane critical hit possibilities.
    That's also the reason why it should be 100%.

    It looks like you can't choose which targets to hit.
    I don't understand you. You can choose. Just turn around. You hit 2 targets on side. It's like aoe around self that instead of attackinf 4 targets it hits just 2. Like i've said it's taken from beta but with changed element.

    No Ecaflips don't.
    They do. There has to be decent water spell in their branch.

    You can have 7 MP by default and with a bunch of bonuses, 17 AP. So 10 MP would be a "oh, bad luck: only 10"
    Dude you have to consider that every time they use AP to jump they waste their damage output. So if they want to jump around and gamble to get MP so be it but they wasted their turn of attacking.

    But - why?
    Again why what?

    Because of lock.
    There are other earth spells suck as the one that increase resistance. I would rather fear of that then of lock as there are several methods to avoid lock. As pandawa i would rather use different earth spells then this. The only good thing is that it increase lock so if i want to keep 1 target close to me while taking dmg then so be it. But when i tank the damage wouldn't it be better to have higher resistance instead? That's why there's no need to limit this spell. If you are afraid of lock then you should limit every iop's or sacrier's spell too.

    Don't throw them "to the enemy's camp!" then.
    So what, throw them behind someone, only? That's not handy in use - you should throw them where you want to, plan your tactic depending on situation. For example throw sadida forward so it can totem enemy and then everybody can hit that totem, though sadida might die if it won't have any + resistance from karchamrak. It's always good to have 2 usage of Karchamrak. Look at this name: karchamrak in reverse it's karmahcrak (karmachrak). Almost the same. It's like Yin and Yang, Tao, that stuff. IF it add negative effect to enemies then it should add positive to allies. If i want to use karchamrak few times on the same target to reduce it's resistance instead of attacking it myself then i am able to do it, and if i want to do the same to ally instead with increasing it's resistance then i should be able to do it as well. More fun, more tactic.

    You are saying barrel need more alcohol... ok done.
    I meant merry. It's a huge nerf now (From 10 to 2)
    Actually i feel it's bugged as it should be 5 not 10. Still even 5 is too high if we will make Wakfu game more tactical - pandawa should play for longer before it get drunken. It should even be able to re-summon barrel and pick new one before it get drunk. Making pandawa get worn out state fast only means it needs to be a damage dealer not a support/tank with ability to recover HP when merry (master of merriment). And Merry already insrease damage % so it doesn't need to be fast high damage bonus. If someone want to get drunk fast however, then there is barrelhop and bamboozle.

    Everyone thinks what they suggest is good.
    Well then tell me why it's not good.

    I don't know what I've just read.
    Eniripsa under zombification shouldn't suffer damage from heal drain. That's in short.

    25-30% is the optimal choice in my opinion.
    25% is already high with Tock and willpower and passive abilitties of a xelor.

    They do.
    They don't need it belive it. Spell, aimed well that add AP and doesn't cost WP is better.

    Why so much trouble because of changing a word?
    It's not because of changing a word. It's to make balance in game between elements.

    Excuse me, but I didn't find anything about it on your post.
    Yes there was no info because i wasn't sure about poisoning effect. But in game poisoning effect have max lvl.1 (just like Blindness). So it can be applied once per turn only.

    Make it 51 (Almost actual damage) and we'll talk.
    It's 52 now and it's OP. 51 doesn't change anything. It's too much for a 3 AP spell.
    I can at best make it 43 for 3 AP with -13 HP to sacrier.

    I've died so many times because I couldn't use anything that didn't hurt me (wearing Makabrabo and my Cage of Blood is level 10)
    Fire spells are meant to boost angrr and kill fast if you SEE that you have to speed up the fight. In other situations, where you see you need to avoid damage - you use air or earth spells. That's why Ankama made the change to spell system - to make multiple elements builds viable. Going pure fire is viable but hard. Try fighting other enemies, for example few weaker with fire aoe to make them die faster with the small loss to self. And also remember this HP bonus on sacrier's. They have it so that Coagulation can allow sacrier to tank well, while fire hurt sacrier wich only makes this bonus HP dissapear wich means it's balanced with other classes. It's a tank class who turn berserk with fire spells. But it's not supposed to kill so fast that enemy can't even counter it's huge amount of HP. Also you shoudl try maxing Sanguine Armor - use it BEFORE you use fire spell and you won't hurt self. This is also the reason why i removed WP cost from Punishment.

    Make it use a WP instead of MP because "situationally".
    Read above. WP is supposed to be used for Sacrifice or Sanguine Armor (or Smasher for damage + nice % of coagulation in same time). There are too many WP costs for sacrier.

    You know positioning is really important for these huge area of effect spells.
    Yes it is. That's why this change. You can always use this spell to teleport away and with enemies on low MP you can just jump from 1 side to another. That's why this MP cost.

    At least:
    2 AP = 20
    3 AP = 32
    4 AP = 44
    Or something like that.

