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We have great news for you all: the highly anticipated Srams' Shadow character class is set to debut within the next WAKFU Content Update! Have a peek at what these devious assassins have in store for the World of Twelve.
Being mirror images of their god, Sram, these disciples have a nasty habit of hiding in the shadows, playing tricks, and even going as far as stabbing their friends in the back (literally!).
The Invisibility Mechanic
Invisibilityplays a large role for the Sram. Lacking any real long-range attack, the assassin relies heavily upon stealth in order to get up close and personal – preferably from the rear where one gains the greatest advantage – while taking on minimal damage.
Staying hidden until revealed to the enemy, the Sram will stay among the shadows until either landing on a locked cell or by carrying out an attack, whether or not he is successful. However, due to his uncanny speed, the act of pushing an enemy to-or-fro won’t reveal the Sram, unless of course the enemy of course takes damage – such as by being pressed against the combat boundaries.
At the start of a turn belonging to an adversary of a Sram, a “Perception” roll is carried out. Being a new characteristic, it will be an additional stat made available within the coming Content Update to all classes; and just like Initiative, it will also start at a value of 100.
This roll of Perception has two basic parameters to consider:
Perception of the two fighters: the difference between these two values becomes the chance percentage of the Sram staying invisible.
The distance between the Sram and his enemy: -10% chance for the Sram to be spotted per cell.
The longer the Sram stays invisible, the more “Shadowy Cloak” they accumulate. At each successful Perception roll, or upon the use of certain spells, the state gains an additional level. And when a Sram finally reveals himself, the Shadowy Cloak gives a bonus based on the accumulated level. It’s almost like adrenaline!
The Stabber Mechanic
The “Stabber” state is a particular aspect available to all Srams without leveling up a specialty. It appears when the Sram attacks from behind, and accumulates for each consecutive attack, no matter the Elemental Spell used. Increasing damage done by 1% per state level, the state will eventually vanish if the assassin ends a turn without dealing Backstab damage.
The passive specialty, “Master Stabber”, considerably increases the effects of this state and allow the Sram to be more effective.
The Fire Branch
The Fire branch taps into the sinister-side of the Sram, focusing on pain and suffering, particularly through the “Hemorrhage” state. Inflicting Health Point loss equal to its level (non-reducible and non-boostable) at the beginning of the opponent’s turn, the state will disappear if the Sram does not reapply it (or, re-open the wound).
Cold Blood: The Sram attacks violently, applying the Hemorrhage state to his victim.
First Blood: First Blood is particularly effective on targets with full health. This spell inflicts even more damage on them, as well as giving them 1 level of the Hemorrhage state.
No Mercy: The more the enemy is hurt, the more No Mercy has chances to inflict serious damage.
Bled Dry: If the target has less than 15% of Health Points, the Sram can use Bled Dry to inflict massive damage. In addition, this spell increases the hemorrhage level of the target.
Execution: The Sram activates Hemorrhage on his opponent, inflicting tremendous damage! This spell consumes the Hemorrhage state.
The Water Branch
For the Sram, the Water branch corresponds to his ability to pilfer from his enemies. If he isn’t stealing physical items, he can take his enemies’ capabilities, as long as he manages to hit them from behind!
Kleptosram: The Sram is able to steal “Perception” from his target by attacking from behind.
Swindlesram: Ever the swindler, the Sram has a chance of stealing Lock from his target when attacking from behind.
Bloody Ripoff: The Sram can recover some Health Points inflicted by his spell by attacking from behind.
Sramshackle: Allows the Sram to steal 1 MP from his target by attacking from the back.
Petty Theft: The Sram steals 1 AP from his enemy if he can attack from behind.
The Air Branch
The Air branch is very linked to the Sram invisibility. It offers bonuses if the Sram hit his enemy while being invisible. It also allows the Sram to move his enemies or to get out of difficult situations by pushing them back. Each air spells has a scalable probability to not cancel the invisibility based on the cost of the spell.
Fear: The Sram traumatizes his opponent, pushing it back 1 cell. He gains 1 level of Shadowy Cloak if he is not revealed.
Tricky Blow: The Sram pushes his target back 2 cells and gains 4 levels of Shadowy Cloak state if he is not revealed.
Cruel Blow: With Cruel Blow, the Sram can considerably increase the damage he does when attacking from behind. If he is not revealed, he will gain 3 levels of Shadowy Cloak.
Best Foot Forward: The Sram gives a kick to the chest of his enemy resulting in pushing the enemy back 1 cell.
Death Blow: The Sram uses the Shadowy Cloak state, which enables him to inflict extra damage and push his enemy backwards. The Shadowy Cloak state is consumed.
