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This Devblog article will show you the spells of the Masqueraiders: the three branches and specialties. All you need in order to prepare your build and decide which mask you’ll be wearing!

As you’ll see, Masqueraiders have a significantly different gameplay compared to other classes.



The first 2 spells of each branch can be used no matter which mask you’re wearing. However, the other 3 spells can only be used if the Masqueraider is using the correct mask. The key word is adaptability!



A Masqueraider always starts a fight with a standard wooden mask without special bonus but allowing him to play the 2 first spells of each elementary branch. Let’s have a closer look at these…

 

Water branch



This branch is linked to the Coward Mask. Its main mechanics are escape, heal and ranged shots. When things get complicated, you may hear a Masqueraider scream “Courage, run!”. A noble fight is good. Staying alive is better! The last three spells are focusing on Stings: the Masqueraiders spits stingers out of the “mouth” of his mask. Under this mask, he acts cowardly and shoots his stingers from a distance, running away from potential melee fights. The costs of his spells will therefore be shared between APs and MPs.





Run away: Step back one cell. Cost: 2 AP & 1 MP. Range: 1 (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 3 – 43. Conditions: needs a target.

 




Zobi Zoba: Pushes the target and step back one cell. Cost: 4 AP. Range 1-3 (modifiable). Line of Sight. Damage lvl 0 – 100 = 4 – 38. Conditions: needs a target.

 




Dart Onion: Heals if cast on an ally. Cost: 4 AP & 1 MP. Range 1-5 (modifiable). Line of Sight. Damage lvl 0 – 100 = 4 – 45. Lvl 0 – 100: If the target is an ally, heals of 3 – 32 and gives a +1 - +20 Dodge bonus to the target. Conditions: Coward Mask equipped and 2/turn.

 



Passing Sting: Heals if cast on an ally. Cost: 4 AP & 2 MP. Range: 1-4 (not modifiable). No Line of Sight. Damage 0 – 100 = 5 – 65. Lvl 0 – 100: If the target is an ally, heals of 4 – 46 and swaps position with him. Conditions: Coward Mask equipped and 1/target.

 



Sting Sting: Heals if cast on an ally. Cost: 5 AP & 1 WP. Range: 1-3 in line (not modifiable). Line of Sight. Damage lvl 0 – 100 = 6 – 91. Lvl 0 – 100: if the target is an ally, heals for 4 – 65 and attracts it by 2 cells. Conditions: Coward Mask equipped.

 


Air Branch



The Air branch is linked to the Classic Mask. When a Masqueraider equips it, he will unleash an incredible aura of charisma. His allies will feel reassured and know they can count on him (at least, as long as he doesn’t switch to the Coward Mask)! With this mask, the Masqueraider becomes a real sword fighting master. This branch is focused on melee combat and positioning. It’s mostly made of low cost “propulsion” spells and critical hits.





Slap: The Masqueraider slaps his target, placing the latter next to him. Cost: 5 AP. Range: 1 (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 4 – 57. Places the target next to you and pushes it by one cell. Collision damage lvl 0 – 100 = 1 – 23.

 



Dantine: The Masqueraider throws a front kick to his opponent’s teeth. Cost: 2 MP. Range: 1 (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 1 – 12. Conditions: needs a target and 1/turn.





Clasampa: Teleport in the back of the target and hit him with your elbow. Cost: 2 AP. Range: 1-3 in line (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 1 – 17. Teleports in the back of the target and turns its gaze towards you. Pushes and follows the target by one cell. Collision damage lvl 0 – 100 = 1 – 7. Conditions: Classic Mask equipped, needs a target and 1 cell free behind the target.

 



Claspontero: Head-butts the target and pushes it. Cost: 4 AP. Range: 1 (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 3 – 43. Pushes and follows the target by two cells. Collision damage lvl 0 – 100 = 1 – 17. Conditions: Classic Mask equipped and needs a target.

 



Clasmada: Get closer to the target by two cells thanks to a jumping side-kick. Cost: 2 AP & 1 WP & 1 MP. Range: 1-3 in line (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 3 – 43. Get closer to the target by 2 cells and pushes it by one cell. Collision damage lvl 0 – 100 = 1 – 17. Conditions: Classic Mask equipped and needs a target.

 


Fire branch



The Fire branch is linked to the Psychopath Mask. When putting it on, the brutal and bestial aspects of the Masqueraider take over. He loses control, left with only two thoughts in mind: murder and slaughter. The fire branch is oriented towards whips hidden in the horns of the mask. Its spells inflict strong area of effect damages for a high cost.





Crack: The Masqueraider throws his hand at an enemy in front of him. Cost: 3 AP. Range: 1, T area (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 3 – 40.





