


We designed a few passives and changes for Ecaflip. We would be very interested to hear your feedback on the following changes :
Global changes
- Fleahopper's max range : 3 -> 4
- Each use of Feline Leap removes 1 use of the spell
- Formerly : using the spell just once would reset the number of use at end of turn
- Now : If you didn't use Feline Leap for 4 turns, at the start of your 5th turn you have 5 uses.
- If you use it once -> next turn you'll have 4 uses
- If you use it twice -> next turn you'll have 3 uses
- Additional uses are still gained when passing the turn without using Feline Leap at all
- Innate : Each tarot card gives 7 Lucky day to Ecaflip (this is an addition to the innate 20 Lucky day at end of turn)
Passives
Weighted Dice becomes Fleassive
- Removed former effects
- Direct heals are halved
- Each direct heal performed is also stored on the target
- At the end of turn, fleas heal the target THEN are applied to the closest ally (3 cells away max)
- At the end of turn of the closest ally, they are also healed and then fleas are applied to... etc.
- At the end of turn, fleas heal the target THEN are applied to the closest ally (3 cells away max)
- Fleas are unapplied at the start of Ecaflip's next turn
Misfortune
- If the Misfortune card is in hand, at end of turn:
- 300% of the level in Lock on Ecaflip (1 turn)
Lucky Tarot
- Removed former effects
- Each tarot card improves Lucky Day and Critical hits : the value is determined by the numerical value of the card
- This replaces the new innate effect (7 Lucky day per card played)
New - Card luck
- At the end of turn :
- Per black card in hand : -15 Lucky day
- Per white card in hand : 15 Lucky day
New - Feline impact
- At end of turn, if an enemy is in contact :
- +2 Feline Leap uses
- Feline Leap doesn't increase for each turn passed without using the spell
New - Lucky Seven
- When 6 cards have been cast without Lucky Day :
- 100 Lucky Day
- The draw pile is emptied
New - The Universe
- Lucky Day gains are halved
- Unlocks The Universe (card) when Ecaflip reaches exactly 42 Lucky Day
- The Universe isn't in the draw pile
- Steals the following characteristics from the target :
- -4 Range (1 turn)
- -3 MP (FoW-dependent)
- -2 AP (FoW-dependent)
- -1 WP (Straight loss)
- If the card isn't played, at the end of turn :
- Converts Lucky Day in % max HP in Armor
- The card is lost
Please let us know what you think, we hope these changes will be satisfying for you.
Siu



The first batch of 6 received a flood of praise – now check out 6 more Class Umbrella emotes! Is yours one of them?
You're sure to make waves with one of these, not to mention it'll shield you from rainy weather. Please welcome the 6 new Class Umbrella emotes with thunderous applause!
Sacriers, Foggernauts, Rogues, Sadidas, Cras, and Osamodas: Prepare to be showered with compliments!
These emotes will be available at a special price until 4 p.m. (Paris time) on Thursday, October 5. After that, they will be sold at their regular prices.



We would like to provide an honest answer to your feedback on Rogue.
While we are satisfied with some of the class concepts, we acknowledge that part of the community is not in line with our vision. We think it may be necessary to improve these concepts before the release.
Bomb duration
We appreciate the fact that bombs explode the next turn. It is dynamic and a good answer to the "gardener" mode, the mode where you just summon bombs somewhere and don’t interact with the fight for 4-5 turns. However, the current duration forces a cyclical gameplay : Turn 1 summon, Turn 2 explode, Turn 3 summon…
Bomb level
Costly bombs are already at an advantage because of their bigger HP pool and the fact that they occupy less space on the field. One level 8 bomb is simpler to manage than four level 2 bombs.
In addition, the bomb level doubles when it is evolved, which means an even greater difference is created.
The level 2 bomb will become a level 4 bomb, while the level 8 bomb will become a level 16 bomb
Bomb interactivity and fun
Bombs are a unique, identitary mechanic of the Rouge. However, the feedback seems to address a lack of flavour and fun.
Bomber mode
Well it seems like it’s not that great.