Sram Specialties
Active Specialties
Invisibility: The Sram becomes invisible to other fighters, as long as he doesn’t produce nor suffer from damage. The further away the Sram is positioned, the greater his disguise is effective.
Shadow Trap: The Sram places an invisible Shadow on the ground, and if he steps on it, his Perception increases. If an enemy steps on it, however, he will be trapped and will suffer damage based on the Sram's Perception.
Scram: The Sram is quick on his feet! Scram increases his MP and level of Shadowy Cloak. The Shadowy Cloak bonus only applies if the Sram is invisible.
Double: The Sram invokes a Double, an identical and controllable doppelganger of himself; however the Double will die in an explosion if the victim of an attack.
Diversion: The Sram can throw a rock at a target, distracting and causing confusion. Diversion won’t reveal the Sram.
The specialties “Shadow Trap” and “Double” have an additional specificity allowing the Sram to cast them while being invisible and remaining undetected – these are the Shadow Spells.
Passive Specialties
Sram to the Bone: Allows the Sram to increase Mechanics, Dodge and Perception.
Sram Reflex: If an enemy casts a spell while being in direct contact with the Sram, the Sram will have chances to automatically back up one cell and gain 1 MP to maintain control of the situation.
Master Stabber: Allows the Sram to give more damage by attacking from behind while gaining Stabber state levels.
Look Around You: Thanks to this spell, the Sram has a chance to turn his enemy around, no matter what the attack is.
Shadow Master: Shadow Master gives the Sram a chance of staying invisible after attacking a target, although it only works if he attacks from behind.
So why do Fecas still have glyphs, rogues still have bombs, Osas still have summons, eniripsas still heal (albeit poorly), Xelors still deal with AP removal, Enus do MP etc. etc.
Im not asking for a build that is the same as Dofus. The old Wakfu Srams were not the same as Dofus, with the exception of maybe 2 or 3 spells that were more or less unchanged. Only one of which was a trap. Traps are and have always been a core mechanic to Sram game play. In my opinion they were wrong to remove that option. If you don't agree that is fine.
Every other class that had a defining mechanic or gimmick (or gimmicks) still has that in wakfu except for Srams.
At any rate, arguing with you won't solve anything. I've said my opinion. After 3 years of playing Wakfu I'm done. The game doesn't hold any interest for me anymore.
Invisibility isn't a defining mechanic or gimmick?
According to him it isn't apparently. I always viewed invisibility as the defining mechanic in Dofus for Srams, especially after they got rid of the invisiblity spells for Enus and Enis (if anyone played that early in Dofus). Though of course it was bad against PvM since monsters could still find you. Hated when the nerfed it by causing practically all spells, but traps and poison, to break it. But yeah early on in Dofus Invisiblity was a very defining mechanic for srams. Plus its called Sram's Shadow. And wasn't the Sram description about invisibility and stealing. Let me see. Oh here it is on wiki:
Srams are Assassins who love purses, especially when they're full! Folding up the tails of a new tunic, exploring the bottom of a pocket, nimbly fingering through the contents, stroking the valuables and drawing out the prize is what a Sram enjoys best!
Mmmmmmmm.....no traps to be spoken of in the description. I don't think traps were the defining mechanic that Ankama had in mind when they made them. I'm pretty sure invisibility was the defining mechanic that Ankama had in mind when they made them. Plus traps are linked to their invisibility because it doesn't break it.
So yeah.....Sram's defining mechanic has always been Invisibility, not traps. Traps originally were meant to be a secondary mechanic in Dofus.
GingerGerald02 January 2012 - 22:49
(Priz @ 02 January 2012 20:07)
So why do Fecas still have glyphs, rogues still have bombs, Osas still have summons, eniripsas still heal (albeit poorly), Xelors still deal with AP removal, Enus do MP etc. etc.
Im not asking for a build that is the same as Dofus. The old Wakfu Srams were not the same as Dofus, with the exception of maybe 2 or 3 spells that were more or less unchanged. Only one of which was a trap. Traps are and have always been a core mechanic to Sram game play. In my opinion they were wrong to remove that option. If you don't agree that is fine.
Every other class that had a defining mechanic or gimmick (or gimmicks) still has that in wakfu except for Srams.
At any rate, arguing with you won't solve anything. I've said my opinion. After 3 years of playing Wakfu I'm done. The game doesn't hold any interest for me anymore.
Invisibility isn't a defining mechanic or gimmick?
Qinky02 January 2012 - 20:15
Remember what they did with Eca? They did not have leap until a few changes, they may come to realize that the Srams need repel trap and maybe another trap our 2. I doubt this will be the final faze of ram, they are too close combat unless the 1 trap has great scaled dmg and range.
