Content Update 0.311: A Perceptive Shadow
2012-01-04 18:00
In Content Update 0.311, become an assassin for hire as a new Sram’s Shadow character class or explore new character builds as additional characteristics, such as Perception or Agility, are introduced! But that’s not all, folks, discover everything that version 0.311 has to offer in: “A Perceptive Shadow.”

Character Classes
General
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The Ecaflip’s Coin class has been made temporarily unavailable.
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The Rogue class has been made temporarily unavailable.
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Abilities and characteristics have been reviewed and reset.
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New stats have been added such as of Luck, Force, Agility and Intelligence in order to boost damage and elementary resistance.
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Wisdom multiplies the experience gained at the end of a fight as well as Hyperaction (Temporal mastery: ability to inflict or to resist to AP loss).
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Prospecting increases the chances of winning loot at the end of a fight as well as Hypermovement (ability to inflict or to resist to MP loss).
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Willpower modifies the chances to apply or to resist to a state.
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Experience progression has been reviewed and adjusted.
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Added secondary characteristics:
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Perception: Increases chances to remain invisible and to detect invisibility.
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Parade:Increases the chances to lower hits taken by 30%.
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All twelve classes have had their spells modified: costs, range, percentage of state application and damage.
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The overall characteristics costs have been revised.
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Changed experience progression for improved balancing:
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Increased the experience progression. More experience will be needed per level.
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It is now more interesting to fight a single monster than a group. Beating a level 80 monster will give more experience than 4 level 20 monsters.
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Group experience has been increased in order to improve multiplayer experience.
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Spell experience progression has been updated in order to be consistent with the combat experience.
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The database has been purged -- all characters have been deleted.
Sram
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The Sram’s Shadow class has been implemented. See the Dev Blog for more information.
Cra
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Unbeacon can now reissue its Wakfu point cost.
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Long Distance Combat gives 10% Critical Hit per Movement Point used instead of 20 at the spell’s max level.
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Bat’s Eye has Increased Range loss and Critical Fail gain.
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Disturbing Arrow can now be accumulated.
Eniripsa
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Traid Mark and Rebirth Mark cannot be cast on an invocation.
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Transcendence heals a maximum of 10% Health Points instead of 25%.
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Regeneration is triggered at the end of the target's turn and not at the start of it.
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Eniraser is now castable on the Eniripsa; the spell also gives a temporary resistance to the application of states.
Iop
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Uppercut is limited to one use per target and per turn.
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Flatten now costs Movement Points.
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Bravery Standard stabilizes the Iop.
Pandawa
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Fire spells are no longer dependent on the barrel.
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Karchamrak costs 1 Action Point per cast but loses its line of sight at max level.
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Barrelhop loses its line of sight at max level.
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Master of Merriment now boosts a maximum of 10% of health points instead of 20%.
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Merry State no longer inflicts a Movement Point loss.
Osamodas
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The Osamoda's invocations have been reviewed.
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The Fire branch spell sequence has changed:
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New: Magpie, Gurgling, Mooing, Croak, and Boohowl
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The Crobak spell has had its Critical Failures reduced to 10% instead of 15% at max level.
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Feather Tornado pushes back one cell.
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The Gobgob's level can no longer be higher than that of the Osamoda; 2 of its spells are then temporarily deactivated: Gobstric Reflux and Piercing Cry.
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The Gobgob now has a spell to return closer to the Osamoda.
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Gobup increases the stats of the summoned creatures at max level.
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Symbiosa stats have been reviewed.
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Gobgob stats have been reviewed.
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Additional creatures are now tamable: Googoos, Rats, Larvae, Plants, Toads, Bliblis, Boos, Moskitos, Scaraleaves, Chafers, Snappers, Kokokos.
Sacrier
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Fire attacks damaging the Sacrier have been changed and now only damage the Sacrier 30% of the damage the Sacrier has inflicted onto its target.
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Punishment now costs 2 Wakfu Points but damages the Sacrier.
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Attraction no longer costs Movement Points and applies the “Awkward” state.
Sadida
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Rust has been changed and can now be cast on a target linked to a totem.
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Poisoned Wind now inflicts basic damage in addition to the application of the “Wounded” State.
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K’Mir has been changed and now cost 4 AP instead of 5 AP, the target of the spell cannot lock.
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The doll’s HP boost has been decreased.
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Doll Sacrifice no longer triggers Explodoll and its marks.
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Voodoll costs 1 Wakfu Point at max level in addition to redirecting 20% extra damage, instead of 10%.
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Sic’Em More now allows boosting of dolls.
Enutrof
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New progression of the spell Prime of Life.
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Treasure Tracker has increased at max level and now goes from 20% of prospecting to 40%.
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The proc rate of Enutrof’s Blessing has been slightly increased.
Territories
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The Sidimote Moors has been added to Brakmar. Managed by Moe Kneetorks, they also host the infamous Chafer family.
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Added Rocky Beach to Brakmar, populated by Stalagmotes.
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Learn to fish from Krustiblak in Brakmar, surrounded by Molluskies and Kraloves.
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The Jumpin’ Jungle has been added to Sufokia. Learn to be a forester with Kokogro, guardian of the local Kokokos.
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The Steamulating Shore has been added to Sufokia. Discover the joys of fishing with Fligh, Clan Member of the area.
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Sufokia Cradle has been added to (you guessed it!) Sufokia and its Sharks.
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Certain Clan Members have been renamed.
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Astrub :
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Creatures of each route have been changed.
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The clans have been improved.
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Professions can be learned from the Howl Masters.
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Harvestable resources on the roads have been added.
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Dragoturkeys can be rebuilt.
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Guards and nation-type Ghostofs have been added to the central zone.
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Emelka is now accessible, while Kelba is now unlockable.
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Unlockable territories (Kelba and the Sadida Kingdom) have been barricaded until after release.
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The Not Mines (Bonta) and the Drhellery (Amakna) are now on the same level.