Haywire: The Masqueraider hits the ground with his hand. The hand reappears in each of the surrounding cells, hitting the enemy. Cost: 4 AP. Range: 0 square area of 9 cells (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 5 – 48.






Psychotic: The Masqueraider spins, hitting all those standing around him. Cost: 3 AP & 1 MP. Range: 0 cross area of 2 cells (not modifiable). No Line of Sight. Damage lvl 0 - 100 = 4 – 54. Conditions: Psychopath Mask equipped and 2/turn.





Psychosis: The blade of the Masqueraider penetrates the flesh of the enemy and deals damage. The Masqueraider then uses his weapon to get closer to the enemy. Cost: 5AP. Range: 1-4 in line, cross area (not modifiable). Line of Sight. Damage lvl 0 – 100 = 5 – 52. Moves in contact with the enemy and doesn’t deal damage to the Masqueraider. Conditions: Psychopath Mask equipped and needs a target.

 



Psycate: The Masqueraiders jumps over his enemy in a blade whirl. Cost: 6 AP & 1 MP & 1 WP. Range: 1 in line of 3 (not modifiable). Line of Sight. Damage lvl 0 – 100 = 7 – 136. Teleports the Masqueraiders on the 4th cell and turns the gaze of the targets towards him. Conditions: Psychopath Mask equipped, the 4th cell is free and 1/turn.

 


Specialties



Actives





Coward Mask: When covering his face with this mask, the Masqueraider feels the sudden urge to run away… As they say, courage is also about knowing when to run for your life. The Masqueraider receives an additional MP and a heal bonus each time he exits a lock area. Cost lvl 0 – 9 = 3 AP – 1AP. Range lvl 0 – 9 = 0 (not modifiable). Effect lvl 0: Equips the Coward Mask and applies the state “Close call” lvl 1 (in case of Dodge in a lock area +0% heal (1 turn) and +50% to obtain 1 MP (1turn). Effect lvl 9: Equips the Coward Mask and applies the state “Close call” lvl 10 (in case of Dodge in a lock area +20% heals (1 turn) and +100% to obtain 1 MP (1 turn)). Maximum +60% heal and +3 MP. If the Masqueraiders removes this Mask he loses the state and bonus linked.

 



Classic Mask: Applies the state “it’s a mask or break” granting bonus to allies’ damages and AP to the Masqueraider when he deals a Critical Hit. Cost lvl 0 – 9 = 3 AP – 1 AP. Range lvl 0 – 9 = 0 (not modifiable). Effect lvl 0: Equips the Classic Mask and applies the state “it’s a mask or break” lvl 1 (in case of Critical Hit, +0% to allies’ damage (1 turn) and +25% to obtain 1 AP (1 turn)). Effect lvl 9: Equips the Classic Mask and applies the state “it’s a mask or break” lvl 10 (in case of Critical Hit, +10% to allies’ damage (1 turn) and +75% to obtain 1 AP (1 turn)). Maximum +30% to damage and +2 AP. If the Masqueraider removes this Mask he loses the state and bonus linked.

 



Psychopath Mask: Applies the state “Lunatic” increasing the damage of the Masqueraider we he takes damage. If he isn’t hit, the Masqueraider loses his damage bonus. Cost lvl 0 – 9 = 3 AP – 1AP. Range lvl 0 – 9 = 0 (not modifiable). Effect lvl 0: Equips the Psychopath Mask and applies the state “Lunatic” lvl 1 (when hit by an enemy, +0% damage and -0% resists (the state is removed if the Masqueraider doesn’t deal damage for one turn)). Effect lvl 9: Equips the Psychopath Mask and applies the state “Lunatic” lvl 10 (when hit by an enemy, +15% damage and -5% resists (the state is removed if the Masqueraider doesn’t deal damage for one turn)). Maximum +150% damage and -50% resists. If the Masqueraider removes this Mask he loses the state and bonus linked.

 



Masked spirit: The Masked Spirit is a perfect double that disappears at the beginning of the following turn of the Masqueraider. This spirit has the same stats as the Masqueraider when it was summoned (except passives), and the same Mask without the bonus linked to it. It cannot lock. Cost lvl 0 – 9 = 6 AP & 2 WP – 3 AP & 2 WP. Range lvl 0 – 9 = 1 (not modifiable). Effect lvl 0: Summons a perfect double controlled by the Masqueraider with 0% chance to stay for a second turn. The Masqueraider receives the same damage as his double. Effect lvl 9: Summons a perfect double controlled by the Masqueraider with 100% chances to stay for a second turn. The Masqueraider receives the same damage as his double. Condition: 1/fight.