Priz02 January 2012 - 20:07
So why do Fecas still have glyphs, rogues still have bombs, Osas still have summons, eniripsas still heal (albeit poorly), Xelors still deal with AP removal, Enus do MP etc. etc.
Im not asking for a build that is the same as Dofus. The old Wakfu Srams were not the same as Dofus, with the exception of maybe 2 or 3 spells that were more or less unchanged. Only one of which was a trap. Traps are and have always been a core mechanic to Sram game play. In my opinion they were wrong to remove that option. If you don't agree that is fine.
Every other class that had a defining mechanic or gimmick (or gimmicks) still has that in wakfu except for Srams.
At any rate, arguing with you won't solve anything. I've said my opinion. After 3 years of playing Wakfu I'm done. The game doesn't hold any interest for me anymore.
GodIsWithUs02 January 2012 - 19:04
(Priz @ 02 January 2012 18:31)
(Everfaust @ 01 January 2012 17:46)
(Priz @ 01 January 2012 17:17)
I got really excited when I saw this headline, then really disappointed when I read the contents.
Where are my traps? You've ruined Srams.
that OR they're turing them into actual assassins... and leaving the traps to the Rogue.
sounds like a better idea tbh.
You probably never played the old wakfu Srams, or Dofus Srams. Traps have always been a huge part of Sram game play. I loved the class for that, I was never one to go for the backstab/poison builds. Rogues may have bombs but Srams and their traps were here first. They removed the best build from the only class I actually had fun playing in this game.
I doubt I will be playing Wakfu anymore.
The reason they changed the sram was because it was too much like the sram from Dofus. Ankama would be stupid to give you a very similar build like Dofus. They wanted to branch out and do something different. So they are focusing more on the invisibility aspect in Wakfu, and less on the traps. It was a surprise that they only have one trap, but we can't change that. If you are unhappy then play Dofus. This is Wakfu, not Dofus. Ankama needed to add a different feel to the class to attract more people. Only class in Wakfu that doesn't have an all too different feel is Iop. Every other class has had changes to make it different from the Dofus counterparts. I applaud Ankama for making the Sram different from Dofus.
Everfaust02 January 2012 - 18:41
(Priz @ 02 January 2012 18:31)
(Everfaust @ 01 January 2012 17:46)
(Priz @ 01 January 2012 17:17)
I got really excited when I saw this headline, then really disappointed when I read the contents.
Where are my traps? You've ruined Srams.
that OR they're turing them into actual assassins... and leaving the traps to the Rogue.
sounds like a better idea tbh.
You probably never played the old wakfu Srams, or Dofus Srams. Traps have always been a huge part of Sram game play. I loved the class for that, I was never one to go for the backstab/poison builds. Rogues may have bombs but Srams and their traps were here first. They removed the best build from the only class I actually had fun playing in this game.
I doubt I will be playing Wakfu anymore.
ah, srry ta see ya go then... and yes, I've been here since V1 of the Wakfu beta back in 2008.
I just never cared for the Sram in that fasion *(cra was my fav, till V3.. which is now the Enu and Sac).
in other words.. this is a welcome change to the Sram
Priz02 January 2012 - 18:31
(Everfaust @ 01 January 2012 17:46)
(Priz @ 01 January 2012 17:17)
I got really excited when I saw this headline, then really disappointed when I read the contents.
Where are my traps? You've ruined Srams.
that OR they're turing them into actual assassins... and leaving the traps to the Rogue.
sounds like a better idea tbh.
You probably never played the old wakfu Srams, or Dofus Srams. Traps have always been a huge part of Sram game play. I loved the class for that, I was never one to go for the backstab/poison builds. Rogues may have bombs but Srams and their traps were here first. They removed the best build from the only class I actually had fun playing in this game.
I doubt I will be playing Wakfu anymore.
GodIsWithUs02 January 2012 - 17:42
(Qinky @ 02 January 2012 17:27)
The problem that we face here is, staying invisible, you gain bonus for staying invis, but most classes have AoE, which creates a 50/50 chance an invisbuild will survive, unless they hit hard and fast. We will see dont get hopes up you know how they are with spells and there AP Wap cost, which may rune any premeditated build.
Yes, I agree. AoE Builds will be the nightmare for invisibility srams, especially air srams. This will cause invisiblity srams to possibly have a smaller pool of opponents to pvp with. Though I have worries about invisibility. Some that play the build will not know how to actually play the class since they will think invisibility equals invincibility. Also, there are some spell costs that are known though. Death Blow will be 5 AP 1 WP and Best Foot Forward will be 2 MP. These spells can be seen on the video. So people can get the sense that Best Foot Forward will only be useful while visible since MP will be so important for Srams since they will work as a guerilla warrior while invisible, doing hit-and-run tactics.
