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Osamosa

By [Ankama]WAKFU - ADMINISTRATOR - July 06, 2020, 11:06:32
AnkaTracker Announcements

Osamosa Expansion

Osamodas's Divine Dimension is opening its doors to level-200 characters. Four new zones are accessible with new achievements, monsters, dungeons, equipment, and Environmental Quests.

The next step in the main "Eliocalypse" quest is available: At the end of Chapter 1, adventurers had revelations about the existence of a terrible catastrophe. It threatens both the Dofus and Wakfu Eras, and maybe even future time periods…

This chapter focuses on adventurers exploring Osamosa and the existence of the plan to survive the Eliocalypse.

The new zones contain new harvestable resources for levels 130–135.

Level 215

Characters can now reach level 215!

Characters will keep their level and percentage of experience gained (for the current level).

The experience gains needed to level up have been reduced between levels 100 and 200 in order to make characters level faster.

Character Pages:

Accounts now have four Characteristics/Spell/Equipment pages by default (one more than in 1.67).

The maximum number of Characteristics/Spell/Equipment pages is now 11 instead of 10.

The maximum number of Build pages is now 14 instead of 13.

Skill Points:

Characters will earn 1 skill point per level between levels 200 and 215.

Characters will no longer earn 2 skill points at level 200.

Level-200 characters will have their skill points reset in Update 1.68.

Learn more with the Devblog

Enchantment

We've made it easier to use Enchantment to optimize equipment:

The number of charges available after sacrificing an item is now 7 instead of 5.

The likelihood of getting 2, 3 or 4 sockets on an item has been increased:

  • 1 socket: 40% less likely to appear
  • 2 sockets: 12% more likely to appear
  • 3 sockets: 27% more likely to appear
  • 4 sockets: 50% more likely to appear
 

The likelihood of getting a white socket has been increased by 100%.

A clearer message is displayed when an attempt to add a socket fails.

Learn more with the Devblog.

Armor

The way Armor works has been modified. Two new characteristics have been added to all characters:

% Armor given:

Increases the percentage of Armor you give allies (your character is not affected).

This characteristic strengthens the "Protector" role.

% Armor received:

Increases the percentage of Armor you receive. Your own Armor gains and those of other characters around you are affected.

This characteristic strengthens the "Tank" role.

All Armor gains now benefit from these two characteristics. Current Armor given or generated bonuses will be converted to these two characteristics.

Combat

  • Stasis Archetypes: The way Bosses work will only destroy obstructive summons and mechanisms if three or more of them are near the Boss.
  • Monsters' and characters' elemental resistance can no longer exceed 90% (instead of 99% previously).
  • Automatic adjustment abilities:
    • Elemental resistance points will be added from level 65 (instead of 95 previously).
    • Force of Will points have been added in place of Initiative points (still from level 95). Force of Will goes up to 20 points, to the detriment of Lock and Dodge.
  • A monster dying from indirect damage when it plays before a player will no longer freeze the fight for several seconds.
  • The Elemental Masteries of monsters for level-171–200 content have been reduced by 10% (Shadofang and Ogrest are not affected).

Classes

General

Pandawas and Boombots can no longer go through portals while carrying a character.

When applied on an ally, the Stabilized state applies the "Destabilized - Ally" state (the target can no longer be stabilized by an ally or itself for 3 turns).

The "Anchor" swiftness bonus is not affected by this change: It does not apply the "Destabilized - Ally" state, but stabilizes a target that has the "Destabilized - Ally" state.

Feca

Summary:

The Feca class no longer effectively stacks its protector and tank roles.

All Feca elemental spells can place a glyph or shield.

It's glyph, NOT glyphe, glyf, gliph, or any other way you think it might be spelled. Please don't get it wrong!

General Mechanics:

Shields:

All Feca elemental spells cast on an ally can apply a shield on it (once per ally and per turn).

Therefore, the same entity cannot have X shield for two turns after the end of this shield's duration.

Fecas can target themselves with all their spells in order to apply shields on themselves.