Danse Macabre: This spell improves the level of the elementary spells of the Masqueraider. Cost lvl 0 - 9 – 1 WP. Range lvl 0 – 9 = 0-1 with Line of Sight – 0-4 without Line of Sight (modifiable). Effect lvl 0: Increases elementary spells by 2 levels. Effects lvl 9: Increases elementary spells by 12 levels. Condition: 1/turn.


 

Passive




Releasing Wakfu (passive): Bonus when the Masqueraider spends a WP. Effect lvl 1: +1% resists and 10% chance to obtain 1 AP. Effect lvl 20: +20% resists and +2 AP. Note: this bonus only applies for one turn and when the Masqueraider uses a WP spell. The gain can only trigger once per turn.

 



Art of Dodging (passive): This passive turns Dodge points into damage bonus. Effect lvl 1: 3% of Dodge turned into damage bonus. Effect lvl 20: 60% of Dodge turned in damage bonus. Note: Maximum 100% damage bonus.

 



Drop the act (passive): With this passive the Masqueraider can receive a state giving him chances to gain WP as soon as he deals a Critical Hit, leaves a lock zone or kills an enemy. Effect lvl 1: +1 lvl of “Renewing” in case of Critical Hit by the Masqueraider, +1 lvl to “Renewing” if the Masqueraider leaves a lock area, +1 lvl to “Renewing” if the Masqueraider kills an opponent. Effect lvl 20: +10 lvl on the state “Renewing” in case of Critical Hit by the Masqueraider, +5 lvl to “Renewing” if the Masqueraider leaves a lock area, +20 lvl to “Renewing” if the Masqueraider kills an opponent. Note: The state “Renewing” evolves with the action of the Masqueraider and gives 1 WP when it reaches lvl 100. The state cannot trigger more than 3 times per turn, with a maximum of +30 levels per turn.





Carnival (passive): This spell allows the Masqueraider to lend one of his unused masks to an ally. Effect lvl 1: +1 Range on spells linked to Masks, +3 AP if a Mask is used on an ally and 4% chance that the ally keeps the Mask at the end of his turn. Effect lvl 20: +1 Range on spells linked to Masks, +3 AP if a Mask is used on an ally and 80% chance that the ally keeps the Mask at the end of his turn. Note: The Masqueraider can only lend a Mask that he doesn’t use. If he changes his Mask to take one already used, the one on his ally disappears. The test deciding if the ally can keep the mask is passed at the end of the next turn of the Masqueraider.

 




Master Masqueraider (passive): This passive combines bonuses from the three Masks. It improves Dodge, Critical Hits damage and offers a HP bonus when the Masqueraider kills an opponent. Effect lvl 1: +2 Dodge, +2% Critical Hits damage and Heals 0% of the max HP of the Masqueraider when he kills an opponent. Effect lvl 20: +40 Dodge, +40% Critical Hits damage and Heals 10% of the max HP of the Masqueraider when he kills an opponent.

 



The strength of the Masqueraider lies in his polyvalence. Why? Because it gives him a great advantage over his enemies: the element of surprise! The Masqueraider is a real combat schizophrenic that will take some thinking before you can master it… If you were to face a Masqueraider, always remember to try to be as flexible as he is.

 

Keep in mind that the values given in this devblog are for information only. They could change (as well as some effects) when the update is implemented on February 26th. Also note that spells names are temporary translations and not yet the official ones.

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Comments (125)
Ugly Gobball
Zeppe00 20 February 2013 16:11
Niceee troyle, waiting fot that!!!
Tofurby on Diet
kaizerjanv 20 February 2013 16:13
Nice but why fire???
Tofurby on Diet
PeckSanders 20 February 2013 16:14
I can't wait :33
Overweighted Chafer
krishsakti 20 February 2013 16:15
Kamen Raid- errrrr kittaaaaaa!!
Bellaphone Lover
Erylane2596 20 February 2013 16:17
FIRE!!1
Soft Crackler
Resonate 20 February 2013 16:17
Damn 1st spell: water based, 2 AP 1 MP yet 43 base... k continue reading  
Short Strich
Bugyvugy 20 February 2013 16:18
THE EMOTIONS RUSH OMGOMGOMG adgbsnfbnsn
Thank you Ankama ;_;
*waiting for eliatropes XD*
Featherless Piwi
Slythen 20 February 2013 16:19
Can't see how the air branch is going to be useful
Soft Crackler
Resonate 20 February 2013 16:20
Water has too many condition and restriction  

Air branch seems far from a "sword fighter". Useless damage without collision and unnecessary positioning.

Fire tree is totally Earth Panda's tree in terms of spec.