Escapist and Sneaky
We force players to switch between modes, which isn't that great also.
So after giving it a lot of thought, here’s what we’d like to do on a macro level :
Bombs
- The spell and state Bomber don’t exist anymore (you can’t summon bombs or replicate your spells in a cross anymore).
- A new resource, Powder, allows you to summon bombs
- Single-target spells summon a bomb when cast on a free cell AND you have enough Powder
- The level of the bomb and the amount of Powder spent depends on the spell’s cost
- If there isn’t enough Powder : the level of the bomb equals the amount of Powder left. The spell’s effects are still triggered.
- When summoning a bomb, the bomb is summoned and THEN the spell’s effects are processed.
- A variety of spells now have "when cast on a bomb" effects : in that case, the bomb is summoned, then the spell triggers its "when cast on a bomb" effect. Everything is instantaneous.
- Bombs don’t evolve and explode after 2 turns.
- Instead, they gain levels.
- When reaching the max level, they explode automatically at the end of turn.
- Bomber is replaced by Detonation
Powder
- Powder determines if a bomb can be summoned
- Rogue gains X Powder at start of turn
- Rogue cannot have more than Y Powder
Escapist and Sneaky
- Ammo and Blades are removed
- The two modes still carry their current uses :
- Sneaky : Spells are cast in contact. Rogue gains 1 AP back after casting an elemental spell.
- Escapist : Spells are cast at a distance. They deal additional damage.
- These don’t need resources to function anymore. Ruse doesn’t change.
- Fusillade becomes an innate (3rd bar) spell : it allows you to consume Powder to get bonuses for Sneaky and Escapist
Next, a few changes on elemental spells :
Sticky bomb
- 2 AP 1 WP, 3 to 4 Range
- Puts a sticky bomb on the target
- If the target dies or 3 turns come to pass :
- Fire damage (circle size 2)
- An explosion also triggers the sticky bomb
- When cast on a bomb :
- Stabilizes the bomb
- The bombs explodes when suffering damage
- 1/turn
Machine gun
- 3 AP, 3 to 4 Range in line
- Earth damage
- Caster : Mowes away 2 cells
- When cast on a bomb :
- The bomb is teleported 2 cells away
- Exchanges position if the cell is not free
- 3/turn
Blunderbuss
- 4 AP, 3 to 4 Range in line
- Earth damage
- Push back 2 cells
- When cast on a bomb :
- The spell’s area of effect becomes a cross size 1
- 3/turn, 2/target
Encumbering Shot
- 5 AP, 3 to 5 Range in line
- Earth damage
- -4 MP
- When cast on a bomb :
- The spell’s area of effect becomes a vertical line size 3
- 1/turn
Boomerang Dagger
- 4 AP, 3 to 5 Range in line without line of sight
- Sneaky :
- ST Earth damage
- Applies a state on the target
- Escapist :
- Earth damage in a boomerang AOE
- Triggers the states everywhere on the map :
- Additional Earth damage in cross size 1 on state bearers
- 2/turn
Cheating
- 3 AP, 3 to 4 Range non modifiable
- Air damage
- Lifesteal
- When cast on a bomb :
- Exchanges position with the bomb
- 2/turn
Longsword
- 4 AP, 3 to 4 Range
- Air damage
- Sneaky :
- Applies a state
- If Rogue ends their turn more than X cells away from the state bearer : X additional Air damage
- 2/target
We sincerely hope you'll find these changes amazing and we eagerly await your feedback on our new proposals.
See you soon,
Siu.






I planned some more tweaks on Ecaflip following your feedback :
- Innate state
- At end of turn :
WP regen : 1 -> 2(actually removed)- Lucky Day : 15 -> 20
- Roll Again
- 1/turn
- Three cards
- Removed the three effects (1/card)
- Ecaflip gains 30 resistance per target hit (1/target/turn) (1 turn)
- Fleeflee
- Doesn't cost 1 WP anymore (lowered damage and heal)
- Yowling
- Doesn't hit the Ecaflip anymore
- Can be cast at 0 range
Lastly, I'll focus on passives to polish them before the release.