Glyphs:

All elemental spells cast in empty space place a glyph whose damage depends on the spell used (1-cell cross, lasts 1 turn, maximum number of glyphs depends on who controls them).

Placing a glyph costs 2 WP in addition to the spell cost.

Glyphs are triggered at the start of an entity's turn if it is on a glyph.

Glyphs cannot be placed on top of each other, but casting multiple elemental spells on the same glyph improves it and may change its element. Fusing a glyph doesn't cost any WP.

WP Regeneration:

WP can be spent using many Feca specialty spells, and 1 WP is used each time a Feca places a glyph.

Fecas have an Inner Shield state. Fecas regain 1 WP when this state reaches level 5.

For each glyph triggered: +1 level for each of the Feca's glyphs on the battlefield.

For each shield triggered: +4 levels.

Fire Path

Shield are triggered at the end of the state bearer's turn.

Fecastopheles

5 AP / 2 to 3 RA / non-modifiable / no line of sight

145 Fire damage

Meteorite

3 AP / 1 to 3 RA / non-modifiable

75 Fire damage

On an ally: Meteorite Shield (1 turn)

  • At end of bearer's turn:
  • 69 Fire damage (2-cell circle)
 

2 uses per turn

Natural Attack

3 AP / 1 to 4 RA / non-modifiable

69 Fire damage and -200 Dodge

The Feca accumulates removed Dodge

Cast on an ally: gives accumulated Dodge; the Feca regains 1 AP

Magma

2 AP / 1 to 4 RA / non-modifiable

50 Fire damage

On an ally: Magma Shield (1 turn)

  • At end of bearer's turn:
    • Pulls enemies into contact (3-cell cross)
  • The Feca inflicts 50 close-combat Fire damage on them
 

3 uses per turn

Volcano

4 AP / 1 to 3 RA / non-modifiable

100 Fire damage

On an ally: Volcano Shield (1 turn)

  • At end of bearer's turn:
  • If the bearer did not spend any WP, they gain 1 WP and 1,350 Armor
 

Water Path

Shields are triggered if an attack is received from an enemy entity. They are only triggered once.

Wave

2 AP / 1 to 3 RA

421 Armor

Empty cell: places a Wavy Glyph

  • This glyph cannot be merged
  • This glyph costs 1 WP
 

2 uses per turn

Drip

2 AP / 1 to 3 RA

46 Water damage

On an ally: Drip Shield (1 turn)

  • When affected by a spell taking away AP or MP:
    • The amount removed is reduced by 3
  • The Feca gains 2 AP (1 turn)
 

3 uses per turn

Avalanche

4 AP / 1 to 3 RA

92 Water damage

On an ally: Avalanche Shield (1 turn)

  • If affected by a damage spell:
  • If the state bearer has less than 50% HP, gains Armor (10% of missing HP)
 

Storm

3 AP / 1 to 3 RA / straight-line casting

87 Water damage around the target

2 uses per target

Crashing Wave

4 AP / 1 to 3 RA

100 Water damage

On an ally: Crashing Wave Shield (1 turn)

  • When affected by a spell inflicting damage:
  • 100 Resistance in the spell's element (1 turn)
 

2 uses per turn

Earth Path

Shields are triggered at start of turn (always before a glyph).

Telluric Whack

4 AP / 1 to 3 RA

100 Earth damage

On an ally: Telluric Whack Shield (1 turn)

  • At start of turn:
    • Switches places with the Feca
  • 1 MP and 1 Range (1 turn)
 

2 uses per target

Defensive Orb

4 AP / 1 to 3 RA

92 Earth damage

On an ally: Defensive Orb Shield (1 turn)

At start of turn:

  • At the start of the Feca's next turn:
  • If the bearer suffered no damage: gains Armor (+1,350)
 

Bastion

2 AP / 1 to 2 RA

62 Earth damage

Cast on an ally:

  • Reflects 20% of damage suffered to the Feca
 

2 uses per turn, 1 use per target

Rampart

3 AP / 1 to 3 RA

69 Earth damage

On an ally: Rampart Shield (1 turn)

