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But what's hiding behind these two words that you may encounter in the changelog? Find out more in this article!

The "Astrub Model" is a collection of changes being gradually implemented across several game areas in the aim of making all types of in-game activities more attractive.

  • Through Environmental Quests (EQ) you can get a new resource which is indispensable for all professions' recipes.
  • Mercenary Quests, Hunter Quests, achievements and dungeon bosses can win you tokens to spend in the dungeon machines.
  • Monsters, machines, dungeons and recipes give you items, that can either be destroyed to create powders or improved through the use of these powders.


Below, you will find all the details about what these changes will entail, as and when they are added to the game in the updates.
 

Where Can I Get Items With a Specific Rarity?


Common (white)

  • Quite common drop from monster families.

Rare (green)

  • Quite rare drop from monster families.
  • Quite common drop from boss.
  • From the machine, inexpensive.
  • A Simple Recipe.
  • A simple "improvement" recipe for a "common" item.

Mythical (orange)

  • Quite rare drop from Boss.
  • Quite common drop from Ultimate Boss.
  • Quite rare drop from a monster at the head of a monster family.
  • Quite rare drop from an Archmonster.
  • From the machine, but expensive.
  • An Average Recipe.
  • An average "improvement" recipe for a "rare" item.

Legendary (yellow)

  • Pretty rare drop from an Ultimate Boss (at the moment, they're virtually non-existent).
  • An ultimate "improvement" recipe for a "mythical" item.


 

Recipes, Improvements and Machines in More Detail


Recipes

All recipes (classic and improvement) contain several ingredients that are essential to craft an item:

  • A resource that you get from recycling items, which is none other than powder. You have to break items of the same level to obtain it. Remember that powder can also be used to create runes to optimize your items.
  • A resource from environmental quests which is used to stick all the other items together, known as Souper-Glou.
  • Components and other refinements related to the type of item you want to craft. Each harvesting profession and crafting profession has a component and a refinement, and they can be crafted using two different resources of the same harvesting profession.


Next, the classic and improvement recipes contain several ingredients, including the following:

  • Common resource from the monster family
  • Rare resource from the monster family
  • Boss resource
  • Component or refinement or harvest resource.



Improvements

First of all, what is an improvement? It's the act of improving your rare item (green) into an item of superior rarity: a mythical (orange) item with the same characteristics, but with better values! At high levels, this mythical item can also be improved into a legendary (yellow) item, which is even stronger again.

Improvements are carried out by the usual professions depending on the type of item. Recipes will follow the same model, but will be slightly simplified since getting the basic item already takes additional effort.


Machine and Tokens

You can also obtain items from machines, but how do they work compared to drops (getting items from monsters) or crafting (creating items)?

The aims of the machine are as follows:

  • Allow casual players to get items on a regular basis.
  • Attenuate the luck factor, which is part and parcel of drops. Remember that crafting items shares this same objective because it also lessens the luck factor.
  • Encourage a player to alternate their in-game activities. This now also applies to item crafting.


To buy items from the machine, you have to spend tokens. Let's take a look at how you get them.

  • As with everything else, tokens are specific to a level bracket, which means the tokens you get can be used in any machine of that level.
  • Each time you defeat a dungeon boss, you'll get tokens. It is the most recurrent reward (you can repeat the dungeon as many times as you like), but also the weakest.
  • You can get daily and weekly quests from the hunters, which is a good way of earning a lot of tokens. The weekly quest will ask you to defeat several bosses of a given level bracket, whereas daily quests will ask you to defeat a boss of your choice within this level bracket, to bring back monster seeds and common resources from the monsters.
  • You can also get tokens from mercenary quests, but these aren't repeatable. They're an easy way to get your first few tokens when you've just moved up to a new level bracket. Likewise, we also plan on adding a few to the main quests.
  • You can also get tokens for achievements. While more simple achievements are better suited to the previous objective, which is to get a few tokens easily at the beginning, more complicated achievements reward the players who complete them more generously.
  • Lastly, don't forget that you can win Modulox Tokens using the modulable level feature, which can be exchanged for any type of tokens.


 

Environmental Quests


Environmental Quests (EQ) are divided into four main categories:


Solo

You have a simple objective and a score to achieve. Once you’ve attained the objective, you receive your reward.