Thank you very much for your feedback.
Siu.



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Who hasn't wished they could fly? Farfetched as it sounds, some say that thinking happy thoughts will launch you into the sky… That method has yet to be proven – unlike the Fairy Levitation emote, which really will make you lift off the ground! (Only a few inches, but that's better than nothing, right?) The emote is included in the Fairy Pack, which contains:
- A Fairy Costume
- A Navigator Fairy pet skin (linked to account)
- The Fairy Levitation emote (linked to account)
Available in the shop until Thursday, September 28!
Blown away?



1.Classes
1.1. Ecaflip
- Roll-again costs 1 less AP
- Lucky Star doesn't remove Heals received anymore (and the passive Generous Dice does not remove Damage inflicted)
- Black Bow Meow
- The Black Bow Meow has a consistent resistance (equivalent to the Ecaflip's)
- If the tarot card Black Bow Meow is casted on a target, the target gains 66 elemental resistance for 1 turn
- The Black Bow Meow has now 6 AP, and its number of AP doesn't increase anymore each turn.
- Wheel of fortune
- Lucky star's level stays applied on the Ecaflip even after the use of this tarot card.
- The bonus/malus of the card becomes 50 / -50
- D-six
- Costs 6 AP 1 WP
- 203 Fire Damage
- The next D-six costs 1 less AP until the next time the tarot cards are shuffled
- Stackable effect
- 1/turn
- Loaded dice
- Inherits D-six's former effects (fix damage + variable damage), with an increased damage per AP ratio.
- If the spell kills the target :
- The Ecaflip wins 2 AP on the next turn.
- The critical gain effect is removed
- Heads or tails
- Cannot be casted on the Ecaflip
- Casted on an ally :
- Earth heal on the ally + Ecaflip
- Casted on an enemy :
- Earth damages + lifesteal
- Paws off
- Now costs 2 AP
- Up to scratch
- Now costs 4 AP
- Lucky Day
- Remove former Lucky Day effects
- When Lucky Day hits level 100 :
- The next tarot card is free and its effects are doubled.
- Lucky Day is then consumed
- Felintuition
- Can now be casted in critical hit (it will also take crit mastery properly into account)
- The glyph's damages are indirect (passes through armor)
- Topkaj
- Gives max 2 MP to the target in case of a resurrection (lasts 2 turns)
- Gives the target a maximum of 1 MP (1 turn)
- Healing Luck
- For each heal performed, give 5 Lucky Day points.
1.2. Eniripsa
General Gameplay- Natural Grace (innate state)
- When the Eniripsa is at 80% HP or more, at the end of the turn :
- Regenerates 3 WP
- Grace :
- The Eniripsa gains 10 levels of Grace at the end of the turn (infinite, can be accumulated up to level 50)
- Under the spell Unnatural Remedies, the Eniripsa loses 10 levels of Grace
- 1 level of Grace = 1% Heals performed
- For each healing performed :
- The Eniripsa wins 10 of Propagator if it's a zone healing (5% of the level)
- The Eniripsa wins 40 of Propagator if it's single-target healing (20% of the level)
- The next single-target damage spell will inflict the value of Propagator in additional light damage.
- Max 200% from the Eniripsa's level
- When the Eniripsa is at 80% HP or more, at the end of the turn :
Fire spells
- Massacure
- Costs 3 AP, 1 to 5 linear Range
- Sur les ennemis en ligne verticale de taille 3 :
- On enemies in vertical lines of size 3 :
- Sadist Mark
- -20% Block
- When the target dies :
- The Eniripsa inflicts 92 Fire damage to enemies in a circle of size 2
- 69 Fire damage
- Sadist Mark
- 2/turn
- Alternative cure
- Costs 2 AP, 0 to 3 Range
- On an ally :
- 28 Fire heal
- Here Mark
- Absorbs 20% of heals performed by the Eniripsa on other fighters
- If the target reaches 100% HP :
- 200% of level in lock and dodge (lasts 1 turn)
- Removes Here Mark
- 3/turn
- Fire Caretaker
- Costs 4 AP, 0 to 2 Range
- On an ally:
- 52 Fire heal
- Trade Mark
- Does not block the range anymore
- If HP fall below 50% HP max :
- 96 fire heal
- 108 fire damage to enemies in a cross of size 1
- Removes Trade Mark
- 2/turn
- Curosion
- Costs 5 AP and 1 PW, 2 to 3 Range
- On an enemy :
- 135 Fire damage
- Hammle Mark
- When the target suffers single-target damage three times :
- Damages are increased by 30%.