  • At start of turn, per adjacent enemy:
  • Gains Armor (+600) and Flaming (25 levels)
 

Staff

5 AP / 1 to 4 RA / non-modifiable / straight-line casting

125 Earth damage

On an ally: Staff Shield (1 turn)

  • At start of turn:
    • 30% close-combat damage inflicted (infinite)
  • Removed if the bearer receives heals or armor
 

Non-Elemental Spells

Pacification

1 WP / 1 to 6 RA

Applies Pacified:

  • The state bearer always has 30% damage inflicted
  • Can only be Pacified once per fight
 

1 use per turn

Immunity

2 AP / 1 to 6 RA / non-modifiable

Immunizes the ally against damage received (1 turn)

-100% damage inflicted (1 turn)

4 turns to recast

Truce

1 WP / 0 RA / non-modifiable

100 Elemental Resistance to allies and enemies (1 turn)

3 turns to recast

Peace Armor (automatically unlocked at the start of the fight)

2 AP / 1 WP / 0 RA / non-modifiable

For 3 turns:

  • 150 Elemental Resistance
  • 200% of level as Lock
  • The Feca can no longer apply a shield on an ally
  • Unlocks the Teleportation spell
 

3 turns to recast

Teleportation (unlockable)

1 WP / 1 to 3 RA / non-modifiable

Teleports the Feca to the targeted empty cell if it is adjacent to an enemy

If cast on an enemy, the spell teleports the targeted enemy in front of the Feca

1 use per turn

Provocation

4 AP / 1 WP / 1 RA / non-modifiable

Caster: stabilized and loses all MP

Target: stabilized and loses 2 MP (max)

3 turns to recast

Aegis

2 AP / 1 WP / 1 to 2 RA

100 Elemental Resistance (1 turn)

100% of the Feca's level as Lock and Dodge (1 turn)

The spell costs 1 extra WP per ally bearing the state

If the Feca has Peace Armor, the spell can only be cast on the Feca

Magnetism

2 AP / 0 to 5 RA / non-modifiable

Cast on a glyph:

  • Attracts targets 2 cells toward the targeted glyph (5 Range)

Cast on an ally with a shield:

  • Repels entities adjacent to the target (2 cells)

2 uses per turn

Passives

Increased Glyph

Increases the size of the glyphs by 1

Glyphs cost 2 WP to place

Summary of the passive: Glyphs now have a "2-cell circle" size, but cost the Feca 2 WP to summon.

Line

Fire spells are now only cast in a straight line, but have modifiable Range

Summary of the passive: Initially, the Range of Fire spells is not variable. This passive removes this constraint but adds a straight-line casting requirement.

One for All

Allies under the influence of a shield gain 50 Elemental Resistance

For each ally bearing a shield: -25 Elemental Resistance (Feca)

Summary of the passive: The Feca protects their allies at the expense of the Feca's own protection. Useful for team game configurations in which the Feca is rarely hit.

Master of Shields

Shields are triggered immediately

  • Drip restores the last AP/MP reduction on the target
  • Crashing Wave is based on the last attack received (otherwise, Fire)
 

The recast time per target is increased by 2 turns

Summary of the passive: The Feca can apply the effects of their shields instantly. However, they must wait to use them again.

If You Want Peace, Prepare for War

-100% Armor given

25% damage inflicted

Summary of the passive: limits the Feca's ability to give their allies Armor, while improving the Feca's damage, thereby adopting a purely offensive role.

Hindering Earth Glyph

This passive modifies Earth glyphs

  • New effect: 3 MP
  • Earth damage reduced by 40%
 

This passive modifies Water glyphs

  • New effect: 30% Health steal
 

This passive modifies Fire glyphs

  • New effect: 20% extra damage on a Scalded target
 

Summary of the passive: The way elemental glyphs work is changing.

The Best Defense Is an Attack

Single-target direct damage applies Armodiction (+1 level per spell AP)

On the Feca's next turn, they generate Armor by attacking their target

Summary of the passive: rewards the Feca if they attack their targets using classic damage.