Dungeons
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House of Destiny has been added.
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House of Respite has been added.
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House of Trouble has been added.
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Removed the AstrubHoolaHoopiwi dungeon.
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All existing dungeons have been modified: +20 wisdom for all players and +20% additional damage for creatures.
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The Blibli, Fields, Snapper, and Scara dungeons have received further modifications.

Creatures
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New families have been added: Chafers, Stalagmotes, Kokokos, Molluskies, and Sharks.
Haven Bag
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A personal chest function has been added. It will allow the players to store a certain amount of items (without being unlimited). Each Haven Bag can only contain one chest and it can be found in the management room.
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In order to tore more items, the chest can be improved by using Ikiakits (evolution kits), made by Handymen.
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Currently, accessing the chest it restricted to its owner.
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Improved visuals: changed ground textures for all the rooms and the management room has been made larger.

Items
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Added 67 new items (related to the new monsters and areas), including 9 new sets.
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All existing items have been re-balanced.
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5-roll craft items are now 4.
Interface
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The World Map has received an overhaul – additional zoom functions have been added.
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Additional map tokens have been added: mines and tunnels in addition to Astrub dungeons.
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A level indicator has been added to dungeon map tokens.
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An Achievement Tracking window has been integrated.
Sound
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Added effects for the new emotes and missing ones.
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Added effects for the Sram’s animations and particle effects.
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Additions, improvements and optimization of the sounds used during class spells.
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Added effects for animations and particle effects of the new monsters: Chafers,Stalagmotes, Molluskies, Sharks, Kraloves, and Kokoko.
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Retake of the Albatrocious’ spell “Beak Tweak”
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Added sounds for the crystals on the Wakfu and Stasis islands.
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Added sound effects for the new areas, dungeons, mines and Clan Members in Sufokia and Brakmar.
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Debug of the Brakmar lava ambient sounds.
Terminology and names used within this article are subject to change without notice
For all the changes made by hotfix1 please click here.
For all the changes made by hotfix 2 please click here.
The change to osa's fire spells range while not game breaking was annoying. Croak's criss cross range is not useful, because it is so situational to get a good line of sight. And even then it'll only work for one monster at most. Boohowl used to be able to hit diagonally too, and that was cool because it allowed you to avoid friendly fire against teammates.I mean I'm dealing with the changes. I just don't like them. It deterred me from remaking an earth and fire hybrid build.
Monsters having to be the same or below your level to command made sense. But making gob gob have to have the same requirements is dumb, and just unnecessarily gimps the dragon osa.
I also don't think sadidas dolls needed a damage nerf. I think this is because of the change to sic em more to make dolls do more damage . The problem is people are still deterred from using it because of the WP cost. If Sic em more cost 6AP, instead of 3 AP and 1 WP, to balance it I would like that. It would use all of your AP for the turn as a cost instead.
Spell exp is still bad. But there's some things I like about now too.. On the one hand all monsters give consistent spell exp, which means it's not possible for one person to be 'ahead' of another in spell levels because they fought higher level monsters. If they're ahead in a spell level it's because they leveled only one or two spells to maximize it's strength. On the other hand. This really damaged the viability of hybrid builds.If you do attempt a hybrid build leveling any more than one spell in your secondary branch will result in all your spells being too low compared to singular elemental characters and gimp your damage. Elemental mastery with points doesn't really help because damage is based on the level of your spells.
What needs to be possible for hybrid builds to be viable is to be able level spells fairly high in multiple branches (at least two). To make this work you could cap spell levels so they can't exceed your character level. I wouldn't mind this as long as spell leveling is easier, and hybrid builds are made more viable.
More sets that don't use the same set piece spots that are different elements. would also help hybrid builds. Moogr set and prespic set is a great example of a set that's good for hybrid builds because it uses none of the same peices.
Cloudy set is also a good example for water and air.
And one more con. Challenges are so expensive now that it's really just not worth buying them. For example. Silence of the gobbals is 5000 kama and rewards a helm for first prize, cloudy keys for 2nd prize and gobbal seeds for third prize. and all the challenge offers to get these is to fight solo warcheifs.
The only type of person that would really find this challenge fun is an Osamodas who can capture these creatures. Other wise it's more cost effective to farm warchiefs in your nation for keys. By the time your nation can get 5000 kama to buy the challenge you could already have dozens of cloudy keys to run the dungeon. And even then the challenge only lasts a day and if you bought it not a lot of people on a big server would benefit. This doesn't make any sense.
And that's not even the most expensive one. Ensapment challenge in Cania plains is 10,000 kama. Challenges should be made cheaper if they're expected by the developers. to be mini games for the enjoyment of the players.
As for pros.
Loving the new group exp system. Only thing that could be made different is to make group exp more consistent with solo exp based on the time it takes to complete battles for both. To do this you'd have either have to give group exp an increase based on what you can get from fighting something low level in shorter battles. Or decrease the exp gained from lower level creatures.
The new monsters added are fun to fight. And almost everything is good to level on. That increased choice for players to gain exp and I like that.
thats a bummer when will all the classs be avalble then i reallly like the the cat class one. i know alot of people likes them to and i forgot the name XD sorry i forget alot.
How hard would it have been for you to leave things the way they were? We love Wakfu dearly and had already planned to buy the highest level of subscription we could pay for once it went live, but what's the point of playing an MMO if you can't play with your friends?
I'd love to think someone would reconsider this decision, but I'm probably too cynical for that at this point.