Solo EQ generally involve interacting with monsters or resources, or defeating monsters. A large number of monsters or resources appear and everyone should be able to take part without any problems.

Solo EQs can be recognized by their blue color.

Dash

Dashes reward those who manage to complete the objective set in the fastest time. Once you’ve attained the objective, you receive your reward.

Dash EQs generally involve interacting with one of 3 monsters or resources that have appeared, or defeating one of 3 monsters that have appeared.

Dash EQs can be recognized by their purple color.

Competitive

Competitive EQs reward the players with the best score. Unlike dashes, the objective is not pre-determined. The aim is to do better than the other players. This is why you only get the rewards at the end of the EQ. It can end after a certain amount of time or when there are no more actions left to complete.

Competitive EQs generally involve interacting with as many monsters or resources as possible, or defeating as many monsters as possible.

Normally, a lot of monsters appear. The winner gets the best reward and the person who comes second gets a less valuable reward. The others have lost.

Competitive EQs can be recognized by their red color.

Collaborative

Collaborative EQs are the most innovative type of quests compared to what you already know, and are also some of our favorite out of all the EQs. They are also the ones that give the best rewards, possibly tied with competitive EQs.

Collaborative EQs reward all players who contributed sufficiently, when the collaborative objective has been reached.

Collaborative EQs generally involve interacting with all of the monsters or resources that have appeared, or defeating all of the monsters that have appeared. Normally, around fifty groups of monsters will appear for you to defeat, or around a hundred resources or monsters with which you'll have to interact.

And for that, you'll need to get yourselves organized! There is a minimum level of participation required to get the reward, and this will only happen if the collaborative objective has been achieved.

Collaborative EQs can be recognized by their green color.

Amongst the collaborative quests, you will also find hordes and invasions.

Hordes

Hordes can only appear when all the wishes of the zone’s clan master (CM) have been respected.

Around ten groups of 8 monsters appear, each with a dominant monster.

Dominants are an even stronger version of the strongest monster in the family. They have one or two specific objectives to be attained. They also give tons of experience.

Be careful, though, hordes only appear for a short time and they must all be defeated to get the even greater rewards. You’ll need to be organized!

You have to take part in at least one fight to get collaborative rewards.

Invasions

There is a very slight chance of invasions appearing.

When an invasion is occurring in a zone, all players in this zone will be notified so you can join in and fight off the invasion.

Once again, a minimum participation is required to win rewards and you will be generously rewarded if you manage to chase off all the monsters.

Archmonsters

In each zone, an archmonster may appear at rare intervals, and only once every few hours.

Archmonsters have one or two specific objectives to be attained. Normally, these monsters are as strong as the boss of their family of monsters.

But that's not all...

We've also made big improvements to the way EQ objectives are displayed. At any time, you can see how many monsters and resources have appeared, how many actions you have to complete in total, how many you have already completed, and how many are left in the whole zone.

The environmental quest monsters you’ll be meeting will no longer be “weak” versions of other monsters. They will be as strong as the monsters that you normally come across in the zone you’re playing in. What’s more, they will only give you a normal amount of XP.

All EQs have an internal cooldown that will only let them appear in the same zone after a certain amount of time has passed, even if all the conditions have been met.

Environmental Quest Rewards

We're also reviewing the rewards you can win from these!

Now you can get Souper-Glou from each environmental quest. This special resource is used in all equipment recipes. Nothing less!

In addition to the XP you get from environmental quest monsters, they also give you XP bonuses, making them even more profitable!
 

More Dynamic Dungeons

A Varied Experience

The overall dungeon strategy might be fun, but doing the same thing over and over again isn't. Not to mention it rewards players who stick to the exact same strategy every time, rather than developing their fighting skills through good adaptability. This is why we wanted to shake up the game experience as must as possible when you're inside a dungeon:

  • The level of monsters varies, which changes some of their characteristics, as well as their initiatives, slightly randomizing the order in which they play.
  • Starting positions for the monsters are gone, which means they won't always start in the same place.
  • Monster may be victims of a Stasis Affix, which will give them additional effects.
  • Mimics may appear during fights, which you will have to defeat to get rewards! We're planning to add similar random events in the future.