Pacifist Pact

Converts the Feca's Block into % Armor given (1 for 1)

Summary of the passive: improves the Feca's capability to give Armor while reducing the Feca's likelihood of performing Blocks.

The Best Defense Is an Attack

-99% Armor given

20% damage inflicted

Summary of the passive: limits the Feca's ability to give their allies Armor, while improving the Feca's damage, thereby adopting a purely offensive role.

Combat Armor

-25% damage inflicted

Half the damage (direct or indirect) inflicted on allies is transformed into Armor

Summary of the passive: transforms the Feca's damage into protection for allies. The Feca becomes less effective for offense.

Rocky Skin

30% Block

The Feca no longer gains Inner Peace when a shield is triggered

+2 levels of Inner Peace when the Fecas suffers direct damage

Summary of the passive: The Feca limits their ability to provide support and decides to set off for the front to take hits.

Persistent Glyphs

Glyphs last two turns

Glyphs can no longer be merged

Summary of the passive: This passive is useful in fixed locations, or when glyph damage is not a priority.

Shepherd

The AP cost of shields is reimbursed after they have been cast (max 3 AP reimbursed)

The Feca can only place one shield per turn

Summary of the passive: requires the Feca to compromise when choosing their shields, but cancels the shields' AP costs in return.

Field Experience

Each time the Feca suffers direct damage:

10% Armor received (1 turn, max 50)

-7% Armor given (1 turn, max 50)

Summary of the passive: The Feca increases their resistance to attacks received at the expense of their ability to protect allies. Very useful for solo Fecas!

Spiny Carapace

If the Feca has Armor at start of turn:

  • 1% damage inflicted per 1% max HP as Armor (2 turns)
  • Max converted Armor: 20% max HP

Summary of the passive: On each turn, the Feca transforms their favorite form of protection, Armor, into damage inflicted.

Elemental shields

Shields can no longer be cast on allies.

  • Fire shield
New effect: 15% damage inflicted
  • Water shield
New effet: 1 range
  • Earth shield
New effet: 1 MP

Ecaflip

Up to Scratch

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 45 Armor
  • Level 100: 129 Armor
  • Level 150: 302 Armor
  • Level 200: 648 Armor
 

All In

New animation when the character has 10 or more AP when the spell is cast

Eliotrope

Barrier

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 105 Armor
  • Level 100: 302 Armor
  • Level 150: 705 Armor
  • Level 200: 1,512 Armor
 

Huppermage

Backband

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values, per enemy hit:

  • Level 50: 12 Armor
  • Level 100: 36 Armor
  • Level 150: 84 Armor
  • Level 200: 180 Armor
 

Rift

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 50 Armor
  • Level 100: 144 Armor
  • Level 150: 336 Armor
  • Level 200: 720 Armor
 

Pandawa

Six Roses

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values, per 1 Dizzy:

  • Level 50: 15 Armor
  • Level 100: 43 Armor
  • Level 150: 100 Armor
  • Level 200: 216 Armor
 

Bamboozle

The duration of the Armor is infinite.

The value is now 7% max HP, instead of 10% max HP previously.

Sacrier

Burning Armor

Deleted the 20/60% Armor generated bonus.

Added a 15/40% Armor received bonus.

Converting the Armor generated into Armor received while keeping the same value would have made the passive much too strong. This change lets the Sacrier keep a significant resistance bonus.

Sacrifice

Damage redirected by Sacrifice is based on the spell's target's resistance and more so on the Sacrier's.

The recast time has been reduced to 5 turns (instead of 6 previously); the duration of Scar has not been reduced.

Transcendence

Now applies 100 Elemental Resistance on sacrificed allies.
 

Sadida

Bramble

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 45 Armor
  • Level 100: 129 Armor
  • Level 150: 302 Armor
  • Level 200: 648 Armor
 

Fertilizer

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 74 Armor
  • Level 100: 216 Armor
  • Level 150: 504 Armor
  • Level 200: 1,080 Armor
 

The duration of the Armor stolen is infinite.