- The Eniripsa passes on 20% of the damage inflicted in healing in a square around the target.
- Removes Hammle Mark after three uses
- When the target suffers single-target damage three times :
- 2/turn, 1/target
- Cleansing Flame
- Costs 3 AP, 0 to 3 Range.
- On an ally:
- 42 Fire heal
- On an enemy :
- 75 Fire damage
- On a fighter:
- Refund Mark
- 1 MP max:
- If the target ends its turn in contact with an Eniripsa ally, in a circle of size 2
- Allies: -30% Healing resistance (lasts 2 turns)
- Allies: 72 Fire heal
- Refund Mark
- If the Eniripsa has >= 80% of its HP, the spell becomes a size 1 cross.
- 2/turn
Water spells
- Rejuvenation
- Costs 2 AP,1 to 6 Range
- On an ally:
- 30 Water heal
- 20% of level in dodge (lasts 1 turn)
- On an enemy:
- 54 Water damage
- 3/target
- Healing Word
- Costs 3 AP, 0 to 5 non-modifiable Range
- On an ally :
- 42 Water heal
- 1 Range (lasts 1 turn)
- On an enemy :
- 75 Water damage
- 3/turn, 2/target
- Infusion
- Costs 4 AP, 1 to 3 Range
- On an ally :
- 28 Water heal:
- For 3 turns, at the start of each turn :
- 28 Water heal
- On an enemy:
- 100 Water damage
- 2/turn, 1/target
- Reinvigoration
- Costs 3 PA, 0 to 2 Range
- In a size 1 cross :
- On an ally:
- 36 Water heal
- 10% Damage inflicted (1 turn)
- On an enemy :
- 63 Water damage
- On an ally:
- If the Eniripsa has >= 80% of its HP, the spell changes to a size 2 circle.
- 3/turn
- Fortifying Word
- Costs 5 AP 1 WP, 1 to 3 linear Range but no line of sight, non-modifiable
- On an ally :
- 84 Water heal
- 20% Heals performed on the Eniripsa (1 turn)
- On an enemy :
- 150 Water damage
- 2/turn
Air spells
- Anatomy
- Costs 3 AP, 1 to 4 Range
- 50 Air damage
- 1% Additional damage inflicted per % HP on the target
- 2/turn
- Psykosis Flask
- Costs 3 AP 1 WP, 3 to 4 Range
- In a size 2 cross :
- 69 Air damage
- -20% Damage inflicted (1 turn)
- -20% Critical Hit (1 turn)
- 2 recovery turns
- Colli-mator
- Costs 2 AP, 1 to 4 linear Range
- 50 Air damage
- For 1 turn, per collision suffered :
- The target suffers 25 additional air damage from the Eniripsa
- For 1 turn, per collision suffered :
- 2/target
- Infected Flask
- Costs 4 AP 2 WP, 1 to 3 Range
- 84 Air damage
- 100% lifesteal
- At the end of the target's turn :
- 84 Air damage
- 100% lifesteal
- 1/turn
- Lethargy Flask
- Costs 5 AP, 1 to 4 non-modifiable Range
- 135 Air damage
- If the Eniripsa has >= 80% of its HP :
- 54 Additional air damage
- 54 Air damage on the Eniripsa
- 2/turn
Innate Spells (Third Shortcut Bar)
- Unnatural Remedies
- Costs 2 WP, 0 Range
- Activates or removes Unnatural Remedies :
- Transforms Healing Mastery into Elemental Mastery
- Transforms % Healing performed into % Damage inflicted
- -50% Healing performed
- 1 use per turn
- Coney
- Costs 2 AP, 1 to 3 Range
- If the Eniripsa is under Unnatural Remedies: summon a Dark Coney
- Reduces the target's resistances (-50) (stackable)
- Otherwise: Summons a Coney
- Heals the target
- At the start of Eniripsa's next turn :
- The Coney or Dark Coney becomes a Super Coney
- Eniripsa regains 2 WP
- Spells
- Pushes 1 cell
- Sacrifices himself to give its HP to the target, swaps places with the target
- Inflicts damage and lifesteals, HP stolen go to the Eniripsa
- In addition, the Super Coney gets the Coney or the Dark Coney spell
- The Coney or Dark Coney becomes a Super Coney