    Well, ok, guess it won't hurt anyone (other then those in bomb range xD )

    Why on Earth would you need dodge with 13+ range?
    Because they need to do something to get back to 3+ range. Map's have their limit's and you don't want to be a sitting duck when enemy get close to you. You could as well give up and quit the battle then. That's why you need this dodge. Especially if fights will take longer. With bonus dodge cra will be able to choose the way to escape. It might decide to risk Dodging and get locked anyway. Without any Dodge it's obvious it won't play with Lock.

    Ninja Cras ftw.
    In Wakfu anime there was 1 Cra that was pretty awsome in jumping and acrobatics. Don't really wanna spoil here. And "Beacon Sneakin'" is more of a ninja then Beacon Crush. Ninjas don't make such noise. xD Beacon Crush is Cra's style 100%.

    They have epic range and no line of sight spells, not needed.
    They have only 1 spell with no LoS (if you don't count beacons). This spell cost WP so its limited in usage, still it's viable and will turn Arrow Blow to ranged move too. You can also use it to use long range arrows with 3+ range to attack those in close combat. There is need for that. And current speciality picture fit well.

    Use fire.
    It's more of a reckless move, in group iop's won't use it or they will hurt team mate standing there. Air is combo maker on 1 vs 1, but i wanted to add some recklessness to iop's. Could be obviously used well to aoe enemies too. It's 2 cell aoe only, like Shovel. And yet it's smaller then fire aoe's wich on the other hand could be more usefull in team then fire aoe's. Depends on the point of view. It's good to have this change.

    [Air][Air][Wall][Feca][Iop]
    Iop uses Uppercut:
    [Feca][Air][Wall][Air][Iop]
    Really overpowered and NOT NEEDED.

    Not overpowered. Iop is MELEE. It will give some fun to team pvp or iop vs iop around obstacles.

    Per AP used: 5% of tanking a second spell.
    That would make iop the best tank. It's already nice with the change i suggested. No need to counter ANOTHER move. This will lead to frustration with iop's lock. It's like old chafer with it's shield - you waste ap to remove it';s shield before you can attack it. And iop's already have 20% hp bonus. No need for EVEN higher improvement of this spell.


    posté July 02, 2012, 13:02:07 | #18

    Quote (Kikuihimonji @ 02 July 2012 12:16) *
    To River-Song:
    This will lend to frustration.
    Actually how current Drain works leads to frustration. It's the worst and most useless spell in game. 4AP for 32 base dmg and heal is reduced by half with 2nd doll already. It's so retarded that nobody uses it. And like i've said you either have high water % dmg or high HP. SO you either deal more with drain to heal better your dolls OR you have dolls with better HP and you heal less for them. You have to consider that players have AOe's and those are strong ones. Also sadida should be able to choose between Rust and something else. Using Drain is always making sadida deal lower damage output then it could with Rust used on enemy and dolls but it makes those dolls survive longer, propably 1 turn longer knowing how crazy the damage % of other players are.
    I can live with a 32 base damage healing each doll for a 100% damage inflicted; 40 as a maximum.

    If it's too risky don't use it.
    This is one of the spells and it's fun to risk using it when you feel that you can risk using it. And that change will only make it worth using at any situations. It's always fun when you hit enemy with it, and it's still fun when you kill yourself with it.
    Then why do you buff it?

    Alright little tanks that make you bound and have 5 MP.
    That "bound effect" is not "bound" effect. It only moves you away - you can move back as long as other dolls won't block your way back that is.
    What moves you away?

    It was just a new mechanics idea.
    It would be easier to make:
    Madoll have double MP of Sadida
    Blocker have half of MP of Sadida (rounded up)
    Greedy and Sacrificial doll have equal MP to Sadida.
    But i just felt that making Madoll have 5 MP is good enough.
    You yell my MP mechanics were crazy and you suggest Madolls with 12+ MP. Still, it'll be better if we leave this matter forgotten.

    This will lend to frustration.
    Current Totem leads to frustration because it's covered by someone all the time. Even dolls walk on it instead of attacking it. And THAT is frustrating. Dolls, summons, barrel, players, creatures - all can be moved. I understand that some monsters are special and too fat (Crobak Chief, Dungeon boss or Clan Members) to be moved but something like Beacon and Totem should be possible to move. And yes it's annoying that we can't cast K'mir on totem because we can't attack with it via totem. And we can't do that because Ankama wanted to avoid situatinos when you cast k'mir via totem and you move totem's target instead. This is also why totem should NOT be stabilized (to make every spell possible to use on totem INCLUDING K'mir).
    Current totems are (excuse me) shit. They need to be like beacons. And no, remember the old Totem? It was a tree, and I don't see many trees moving like crazy around my city.

    AP = Hyperaction
    MP = Hypermovement
    CF = Optimistic (Could work in my opinion)
    Yes that's nice idea. OR Critical Success.