Sylvan Awakening

The duration of the Armor is infinite.

Armor gain value: 15% of the Sadida's max HP

Applies Awake: -100% Armor received for 3 turns

The spell can now be cast on a target that isn't KO'd

Wild Whispers

The Healing and Armor given by the Sadida bonus has been changed.

From now on, at the end of the Sadida's turn, allies (or the Sadida themself) within 3 cells of the Voodoll gain 15/20% Heals received and Armor received until the end of the Sadida's next turn.

This change offers a less immediate but more interesting bonus in a team game.

New passive: Common Ground*

50% Armor given

-10% Armor given per ally with Armor

Unlocks the Fertilizer spell

Fertilizer (unlocked at start of fight)*

3 AP / 1 WP / 1 to 4 RA

Cast on an enemy: -150 Elemental Resistance (1 turn)

Cast on an ally: at the start of the Sadida's next turn, 1,850 Armor

2 turns to recharge

* The passive is not working at the moment but will be in a future fix.
 

Sram

Rascalry

The duration of the Armor stolen is infinite.

Master of Shadows

The duration of the Armor is infinite.

The value is now 7/10% max HP, instead of 10/15% max HP previously.

Sidekicks

Sidekicks are now allowed to participate in fights against the Bag of Potatoes.

Virulent Treacherose

Spiny Creeper

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 29 Armor
  • Level 100: 84 Armor
  • Level 150: 196 Armor
  • Level 200: 420 Armor
 

Protoflex

Flexible Shield

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values if Fire Mastery is greater:

  • Level 50: 33 Armor
  • Level 100: 96 Armor
  • Level 150: 224 Armor
  • Level 200: 480 Armor
 

Armor gain values if Earth Mastery is greater:

  • Level 50: 41 Armor
  • Level 100: 120 Armor
  • Level 150: 280 Armor
  • Level 200: 600 Armor
 

Heavy Blow

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 60 Armor
  • Level 100: 180 Armor
  • Level 150: 420 Armor
  • Level 200: 900 Armor
 

Cloud Knight

Telescope

No longer gives Elemental Armor, but fixed Armor.

The duration of the Armor is infinite.

Armor gain values:

  • Level 50: 63 Armor
  • Level 100: 180 Armor
  • Level 150: 420 Armor
  • Level 200: 900 Armor

Quests

It is now possible to do the Hunter quests for level-126–140 resources and seeds.

Heroes are correctly enrolled in the Environmental Quests when changing territory.

Equipment

Changes to getting Legendary, Epic and Souvenir items:

  • +25% likely to get Legendary items as end-of-fight loot.
  • +20% likely to get Epic items as end-of-fight loot.
  • Quantities of ingredients in recipes to upgrade a Mythical item to Legendary have been reduced by 30%.
  • Quantities of Ogrest's Tears in Souvenir items' recipes have been reduced by 50%.
 

Some items of equipment from the Arachnee family have been renamed and their descriptions changed (they erroneously shared the same names and descriptions as items of equipment acquired from the Dominant Arachnee):

  • Boatox Boots → Arachneean Boots
  • Plutoni Helm → Arachneean Headgear
  • Toxy Cloak → Arachneean Cloak
  • Platonium → Arachneean Breastplate
 

Following the global change to Armor, the Epic sublimation of Precision gives an Armor given bonus and therefore no longer increases Armor received.

The Influence II sublimation now gives 2% Critical Hit per turn.

Sufokia Sword: Inversion can now only be applied once every three turns (instead of once per turn previously).

Equipment crafted by crafters correctly keeps the possibility to choose its elements after being placed in the account chest.

Interfaces

Placing an item or emote on the shortcut bar will no longer send the replaced item to the first slot.

The minimum level displayed to buy a Haven World has been fixed.

The Hero and Sidekick selection interface no longer changes size when moving between tabs.

The Guild interface no longer changes size when moving between tabs.

World

The Stasis crystal correctly changes shape in line with openings.

Dungeons

The quantities of shards acquired in dungeons in competitive mode have been corrected; in some cases, they were inconsistent due to rounding errors.