Qinky02 January 2012 - 17:27
The problem that we face here is, staying invisible, you gain bonus for staying invis, but most classes have AoE, which creates a 50/50 chance an invisbuild will survive, unless they hit hard and fast. We will see dont get hopes up you know how they are with spells and there AP Wap cost, which may rune any premeditated build.
Im not asking for a build that is the same as Dofus. The old Wakfu Srams were not the same as Dofus, with the exception of maybe 2 or 3 spells that were more or less unchanged. Only one of which was a trap. Traps are and have always been a core mechanic to Sram game play. In my opinion they were wrong to remove that option. If you don't agree that is fine.
Every other class that had a defining mechanic or gimmick (or gimmicks) still has that in wakfu except for Srams.
At any rate, arguing with you won't solve anything. I've said my opinion. After 3 years of playing Wakfu I'm done. The game doesn't hold any interest for me anymore.
Invisibility isn't a defining mechanic or gimmick?
Srams are Assassins who love purses, especially when they're full! Folding up the tails of a new tunic, exploring the bottom of a pocket, nimbly fingering through the contents, stroking the valuables and drawing out the prize is what a Sram enjoys best!
Mmmmmmmm.....no traps to be spoken of in the description. I don't think traps were the defining mechanic that Ankama had in mind when they made them. I'm pretty sure invisibility was the defining mechanic that Ankama had in mind when they made them. Plus traps are linked to their invisibility because it doesn't break it.
So yeah.....Sram's defining mechanic has always been Invisibility, not traps. Traps originally were meant to be a secondary mechanic in Dofus.
Im not asking for a build that is the same as Dofus. The old Wakfu Srams were not the same as Dofus, with the exception of maybe 2 or 3 spells that were more or less unchanged. Only one of which was a trap. Traps are and have always been a core mechanic to Sram game play. In my opinion they were wrong to remove that option. If you don't agree that is fine.
Every other class that had a defining mechanic or gimmick (or gimmicks) still has that in wakfu except for Srams.
At any rate, arguing with you won't solve anything. I've said my opinion. After 3 years of playing Wakfu I'm done. The game doesn't hold any interest for me anymore.
Invisibility isn't a defining mechanic or gimmick?
Im not asking for a build that is the same as Dofus. The old Wakfu Srams were not the same as Dofus, with the exception of maybe 2 or 3 spells that were more or less unchanged. Only one of which was a trap. Traps are and have always been a core mechanic to Sram game play. In my opinion they were wrong to remove that option. If you don't agree that is fine.
Every other class that had a defining mechanic or gimmick (or gimmicks) still has that in wakfu except for Srams.
At any rate, arguing with you won't solve anything. I've said my opinion. After 3 years of playing Wakfu I'm done. The game doesn't hold any interest for me anymore.
Where are my traps? You've ruined Srams.
that OR they're turing them into actual assassins... and leaving the traps to the Rogue.
sounds like a better idea tbh.
You probably never played the old wakfu Srams, or Dofus Srams. Traps have always been a huge part of Sram game play. I loved the class for that, I was never one to go for the backstab/poison builds. Rogues may have bombs but Srams and their traps were here first. They removed the best build from the only class I actually had fun playing in this game.
I doubt I will be playing Wakfu anymore.
Where are my traps? You've ruined Srams.
that OR they're turing them into actual assassins... and leaving the traps to the Rogue.
sounds like a better idea tbh.
You probably never played the old wakfu Srams, or Dofus Srams. Traps have always been a huge part of Sram game play. I loved the class for that, I was never one to go for the backstab/poison builds. Rogues may have bombs but Srams and their traps were here first. They removed the best build from the only class I actually had fun playing in this game.
I doubt I will be playing Wakfu anymore.
ah, srry ta see ya go then... and yes, I've been here since V1 of the Wakfu beta back in 2008.
I just never cared for the Sram in that fasion *(cra was my fav, till V3.. which is now the Enu and Sac).
in other words.. this is a welcome change to the Sram
Where are my traps? You've ruined Srams.
that OR they're turing them into actual assassins... and leaving the traps to the Rogue.
sounds like a better idea tbh.
You probably never played the old wakfu Srams, or Dofus Srams. Traps have always been a huge part of Sram game play. I loved the class for that, I was never one to go for the backstab/poison builds. Rogues may have bombs but Srams and their traps were here first. They removed the best build from the only class I actually had fun playing in this game.
I doubt I will be playing Wakfu anymore.