    Not worth leveling, it's like a weakened flurry that will probably never give you that AP back because of stupid random chances.
    It's not an iop, man. And 50% is pretty high.
    You wouldn't risk an important thing even at 90%

    I do. Conditions: 1 use per pet. HP > 20% max HP
    Again, just ideas.

    I think you should be ale to heal single pet as many as you want - you are loosing own HP so why limiting this?
    HP > 20% max HP is needed.

    But; why?
    Why what.
    What what?

    You should waste AP.
    No, with phoenix spirit you have this chance to not loose AP to re-summon. That's basically why it's in game. Sadida can sacrifce doll and re-summon it instead. Osamodas can heal when summon die and make those summons back on the field without wasting turn to do that, though it's random that it will happen but still awsome, wich makes Sadida's jelous about that speciality. Phoenix spirit is really cool, though chance was too small to trigger it so i've increased it.
    You can resummon the mob in the next turn, and a different one in the turn the other dies. No.

    +2 AP = Extra Jabs
    What +2 AP? Avalanche doesnt add AP. And if you mean Crashing wave glyph then there currently is glyph that add 3AP. It's nerf to the glyph to make it more balanced and well... placed in water branch instead of earth.
    Well I'm sorry I was really tired (if you didn't notice my short sentences and lack of points).

    I've fought Fecas using it six times a turn dealing 180 damage with each hit.
    If you read some topics you will see that feca's don't see it as OP the way it is NOW. That's really funny but i understand that if you played only as Feca then you don't have anything to compare with. And yes it is overpowered this is why i nerfed it to this 36 damage. 2AP and 1 MP is actually 35 normal damage so it's higher by 1, but got this versality to be cast with MP to allow better use of AP and can be repeated with AP +MP glyph so yes it needed this change. Now it's more fair though i think there could be limitation to 2 uses per turn.... i will leave that to Ankama as they have to decide if Feca should be able to spam those spells.
    Ankama doesn't do anything.

    Everyone can have insane critical hit possibilities.
    That's also the reason why it should be 100%.
    No.

    It looks like you can't choose which targets to hit.
    I don't understand you. You can choose. Just turn around. You hit 2 targets on side. It's like aoe around self that instead of attackinf 4 targets it hits just 2. Like i've said it's taken from beta but with changed element.
    It looks like you can't choose which targets to hit.
    Okay, I thought you'd get it but here I go and stop trolling:
    In your post the range is "0" while it should be "1".


    No Ecaflips don't.
    They do. There has to be decent water spell in their branch.
    Water is not meant to deal damage.

    You can have 7 MP by default and with a bunch of bonuses, 17 AP. So 10 MP would be a "oh, bad luck: only 10"
    Dude you have to consider that every time they use AP to jump they waste their damage output. So if they want to jump around and gamble to get MP so be it but they wasted their turn of attacking.
    There are lots of wasted turns in Wakfu.

    But - why?
    Again why what?
    Why what what why what... what?

    Because of lock.
    There are other earth spells suck as the one that increase resistance. I would rather fear of that then of lock as there are several methods to avoid lock. As pandawa i would rather use different earth spells then this. The only good thing is that it increase lock so if i want to keep 1 target close to me while taking dmg then so be it. But when i tank the damage wouldn't it be better to have higher resistance instead? That's why there's no need to limit this spell. If you are afraid of lock then you should limit every iop's or sacrier's spell too.
    Sacriers are tanks and Iops are close combat.

    Don't throw them "to the enemy's camp!" then.
    So what, throw them behind someone, only? That's not handy in use - you should throw them where you want to, plan your tactic depending on situation. For example throw sadida forward so it can totem enemy and then everybody can hit that totem, though sadida might die if it won't have any + resistance from karchamrak. It's always good to have 2 usage of Karchamrak. Look at this name: karchamrak in reverse it's karmahcrak (karmachrak). Almost the same. It's like Yin and Yang, Tao, that stuff. IF it add negative effect to enemies then it should add positive to allies. If i want to use karchamrak few times on the same target to reduce it's resistance instead of attacking it myself then i am able to do it, and if i want to do the same to ally instead with increasing it's resistance then i should be able to do it as well. More fun, more tactic.
    When Pandawas weren't introduced (Open beta) you didn't get thrown to the enemy camp and everything was fine. You can get there by yourself or wait until they come to you.

    You are saying barrel need more alcohol... ok done.
    I meant merry. It's a huge nerf now (From 10 to 2)
    Actually i feel it's bugged as it should be 5 not 10. Still even 5 is too high if we will make Wakfu game more tactical - pandawa should play for longer before it get drunken. It should even be able to re-summon barrel and pick new one before it get drunk. Making pandawa get worn out state fast only means it needs to be a damage dealer not a support/tank with ability to recover HP when merry (master of merriment). And Merry already insrease damage % so it doesn't need to be fast high damage bonus. If someone want to get drunk fast however, then there is barrelhop and bamboozle.
    If someone wants to get drunk fast they don't drink milk!

    Everyone thinks what they suggest is good.
    Well then tell me why it's not good.
    I didn't say it wasn't.