The boss Tanukouï San is now Unlockable. He has to move next to a character who is within range. Damage inflicted on the central cell by the Meteor Shower spell has been reduced.

The third room in the Bubourg Dungeon has a battlefield that is more favorable to players.

Haven Bag

If a character faces Cap'n Atcha after performing a harvest action in another player's Haven Bag and the Haven Bag is closed, the character will be correctly teleported outside after the fight.

Miscellaneous

The client and server have received many optimizations that should improve the gaming experience.

The WAKFU client is more reactive when loading data at launch.

Managing kamas earned at the Marketplaces has been improved in the event of sudden loss of communication with the servers.

The in-game year will now be fixed and set to 977.

It is now possible to use four consecutive consonants in character names, instead of three previously.



https://www.wakfu.com/en/mmorpg/news/patch-notes/1204907-osamosa
Reply
First Ankama intervention

Replying to MiloAE

Hello,

The change on Ouginak's Prey was implemented in the game 9 months ago.
Here is the detailed changelog :
Wakfu 1.65 Changelog

The change on Pandawa's Ether was implemented in the game 6 months ago.
Here is the detailed changelog :
Wakfu 1.66 Changelog

Siu.

See message in context
Reactions 28
Score : 17855
It is now possible to use four consecutive consonants in character names, instead of three previously.

So, can we get a character renaming somehow, or we are stuck and/or have to delete it to get the correct name now?

As for the rest, sounds amazing. Time to re-download the ZIP...
1 0
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Score : 5

Did you forget to say that you changed Ouginaks too?

1 0
Reply
Score : 3406

 

MiloAE|2020-07-07 16:22:32
Did you forgot to say that you changed Ouginaks too?


What did they change about Ouginak?
1 0
Reply
Score : 5

Prey, only possible to cast in line now, also Pandawa's Ether, you can't use it every turn anymore. 2 turns cd.

1 0
Score : -2766

please, fix rogue's powder ability. some mobs attack before they die on powder.
Btw iam against resistance breaking spells and ap stealing from mobs even heroes ,instead of  these ,use( - or +) damage inflected from both sides .

0 -2
Reply
Score : 4014

Maybe it's a start of turn ability instead of an attack?

0 -1
Score : 37

Feca is totally another character , you should grant feca's player a change class scroll

5 -2
Reply
Score : 4014

They never grant class changes, not even for the rogue rework

1 0
Score : 4014
If You Want Peace, Prepare for War
-100% Armor given
25% damage inflicted
Summary of the passive: limits the Feca's ability to give their allies Armor, while improving the Feca's damage, thereby adopting a purely offensive role.

The Best Defense Is an Attack
Single-target direct damage applies Armodiction (+1 level per spell AP)
On the Feca's next turn, they generate Armor by attacking their target
Summary of the passive: rewards the Feca if they attack their targets using classic damage.

The Best Defense Is an Attack
-99% Armor given
20% damage inflicted
Summary of the passive: limits the Feca's ability to give their allies Armor, while improving the Feca's damage, thereby adopting a purely offensive role.

One of these seems incorrect

Also this
Shields: All Feca elemental spells cast on an ally can apply a shield on it (once per ally and per turn).Therefore, the same entity cannot have X shield for two turns after the end of this shield's duration.Fecas can target themselves with all their spells in order to apply shields on themselves.

is from the first version on beta, now not all spells have a shield form

And this:
Elemental shields
Shields can no longer be cast on allies.
  • Fire shield
New effect: 15% damage inflicted
  • Water shield
New effet: 1 range
  • Earth shield
New effet: 1 MP

Is just plain wrong, the effect is that you can no longer cast it on yourself, not allies
0 0
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Score : 853

they nerfed armor or buffed it? Im not sure if i like it or not. i get a lot less armor per turn now, but they stack and dont decay. any thoughts?

0 0
Reply
Score : -2766

 

cody5|2020-07-07 20:59:33
Maybe it's a start of turn ability instead of an attack?