- 1/turn
- Repulsion
- Costs 1 WP, 1 to 4 Range, cast in line, no line of sight
- Under Unnatural Remedies :
- The spell's minimum and maximum range increases by 1
- Pushes back 1 cell around the target
- Otherwise:
- Pushes back 2 cells
- 3/turn
Neutral spells
- Prohibition
- Costs 2 AP, 1 to 3 Range
- Removes 10% of the Eniripsa's maximum HP from the target's armor. Converts the removed armor into healing for the Eniripsa
- Under Unnatural Remedies :
- 5 levels of Incurable
- -50% Healing recieved
- Otherwise :
- 5 levels of Crumbly
- -50% Armor recieved
- 2/turn
- Jouvence
- Costs 2 AP, 0 Range
- For 2 turns :
- -20% HP max
- 15% Healing performed
- 2 MP max
- 300% of level in dodge
- 3 turns cooldown
- Regeneration
- Costs 2 AP 1 WP, 1 to 3 Range
- Applies "Regeneration", 1 per team, infinite time :
- If the target takes damage
- 3% Damage inflicted
- 12 elementary resistance
- Eniripsa gains 3% Healing performed
- If the target takes damage
- 1/turn
- Transcendence
- Costs 1 AP 2 WP, 0 to 7 non-modifiable Range
- Applies "Transcendence" (1 turn) :
- Transparent
- Can no longer Lock and can no longer be Locked
- Immune to damage
- Loses all AP
- Can only be targeted once per fight
- 4 turns cooldown
- Eniraser
- Costs 2 AP 1 WP, 1 to 4 Range cast in line but no line of sight
- Resurrects the target with 30% of max HP
- 1/turn
- Invigorating Fountain
- Costs 2 WP, 0 to 3 Range
- Places a size 3 circle glyph (3 turns)
- At the start of the turn :
- 30 Light heal
- At the start of the turn :
- 3 turns cooldown
Passives
- Passive 1 - Expert Healer
- 30% Heals performed
- The HP conditions on the Eniripsa become :
- Eniripsa has 100% of its HP
- Passive 2 - Hygiene
- 800% of the level in HP
- -10% Heals performed
- Passive 3 - Healing Mark
- Each time a mark is applied:
- Light Heal : 21 in Cross size 2 around the target
- Changes the range of the fire spells:
- +1 minimal range
- Range becomes non modifiable
- Each time a mark is applied:
- Passive 4 - Master Propagator
- Indirect damage : +5 Propagator level
- Heals performed with the state Unnatural remedies don't increase the Propagator level anymore
- Passive 5 - Fortifying push
- Repulsion :
- Heal : 3% max HP on the caster every time the spell is cast
- The range becomes non modifiable
- Repulsion :
- Passive 6 - Constitution
- HP boost for the entire team:
- 400% of the Eniripsa's level (+800)
- The Eniripsa starts the fight with 30% Heal resistance
- HP boost for the entire team:
- Passive 7 - Transgression
- If the Eniripsa has >= 80% of its HP:
- 30% Heals performed
- Eniripsa suffers 10% of the heals performed in damage
- If the Eniripsa has >= 80% of its HP:
- Passive 10 - Forsakeness
- -25% Propagator damage
- 50% Propagator lifesteal
- Passive 11 - Recovery
- At the end of turn:
- Per Propagator level :
- Light heal : 1 in circle size 2 around the Eniripsa
- Removes Propagator
- Per Propagator level :
- At the end of turn:
1.3. Rouge
- Bombs
- Bomb damages are reduced
- Bombs do the same damage, whatever the elements
- Paralyzing Bombs and Blinding Bombs no longer remove MP or Range
- Bombardier
- The spell is free
- Once the bomb has been detonated, Bombardier is removed
- For each use during the turn, Bombardier costs 1 additional AP
- Under Bombardier, the Rogue is immune to damage from his bombs.