    I don't know what I've just read.
    Eniripsa under zombification shouldn't suffer damage from heal drain. That's in short.
    I said "Heal Drain ignores Zombification" so it doesn't hurt them but heal them. I don't know what you talked and still talk about.

    25-30% is the optimal choice in my opinion.
    25% is already high with Tock and willpower and passive abilitties of a xelor.
    But again gets useless with Hyperaction.

    They do.
    They don't need it belive it. Spell, aimed well that add AP and doesn't cost WP is better.
    Meh.

    Why so much trouble because of changing a word?
    It's not because of changing a word. It's to make balance in game between elements.
    Meh.

    Excuse me, but I didn't find anything about it on your post.
    Yes there was no info because i wasn't sure about poisoning effect. But in game poisoning effect have max lvl.1 (just like Blindness). So it can be applied once per turn only.
    Alright.

    Make it 51 (Almost actual damage) and we'll talk.
    It's 52 now and it's OP. 51 doesn't change anything. It's too much for a 3 AP spell.
    I can at best make it 43 for 3 AP with -13 HP to sacrier.
    Jabs = 2 AP; 29 damage.
    AP = 14.5
    3 AP = 43.5; Sacrier suffers 7 damage so we add it = 50.5


    I've died so many times because I couldn't use anything that didn't hurt me (wearing Makabrabo and my Cage of Blood is level 10)
    Fire spells are meant to boost angrr and kill fast if you SEE that you have to speed up the fight. In other situations, where you see you need to avoid damage - you use air or earth spells. That's why Ankama made the change to spell system - to make multiple elements builds viable. Going pure fire is viable but hard. Try fighting other enemies, for example few weaker with fire aoe to make them die faster with the small loss to self. And also remember this HP bonus on sacrier's. They have it so that Coagulation can allow sacrier to tank well, while fire hurt sacrier wich only makes this bonus HP dissapear wich means it's balanced with other classes. It's a tank class who turn berserk with fire spells. But it's not supposed to kill so fast that enemy can't even counter it's huge amount of HP. Also you shoudl try maxing Sanguine Armor - use it BEFORE you use fire spell and you won't hurt self. This is also the reason why i removed WP cost from Punishment.
    Pure Fire is going great for me.

    Make it use a WP instead of MP because "situationally".
    Read above. WP is supposed to be used for Sacrifice or Sanguine Armor (or Smasher for damage + nice % of coagulation in same time). There are too many WP costs for sacrier.
    You need to choose, also Enis can place marks.

    You know positioning is really important for these huge area of effect spells.
    Yes it is. That's why this change. You can always use this spell to teleport away and with enemies on low MP you can just jump from 1 side to another. That's why this MP cost.
    They will never implement a spell that uses 3 MP.

    At least:
    2 AP = 20
    3 AP = 32
    4 AP = 44
    Or something like that.

    Well, ok, guess it won't hurt anyone (other then those in bomb range xD )
    Sigh.

    Why on Earth would you need dodge with 13+ range?
    Because they need to do something to get back to 3+ range. Map's have their limit's and you don't want to be a sitting duck when enemy get close to you. You could as well give up and quit the battle then. That's why you need this dodge. Especially if fights will take longer. With bonus dodge cra will be able to choose the way to escape. It might decide to risk Dodging and get locked anyway. Without any Dodge it's obvious it won't play with Lock.
    Sigh.

    Ninja Cras ftw.
    In Wakfu anime there was 1 Cra that was pretty awsome in jumping and acrobatics. Don't really wanna spoil here. And "Beacon Sneakin'" is more of a ninja then Beacon Crush. Ninjas don't make such noise. xD Beacon Crush is Cra's style 100%.
    Sigh.

    They have epic range and no line of sight spells, not needed.
    They have only 1 spell with no LoS (if you don't count beacons). This spell cost WP so its limited in usage, still it's viable and will turn Arrow Blow to ranged move too. You can also use it to use long range arrows with 3+ range to attack those in close combat. There is need for that. And current speciality picture fit well.
    Since when does it use WP?

    Use fire.
    It's more of a reckless move, in group iop's won't use it or they will hurt team mate standing there. Air is combo maker on 1 vs 1, but i wanted to add some recklessness to iop's. Could be obviously used well to aoe enemies too. It's 2 cell aoe only, like Shovel. And yet it's smaller then fire aoe's wich on the other hand could be more usefull in team then fire aoe's. Depends on the point of view. It's good to have this change.
    Iop is strong already.

    [Air][Air][Wall][Feca][Iop]
    Iop uses Uppercut:
    [Feca][Air][Wall][Air][Iop]
    Really overpowered and NOT NEEDED.

    Not overpowered. Iop is MELEE. It will give some fun to team pvp or iop vs iop around obstacles.
    Clearly overpowered.

