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By [Ankama]WAKFU - ADMINISTRATOR - July 06, 2020, 11:06:32
AnkaTrackerAnnouncements
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.
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.
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 .
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
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?
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.
"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.
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.
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...
Did you forget to say that you changed Ouginaks too?
What did they change about Ouginak?
Prey, only possible to cast in line now, also Pandawa's Ether, you can't use it every turn anymore. 2 turns cd.
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 .
Maybe it's a start of turn ability instead of an attack?
Feca is totally another character , you should grant feca's player a change class scroll
They never grant class changes, not even for the rogue rework
-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 MPIs just plain wrong, the effect is that you can no longer cast it on yourself, not allies
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?
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?
That would make sense, but that never stopped the wakfu code
Not to mention that "If you want peace prepare for war is basically identical to the second one"
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.
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.
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.
I hate this new armor update. it used to be alright, but after this update, its really not that good.
I didn't know that sidekicks can join the fight against Sac of Potatoes now. Well at least they are not forgotten at all.
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.
Burrow
Where is it now
are u .. insane . ... prey and ether were changed almost a year ago
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.
It was announced
A year ago
Thanks,
Ova
When are they bringing back pvp?