Yeah powder is start of indirect ability,delayed attack of previous turn ,it has to be triggered first because it is a summon of rogue. forgot? summon plays first than everyone then mobs have to trigger their start of turn attacks..
previous turn ;rogue can attack by explode the bombs, if so rogue can damage direct in this previous turn instead of powder right ? Powder is an indirect attack of previous turns but mobs always attack direct unless a poison in their current turns so mobs start of turn attacks must be triggered latest than powder start of turn attack.
is that enough clear?
1 -1
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Score : 4014

That would make sense, but that never stopped the wakfu code

0 0
Score : 5646
This 2 is same passive name? Nope, one is wrong?
0 0
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Score : 4014

Not to mention that "If you want peace prepare for war is basically identical to the second one"

0 0
Score : 5

 

JSky|2020-07-09 11:31:48
 
MiloAE|2020-07-08 01:54:16
Prey, only possible to cast in line now, also Pandawa's Ether, you can't use it every turn anymore. 2 turns cd.


Seriously? Are there more hidden changes without in transparent black&white? 

I have no idea but turning a blind eye on this is seriously rude and it's making me angry, i think we all deserve to be able to ask questions and therefore GET ANSWERS. 
1 -2
Reply

Hello,

The change on Ouginak's Prey was implemented in the game 9 months ago.
Here is the detailed changelog :
Wakfu 1.65 Changelog

The change on Pandawa's Ether was implemented in the game 6 months ago.
Here is the detailed changelog :
Wakfu 1.66 Changelog

Siu.

Score : -2766
"Panda be stabilized when carrying target (even summon,mob, own barrel) and cannot use portal" that made sense.
These are cool changes but i believe Ankama should change elio's portal usage handycaps..
Here is my suggestions.
For panda= you should change spells blisskrieg not to change caster's position while carrying barrel and panda can throw barrel if middle tile is empty to cause extra damage and panda use own active spell to change positions with barrel.
For elio and portals.
Elio can restore wp easily already ,Elio (or Allies) should lose 1 wp for this turn if they used portal(s) once (not more than 1wp for each portals in turn) and  Elio must not lose 60 resistance and elio can restore 1 wp by remove portal spell too.
0 -2
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Score : 853

I hate this new armor update. it used to be alright, but after this update, its really not that good.
 

0 0
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Score : 361

I didn't know that sidekicks can join the fight against Sac of Potatoes now. Well at least they are not forgotten at all.

0 0
Reply
Score : 5

 

[Ankama]WAKFU-Prod|2020-07-10 12:37:23
Hello,

The change on Ouginak's Prey was implemented in the game 9 months ago.
Here is the detailed changelog :
Wakfu 1.65 Changelog

The change on Pandawa's Ether was implemented in the game 6 months ago.
Here is the detailed changelog :
Wakfu 1.66 Changelog

Siu.

www.wakfu.com can't currently handle this request.HTTP ERROR 500

Nice try, Also that's not true.
Cause the day i posted this i could use Ether the way i was supposed to and same goes for Prey.

So no point in lying.

 
cawleerr|2020-07-13 00:57:12
are u .. insane . ... prey and ether were changed almost a year ago 

Burrow
  • Disables straight-line casting for Prey.
  • Increases the number of casts per turn for Hunter by 1.
  • Increases the range of Tracking.

Where is it now
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are u .. insane . ... prey and ether were changed almost a year ago 

4 -3
Score : 5646

 

cawleerr|2020-07-13 00:57:12
are u .. insane . ... prey and ether were changed almost a year ago 

 
cody5|2020-07-13 21:29:26
What do you mean where it is? There isn't. Hasn't been for a year

Hi, the problem here not really is how long did the changes apply, as player may take break and when during return just aware some skill has been modified but not in current patches' changelog which inquiry for more details only. As long as has be announced black&white it should acceptable. 
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It was announced

A year ago

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Are you guys planning on adding the new divine tokens to the Modulox and Compensation token machines anytime soon?

Thanks,
Ova
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Score : 1174

When are they bringing back pvp?

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