    Per AP used: 5% of tanking a second spell.
    That would make iop the best tank. It's already nice with the change i suggested. No need to counter ANOTHER move. This will lead to frustration with iop's lock. It's like old chafer with it's shield - you waste ap to remove it';s shield before you can attack it. And iop's already have 20% hp bonus. No need for EVEN higher improvement of this spell.
    Everyone goes for the Iop in PvP.

    Again, answers in bold and old answers in italic.



    This post has been edited by River-Song - July 02, 2012, 13:05:53.
    Reason for edit : Ninja BBcode again
    posté July 03, 2012, 01:56:54 | #19
    To River-Song:
    I can live with a 32 base damage healing each doll for a 100% damage inflicted; 40 as a maximum.
    • Well i cant unless it's 3AP cost.


    Then why do you buff it?
    • To make people want to use it.


    What moves you away?
    • Air doll - it's AI makes it run away after casting spell.


    You yell my MP mechanics were crazy and you suggest Madolls with 12+ MP. Still, it'll be better if we leave this matter forgotten.
    • First - i don't yell at you. Second - This suggestion of madoll with 10 mp when sadida have 5 mp (don't lie to yourself there are no good set's that will make sadida go for 6 mp over ap loss) was based on your suggestion with madoll with 8 mp. On my sadida i have 4MP and i can see that madoll would have 8 mp then. Still it's a bit crazy wich is why i suggested it to be 5MP all the time regardless of sadida MP. Now i just got another idea. Madoll have Sadida's MP +1, Greedy and sacrificial dolls ahev sadida's MP + 0 and blocker have sadida's mp -1 (or -2?). Just a thought.


    Current totems are (excuse me) shit. They need to be like beacons. And no, remember the old Totem? It was a tree, and I don't see many trees moving like crazy around my city.
    • I can agree with you on that. Those are not even totems. More like.... "so-called" totems. I do remember old totem and i do miss it. Still i want to be able to cast K'mir on Totem. Maybe it's matter of modifications to K'mir: cast on totem redirect dmg to enemy but pass K'mir effect on totem not the totem's target. This way totem could be stabilized but moved with k'mir and k'mir only. After nerf to woodland stench k'mir might be the only decent air spell and it's still THE ONLY SPELL that cannot be used on totem on class that summon that totem. It's make my blood boil. But i would be happy even with pure-old totems (stabilized, destroyed by pushback) as long as they don't require leadership to summon.


    You wouldn't risk an important thing even at 90%
    • You would because it's not pure gamble: you deal damage anyway, and occasionally you can get AP back. This is just my suggestion, if you have better one (for this spell), feel free to share.


    HP > 20% max HP is needed.
    • Osamodas is sadomaso. If it want to kill self with spell - so be it. Other classes can do that too with friendly fire aoe spells. Also this spell should be viable all time, even at low hp - to deal damage to enemy. They are not gonna restrict it to HP %.


    What what?
    • This question was made from you. You said Gobup - no. So i wanted you to explain why you said "no", what was the reason, what's wrong with it, what you don't like, what you think should be changed.... You said just "no" and there was no reason from you. That;s why i asked you "why no". Your reply? "but why". And i don't understand what you mean by saying "but why". "Why" what, man? What are you asking for? So i asked "why" what? And now you just troll saying "what what?" like if you didn't know yourself what you wanted to say..... So maybe let's start again and just say why you said "no" about Gobup?


    You can resummon the mob in the next turn, and a different one in the turn the other dies. No.
    • I quite don't understand what you want to achive. Do you want to replace Phoenix spirit with different speciality? Because, i'm telling you i only increased % for it to trigger. And it's not made to make you not re-capture creature. It's made to make you not waste time re-summoning, aka to keep summon back (and currently it's to not waste WP as summoning still cost WP). The ap left to summon or not may decide about yout victory or failure. It's always good to not waste them and here comes phoenix spirit for that.


    No.
    • Yes. It's just a glyph so you can simply push feca out of it. And you may ask any feca after the update: glyph's should be worth placing. If glyph has random effect then it sucks.


    Okay, I thought you'd get it but here I go and stop trolling:
    In your post the range is "0" while it should be "1".
    • Dude, it's 0 range because you cast it on self. And depending on how you are turned to enemies you strike different target's. Again: you cast it on self. You turn around with arrows and attack different targets. That's how it was in beta. If i will put there range 1, then people will think you aoe target's around the selected cell, and that's not true.


    Water is not meant to deal damage.
    • Every element is meant to deal damage. Thats because we have 3 different elements on each class. You deal damage as water - that's your own choice if you like this element. Why so much hate to water branch? I personally like water element builds and i have to say it should be equal with fire. If class doesn't have fire element does it mean it should not deal damage? What a joke. "water is not meant to deal damage" omg, really? And maybe air is not meant to cost more then 3 ap? Only iop could think of it that way. Seriously, no offense here, but that was just laughable.


    Why what what why what... what?
    • If you want an answer then make normal question, with details. Or else we won't get anywhere.


    Sacriers are tanks and Iops are close combat.
    • And sacrier is not close combat then? The obvious sentence is obvious.