- Ruse
- If the target is a bomb, the spell does not consume any AP
- Claw
- The spell's effects become:
- Runaway :
- Closes in on the target
- Sneaky mode:
- Attracts the target then moves to the other side of target
- Runaway :
- The spell's effects become:
- Fusillade
- The spell's effects become :
- Runaway :
- Consumes all its Blades
- +1 AP per blade consumed (1 turn)
- Sneaky mode :
- Consumes all its Ammo
- Per Ammo consumed :
- 10% Damage inflicted for the next spell
- Runaway :
- The spell's effects become :
- Barbed Fire
- If the spell is casted on a bomb, targets lined up 3 cells away or less are drawn into contact with the bomb. They're not just 1 cell closer to the bomb as it was previously.
- Encumbering Shot
- The target loses 4 MP instead of 2
- 1 use per turn
- Obliteration
- Targets are teleported 3 cells away instead of 2
Passives
- Passive 1 - Delayed bombs
- Summoning a bomb actually summons a glyph insteads
- The bombs appears on the glyph at the start of the following Rogue turn if the cell is free
- The bomb is already evolved
- Passive 2 - Boomarouge
- Boombot has 2 more AP
- The Boombot spell costs 2 more AP
- Passive 3 - Escapist
- When using Ruse on oneself:
- Exchanges position with the furthest bomb (6 range max)
- The bomb then explodes
- When using Ruse on oneself:
- Passive 4 - Tactician
- Rouge regenerates 1 AP when moving a bomb
- Moved bombs lose 1 level
- Passive 5 - Powder trail
- Rouge gains 1 MP when summoning a bomb
- Ruse now has a line of sight
- Passive 6 - Jackpot
- When in Sneaky, Rouge exchanges position with the first bomb summoned
- Rouge exchanges position again with that same bomb at the end of turn
- When in Sneaky, Rouge exchanges position with the first bomb summoned
- Passive 7 - Blade master
- At start of fight :
- Rogue starts in Sneaky with 5 Blades
- Range is set to 0
- When dealing damage with blades:
- Lifesteals
- At start of fight :
- Passive 8 - Fugitive
- At start of turn, exchanges position with the closest bomb (4 range max)
- The bomb is then stabilized
- Passive 9 - Explobomb
- Bombs explode when they're destroyed
- (Also, people die when they're killed)
- Bombs explode when they're destroyed
- Passive 10 - Reinforced Tunic
- At the end of turn, for every bomb in contact:
- 30 Elemental resistance
- Bombs in contact lose the same amount of Elemental resistance the Rouge gained
- At the end of turn, for every bomb in contact:
- Passive 11 - Minesweeper
- If Rouge reaches 0 resource:
- Switches mode and gains 3 resources
- Rouge cannot use Ruse to switch mode
- If Rouge reaches 0 resource:
- Passive 12 - Elemental bombs
- Earth bombs remove MP
- Air bombs remove Range
- Fire bombs apply Incurable
- The effects are doubled if the bomb is evolved
- Rouge can only summon one bomb per element per turn
- Passive 13 - Pyrotechnist
- Rogue unlocks the Detonation spell in third bar
- 1 AP, 1 to 7 Range, without line of sight
- Triggers the target bomb
- Bombardier's cost is reset to 0
- Bombs don't evolve at the start of turn anymore
- Rogue unlocks the Detonation spell in third bar
- Passive 14 - Bomber fan
- When a bomb explodes : Rouge gains 1 max AP (1 turn)
- Bombs have 1 HP
2. Combat
- Changing character just at the end of a fight no longer causes the game to freeze.