Automatic Dash in the Dungeon

To make life easier for everyone, the characters will run to the next dungeon room themselves once they've finished the room in question!

You can interrupt this movement at any time by clicking to move your character manually.

At the moment, these changes have been implemented in Astrub and Mount Zinit and will soon be active on Moon Island and in the Xelorium with the next update. They will be applied across the whole game over the course of the coming updates! Don't be surprised if we talk to you about the "Astrub Model" again in the future!

Comments (34) Comment on the forum...
DaCrost - Member - 18 April 2017 17:40
QQ
Lucretiaa - Member - 18 April 2017 18:17
So, i have a question: Do these archmonsters and hordes have any drop aside from normal mobs drop? Like legendaries and boss/arch resources?

Overall i really like this new model, keep it up. happy
Ahirc - Member - 18 April 2017 18:21
The astrub model seems like a lot more work for players with a lot less fun involved. Currently almost no one does environmental quests, lets see why:

They are less rewarding than normal mobs.

You have to run around looking for the designated resource, means less time playing the game and more time runing around.

Currently no one does any of the quests in astrub, so you will have all this content meant to be done as a group community but will most likly be done by 1-2 people at a time. Unless the rewards are just absurd in which case they will be packed and everyone will be fighting over the limited resouce.


So, what does this bring to the game that is fun? It just seems like a bunch of work and a bunch of headache. Instead of fixing environmental quests for the 20th time they are just making them mandatory. Same thing we currently have but now you have to do it.

This change could be good could be bad, either way it seems like more running around and less doing things that people find fun like battle.

I have no issues with the dungeon changes, the stasis effects need some tweaking so they offer varried gameplay and you can play around them. There are some (mortar) that need some serious tweaking to make it something you play around rather than just taking random % damage.

It just seems that as a player, a fun experience should be the goal of a game. This model seems like more tedium for the same things we already have now.
InnocentSin - Member - 18 April 2017 18:31
Yeah, i said it time and time again, the super glous aint any fun, its a shitload of work for very little reward. Even the lowest level recipes already need 12 glous, which takes hours to farm together. Now add in the fact that you need to grind this recipe like 40-70 times and you have a recipe for disaster where people just wont borther to do the professions anymore, unless they're of the few who already have maxed their professions before this change.

I know im rushing to get as many levels done now because after it'll be tendium supreme.
snaaaaail - Member - 18 April 2017 18:39
so you think 30 cells bag is enough??
snaaaaail - Member - 18 April 2017 18:47
btw ask the designers play wakfu without gm account
A-Tantarian - Member - 18 April 2017 21:17
Collaborative quests, hordes, invasions, terrible ideas.
The whole point of enviro quests was to have something to do while you don't have a party. By making some of them require organization you're going against the very point of their existence. If I somehow managed to get a group going, I'm going to go do dungeons, not stay around the fields waiting, or having them help me gather super glou, or killing mobs that won't give tokens or boss drops.
Juubkatt - Member - 19 April 2017 01:56
First of all of topic.
Why can I "comment" in the announcement section when I can't?
Bring back old FORUM!
I don't really remember what I said, is this to make us complain less cause you will have too re-write things and a lot of us are on the lvl of exhausted-annoyed and will just leave instead of actually re-doing the whole thing!?


On topic. How ever close or not to my original though this might be.

Stele Drops- why is this never adressed? How will it work? How many upgrades do I need to do/ what is the rarity of the actual drop? What is new drop rate?
Is there still 2 lower items for 1 higher? or Will I just need 1? 

Did they change to it being 1 equip item per upgrade?
If they didn't, have anyone counted how many tokens in total it takes to make a green Looni Lid in to the Real one?

Drop rate for boss materials will be what? Or the huge amount of them involved in crafts are validated by the fact that they are now 30 tokens in the machine?


Possitive Note: Thank you for letting us get tokens from boss again (unless this have been changed).

 
Lucretiaa - Member - 19 April 2017 02:45
 
Juubkatt| - MEMBER - Today - 01:56:16

Did they change to it being 1 equip item per upgrade?
If they didn't, have anyone counted how many tokens in total it takes to make a green Looni Lid in to the Real one?

 

They did. And the boss resouce will be 10% iirc
1vent - Member - 19 April 2017 04:41
All too complicated for me. I just learn as I play.