    When Pandawas weren't introduced (Open beta) you didn't get thrown to the enemy camp and everything was fine. You can get there by yourself or wait until they come to you.
    • But once pandawas were introduced (open beta) you could have been thrown closer to enemy (in dungeon: closer to boss for example). And KArchamrak was giving resistance to allies, but in same time it was reducing it... to all (including allies) wich was awkward. If i remember well it was split to 2 specialities. And we didn't wanted to increase the one that reduce resistance knowing we will give less resistance to allies if we do so (and that's how it was). Here i can tell that the whole idea to buff allies but debuff enemies was good and so, there goes this suggestion.


    If someone wants to get drunk fast they don't drink milk!
    • Can't tell if its PURE milk.


    I didn't say it wasn't.
    • I didn't said you said it wasn't. Nevermind.


    I said "Heal Drain ignores Zombification" so it doesn't hurt them but heal them. I don't know what you talked and still talk about.
    • There are 2 ways: 1. If eniripsa is under zombification, then heal drain doesn't trigger 2. if eniripsa is under zombification, then heal drain doesn't hurt but heal. My suggestion is the first one, because zombifications should make healing impossible but heal drain shouldn't make zombification apply an additional damage to the eniripsa affected by zombification.


    But again gets useless with Hyperaction.
    • But again it's already adventage when you've reduced AP. The hyperaction was introduced to the game so that you can have 100% of your AP - to not abuse reducing AP and to make pvp more fair. Xelor's should try to remove ap every 2nd turn - that's why there is tick and tock state. You can use air spell that reduce hyperaction levels to remove another AP's later on. Notice that xelors will also gain ap when they reduce ap, and still ap is costly in stats. Class that give something expensive just like that and remove it with the same ease is breaking the balance in game. Also hyperaction sucks because you can loose ap easily even with 10,20,30,40 level of hyperaction... Usually i need to wait to have 70 level of hyperaction to not loose AP, and that;s 7 AP taken from me already. So xelor's shouldn't even try to complain with this nerf.


    Jabs = 2 AP; 29 damage.
    AP = 14.5
    3 AP = 43.5; Sacrier suffers 7 damage so we add it = 50.5
    • Stop comparing everything to Jabs. Jabs is too strong for the cost. It's an iop so it got more then average damage in it. If you want to then compare it with all classes first. As for sacrier if sacrier will have 3 ap spell that deal 51 damage then it will have to suffer 21 dmg itself. IF it suffers 7 only then for 3 ap it can have 37 dmg. I've decided to increase it to 43 (with -13 to sacrier) so that it can increase angrr faster with it. Still it shouldn't deal 51 dmg for 3 ap, even with 21 hp loss, it's just too OP considering sacrier's hp bonus. Sacriers deal higher then normal damage with fire spells but that's at cost of own hp equal to that higher amount of damage. They can do that because of high hp and they do that to get angrr bonus.


    You need to choose, also Enis can place marks.
    • Marks work when enemy dies so it;s in the end of combat. Pointless to rely on them in pvp. And choosing is one thing, another thing is the way you distribute your points in specialities. Why sacrier need to level sacrifice wich cost wp, sanguine armor that cost wp, life transfer that cost wp and with 3 wp costs in element spells... it's just too much. It means that it's pointless to even level some specialities as you are not gonna use them because of wp cost. That's why i made those changed to wp cost. Sacrier still have 1 spell with wp cost (the one that deal dmg and give nice coagulation % in same time) but other spells doesn't require wp in my suggestions. As for specialities only sanguine armor and sacrifice cost wp, because they are the only ones that should cost wp.


    They will never implement a spell that uses 3 MP.
    • Wrong. They will never implement a spell that cost 4 MP. But base MP we have at level 1 is 3, so there can be 3MP cost in spell.


    Since when does it use WP?
    • Since i have suggested it. Read and understand: "this spell cost WP so its limited in usage, still it's viable and will turn Arrow Blow to ranged move too." The Seekin' Arrow, man. IT cost wp.


    Iop is strong already.
    • So? It's just a cherry on top.


    Clearly overpowered.
    • Clearly underpowered as limited in usage for damaging combo and locking target. Use it wisely, in right moment or you will help your enemy escape.


    Everyone goes for the Iop in PvP.
    • That depends on team and map and situations. I can tell you that in beta people were going for cra or eniripsa first. For eniripsa - to kill the healer, and for cra, to make it useless in close combat. Iop's were usually left with sacrier or some summons to not interupt as they can attack in melee only. I'd say iop's are 3rd to attack. And the last to attack is sacrier - because its a tank. Iop got insane damage so it shouldn't be a tank. This is also why people aim at it: to kill the damage dealer. It still doesn't mean that it should counter 2 attacks. What if i don't have low cost spells leveled? Iop can counter me easily then? You know the spell rebound of feca? It will be changed as it was op. For defensive stance i made it so that each AP that iop has left it can use for this spell. It's nice change because even with 1 ap you have 10% to avoid spell that can cost 6 ap. Defensive stance last untill the start of iop's turn or untill its triggered. You can't choose the spell that you want to trigger it unless its 100% chance to block the spell.
     