- Scores for score dungeons (Ogrest, Rushu) are now displayed with spaces between the thousands to make them easier to read.
- A summon that kills a hero or the main character no longer has its spells replaced by the next person in the timeline.
3. Tutorial
- The tutorial is fully testable: you can create a new character to explore Incarnam and Rii, the celestial island.
- Airyna offers exercises in the dojo to try out the main fight mechanics.
- New quests added on Rii, the celestial island
- Kheperalia is working properly
4. Interface
- The token machine popup to select the quantities doesn't appear outside the limits of the screen when the interface zoom is active.
- The highest stasis reached indicator on the stasis gauge in the dungeon entry interface no longer blocks the mouse click.
- The guide interface (window form, not guide) is evolving:
- To close it, you must wait 2 seconds after it is displayed, and be on the last page of the guide (if the guide has several pages);
- Esc takes you to the next page ;
- The interface can now use interface themes
- The default chat size has been increased slightly to accommodate the new channels.
- Right-clicking on a character's username to whom you have sent a message now correctly opens the pop-up menu.
- During an exchange, double-clicking to remove a stack of items that has already been partially removed no longer causes visual disappearances.
- Chat error messages have been improved.
- In the off-table enchantment interface, adding and then removing an enchantment on a socket no longer generates error messages and no longer prevents subsequent modifications.
- Sending a message in certain masked channels sends the message correctly instead of causing an error.
- Trying to open an already existing private chat opens it instead of writing an error message.
- Opening a private chat now takes priority over the active window.
- When a chat message ends with an item, the item no longer makes all the empty space following it clickable.
- The recipe counter is now correctly updated when other players craft items via secure crafting.
- Linking an item in the chat doesn't delete the last character
5. Miscellaneous
- The configuration of shortcuts is no longer overwritten with each update.
- A teleportation error that could cause loading to freeze has been corrected.
- The dust and paving stones' proportions in Astrub have been adjusted.
- Removed the initiative from all equipable items except pets.
- Reworked 186+ items : this relates to items having distance mastery, and items having melee mastery (previously melee/ST or melee/AOE).
6. Chat
Discussion channels are improved.Community
A global Community channel (for recruitment or trade) has been added. It has the same rules as the other two global channels; it is unlocked at level 51, and there is a wait time to send another message.
There are four Community channels: FR Community, EN Community, ES Community, and PT Community.
To chat in one of these channels, you have to use the following shortcuts
- /c → used to chat in the channel of the player's main community (associated with the account)
- /cfr → used to chat in the FR community channel; requires the FR community to be visible and tagged (see Choosing a community)
- and so on.
Recruitment
There are four Recruitment channels (instead of just one): FR Recruitment, EN Recruitment, ES Recruitment, and PT Recruitment.
To chat in Recruitment, use the following shortcuts:
- /r → used to chat in the channel of the player's main community (associated with the account)
- /rfr → used to chat in the FR recruitment channel; requires the FR community to be visible and tagged (see Choosing a community)
- and so on.
Choosing a community
By default, every user has a community associated with their account, which they can't modify. Users can also choose one or more alternate languages; doing so will grant access to the corresponding Community and Recruitment channels. Please note: Not using the language spoken in a community or recruitment channel may result in a sanction.
Displaying communities
Another setting has been added. The tag [FR], [EN], [ES], or [PT] can now be displayed next to a player's nickname in the following cases :
- In the chat ;
- By pressing V ;
- In your friends list ; (Not for this beta)
- In your guild ; (Not for this beta)
- Hovering over in the marketplace (Not for this beta)
It will be possible to hide them completely, display only the player's default language, or display all the languages selected by the player.



They came, you saw them, but you missed them (and you're still missing them). Now they're back! Our head-hunters have tracked down the most popular items in the past and are offering them for sale, individually and permanently!