    This post has been edited by Kikuihimonji - July 03, 2012, 02:06:31.
    posté July 03, 2012, 10:55:09 | #20

    Quote (Kikuihimonji @ 03 July 2012 01:56) *
    To River-Song:
    list]
  • Well i cant unless it's 3AP cost.
    And one use per turn, deal.

    • To make people want to use it.

    Sigh

    • Air doll - it's AI makes it run away after casting spell.

    And that pushes you back. *clap clap

    • First - i don't yell at you. Second - This suggestion of madoll with 10 mp when sadida have 5 mp (don't lie to yourself there are no good set's that will make sadida go for 6 mp over ap loss) was based on your suggestion with madoll with 8 mp. On my sadida i have 4MP and i can see that madoll would have 8 mp then. Still it's a bit crazy wich is why i suggested it to be 5MP all the time regardless of sadida MP. Now i just got another idea. Madoll have Sadida's MP +1, Greedy and sacrificial dolls ahev sadida's MP + 0 and blocker have sadida's mp -1 (or -2?). Just a thought.

    Dolls MP are fine as they are now. /enough said

    • I can agree with you on that. Those are not even totems. More like.... "so-called" totems. I do remember old totem and i do miss it. Still i want to be able to cast K'mir on Totem. Maybe it's matter of modifications to K'mir: cast on totem redirect dmg to enemy but pass K'mir effect on totem not the totem's target. This way totem could be stabilized but moved with k'mir and k'mir only. After nerf to woodland stench k'mir might be the only decent air spell and it's still THE ONLY SPELL that cannot be used on totem on class that summon that totem. It's make my blood boil. But i would be happy even with pure-old totems (stabilized, destroyed by pushback) as long as they don't require leadership to summon.

    Everyone wants the old totems.

    • You would because it's not pure gamble: you deal damage anyway, and occasionally you can get AP back. This is just my suggestion, if you have better one (for this spell), feel free to share.

    You'll argue something stupid else so no thanks.

    • Osamodas is sadomaso. If it want to kill self with spell - so be it. Other classes can do that too with friendly fire aoe spells. Also this spell should be viable all time, even at low hp - to deal damage to enemy. They are not gonna restrict it to HP %.

    Okay.

    • This question was made from you. You said Gobup - no. So i wanted you to explain why you said "no", what was the reason, what's wrong with it, what you don't like, what you think should be changed.... You said just "no" and there was no reason from you. That;s why i asked you "why no". Your reply? "but why". And i don't understand what you mean by saying "but why". "Why" what, man? What are you asking for? So i asked "why" what? And now you just troll saying "what what?" like if you didn't know yourself what you wanted to say..... So maybe let's start again and just say why you said "no" about Gobup?

    That question wasn't meant to be answered, man, it was obvious.

    • I quite don't understand what you want to achive. Do you want to replace Phoenix spirit with different speciality? Because, i'm telling you i only increased % for it to trigger. And it's not made to make you not re-capture creature. It's made to make you not waste time re-summoning, aka to keep summon back (and currently it's to not waste WP as summoning still cost WP). The ap left to summon or not may decide about yout victory or failure. It's always good to not waste them and here comes phoenix spirit for that.

    Summon pet. Pet dies. Wait a turn. Summon same pet.
    You don't need to re-capture your pets if they die in combat which is a huge buff, so yes you should waste AP to resummon it, phoenix spirit is meant to save you time from re-capturing pets.


    • Yes. It's just a glyph so you can simply push feca out of it. And you may ask any feca after the update: glyph's should be worth placing. If glyph has random effect then it sucks.

    -

    • Dude, it's 0 range because you cast it on self. And depending on how you are turned to enemies you strike different target's. Again: you cast it on self. You turn around with arrows and attack different targets. That's how it was in beta. If i will put there range 1, then people will think you aoe target's around the selected cell, and that's not true.

    It had 1 range I'm pretty sure.

    • Every element is meant to deal damage. Thats because we have 3 different elements on each class. You deal damage as water - that's your own choice if you like this element. Why so much hate to water branch? I personally like water element builds and i have to say it should be equal with fire. If class doesn't have fire element does it mean it should not deal damage? What a joke. "water is not meant to deal damage" omg, really? And maybe air is not meant to cost more then 3 ap? Only iop could think of it that way. Seriously, no offense here, but that was just laughable.

    No every element is not meant to deal damage.

    • If you want an answer then make normal question, with details. Or else we won't get anywhere.

    Same as a little above. I didn't want you to try to answer that.

    • And sacrier is not close combat then? The obvious sentence is obvious.

    The obvious sentence is obvious and it's obvious that I was comparing them both with the cra. Sacriers are tanks thus they need to be close combat. Chill.

    • But once pandawas were introduced (open beta) you could have been thrown closer to enemy (in dungeon: closer to boss for example). And KArchamrak was giving resistance to allies, but in same time it was reducing it... to all (including allies) wich was awkward. If i remember well it was split to 2 specialities. And we didn't wanted to increase the one that reduce resistance knowing we will give less resistance to allies if we do so (and that's how it was). Here i can tell that the whole idea to buff allies but debuff enemies was good and so, there goes this suggestion.

    Free MP, -tiny% resistance. It is not even a bad thing for allies.

    • Can't tell if its PURE milk.

    Panda has been lying us!?!?

    • I didn't said you said it wasn't. Nevermind.

    Yeah...

    • There are 2 ways: 1. If eniripsa is under zombification, then heal drain doesn't trigger 2. if eniripsa is under zombification, then heal drain doesn't hurt but heal. My suggestion is the first one, because zombifications should make healing impossible but heal drain shouldn't make zombification apply an additional damage to the eniripsa affected by zombification.

    If they used points in it, they should be healed. It's not that much after all.

    • But again it's already adventage when you've reduced AP. The hyperaction was introduced to the game so that you can have 100% of your AP - to not abuse reducing AP and to make pvp more fair. Xelor's should try to remove ap every 2nd turn - that's why there is tick and tock state. You can use air spell that reduce hyperaction levels to remove another AP's later on. Notice that xelors will also gain ap when they reduce ap, and still ap is costly in stats. Class that give something expensive just like that and remove it with the same ease is breaking the balance in game. Also hyperaction sucks because you can loose ap easily even with 10,20,30,40 level of hyperaction... Usually i need to wait to have 70 level of hyperaction to not loose AP, and that;s 7 AP taken from me already. So xelor's shouldn't even try to complain with this nerf.

    Oh how I miss old days where Hyperaction wasn't even an idea.

    • Stop comparing everything to Jabs. Jabs is too strong for the cost. It's an iop so it got more then average damage in it. If you want to then compare it with all classes first. As for sacrier if sacrier will have 3 ap spell that deal 51 damage then it will have to suffer 21 dmg itself. IF it suffers 7 only then for 3 ap it can have 37 dmg. I've decided to increase it to 43 (with -13 to sacrier) so that it can increase angrr faster with it. Still it shouldn't deal 51 dmg for 3 ap, even with 21 hp loss, it's just too OP considering sacrier's hp bonus. Sacriers deal higher then normal damage with fire spells but that's at cost of own hp equal to that higher amount of damage. They can do that because of high hp and they do that to get angrr bonus.

    As I mentioned above both Iops and Sacriers are close combat. Your ridiculous suggestions are not gonna happen.

    • Marks work when enemy dies so it;s in the end of combat. Pointless to rely on them in pvp. And choosing is one thing, another thing is the way you distribute your points in specialities. Why sacrier need to level sacrifice wich cost wp, sanguine armor that cost wp, life transfer that cost wp and with 3 wp costs in element spells... it's just too much. It means that it's pointless to even level some specialities as you are not gonna use them because of wp cost. That's why i made those changed to wp cost. Sacrier still have 1 spell with wp cost (the one that deal dmg and give nice coagulation % in same time) but other spells doesn't require wp in my suggestions. As for specialities only sanguine armor and sacrifice cost wp, because they are the only ones that should cost wp.

    Ah okay, a Sacrier and an Eni can only kill lonely mobs. Also they are really useful in PvP.

    • Wrong. They will never implement a spell that cost 4 MP. But base MP we have at level 1 is 3, so there can be 3MP cost in spell.

    Once again, not gonna happen.

    • Since i have suggested it. Read and understand: "this spell cost WP so its limited in usage, still it's viable and will turn Arrow Blow to ranged move too." The Seekin' Arrow, man. IT cost wp.

    I'm talking about plaguing arrow. Sigh, read and understand.

    • So? It's just a cherry on top.

    Yummy.

    • Clearly underpowered as limited in usage for damaging combo and locking target. Use it wisely, in right moment or you will help your enemy escape.

    Sigh.

    • That depends on team and map and situations. I can tell you that in beta people were going for cra or eniripsa first. For eniripsa - to kill the healer, and for cra, to make it useless in close combat. Iop's were usually left with sacrier or some summons to not interupt as they can attack in melee only. I'd say iop's are 3rd to attack. And the last to attack is sacrier - because its a tank. Iop got insane damage so it shouldn't be a tank. This is also why people aim at it: to kill the damage dealer. It still doesn't mean that it should counter 2 attacks. What if i don't have low cost spells leveled? Iop can counter me easily then? You know the spell rebound of feca? It will be changed as it was op. For defensive stance i made it so that each AP that iop has left it can use for this spell. It's nice change because even with 1 ap you have 10% to avoid spell that can cost 6 ap. Defensive stance last untill the start of iop's turn or untill its triggered. You can't choose the spell that you want to trigger it unless its 100% chance to block the spell.

    You reminded me of a conversation with Finalhour about the Dial being so OP.
  •