Remember… Perhaps you were one of the lucky ones who got the item. If you weren't, you might be feeling plagued by regret long about now… Maybe it's even keeping you up at night! Oh! Hey! Relax! Now breathe… The good news is that three items are now back, available for sale individually in your WAKFU store!
The Qilby Costume, the Shinonome Pet Skin, and the Wakfu Arm emote are back for everyone to enjoy! Did you already get them? Or maybe you don't want them… Don't be disappointed – we're planning to bring back other items from previous sales regularly, and they too will be available individually! Whether it's today or another day, happiness is sure to come knocking at your door…









While your customers were away, you spent all summer basking in the sun, baiting snappers. Now they're back from Bilbiza, it's time to reel in your loyal customers once again and make some kamas!
They say that wares don't make the merchant…
You have to know how to boast about your merchandise, outdo your competitors, count your cheekens before they're hawked, be a pleasure to do business with, be honest (if possible), and most of all, refrain from running off with the money…
Then again… don't worry if you don't have any of these qualities, because you'll fool every gullible passerby just fine with the Merchant Pack!
Starting today, head to the shop to pick up your very own pack as a matter of merch-ency!
This pack contains:
- Wandering Merchant Costume
- Merchant Gobball Mount Skin (linked to account)
- Wandering Merchant Emote (linked to account)



An official form of identification is needed by the Support team for them to process your concern. In compliance with data privacy laws, they delete the document that you provided once the request has been resolved. You can find more information about it here.



Can you please retry and let us know here if the problem still persists? Thank you!



Thank you very much for your feedback.
After a lot of analysis of the results, we can confirm that the current characteristics of the items are as we intended in almost all cases. We did find a handful of items that had design flaws prior to the migration, but nothing major.
As an answer to your comments, we'd like to go into more detail on a number of points.
1) The case of dual-mastery items.
- Previously, a rule existed for certain mastery combos.
- The weight of these masteries was reduced by 33%. However, the maximum mastery reachable did not change.
- Only these mastery duos were affected:
- Melee - single target
- Melee - area of effect
- Distance - single target
- Distance - area of effect
- When we removed single target and area of effect, we realized that it would be a shame to lose this concept of dual specialization. That's why we've decided to make it a general rule: as soon as a secondary mastery (melee, distance, critical, rear, berserk or healing) is on an item, then the other secondary masteries cost around 20% less.
- This new rule may lead to some confusion. Certain melee/rear items, previously marginal, become much more interesting in the current state of the Beta.
- A rule existed on distance, healing and critical mastery on 186+ items. This rule made these masteries more heavy. The goal was to limit the impact of distance characters (for example) through equipment.
- During the migration to remove single target and area of effect masteries, we decided to remove this rule and put, just like on the previous 185 levels, the same weight for both melee and distance masteries.
- On the other hand, the items had not been created with the same approach. When we design an item, we try to make sure it's consistent and usable: few distance items reach their maximum Lock for example. We were always aiming for the maximum reachable mastery at the cost of defensive options.
- As you may have noticed, some of these items have had a 20% reduction in mastery. In reality, such items become normal items... But just like with distance mastery, these items had been designed differently by the Game Designers. When creating a melee/single target item, we had to be very careful, otherwise we could quickly end up with gamebreaking characteristics.
- Since the conversion is completely fair and impartial, it has kept the cautious spirit we had when designing these items. This can result in much less powerful items. We would have designed these items differently (with fewer HP, for example) if we had wanted to use only melee mastery.
- The case of converting single target or area of effect masteries into random masteries in 3 elements is problematic for several reasons.
- Elemental masteries have a deliberately lower maximum than secondary masteries.
- What if melee mastery has a weight of 300 and mastery in 2 elements has a weight of 278 ? If an item has a maximum of 100 Melee Mastery at a given level, then that same item can reach a maximum of around 70 Elemental Mastery.
- One option would have been to make the maximum mastery proportional to its weight: our item would then have had 100 * 278 / 300 = 93 maximum mastery in 2 elements. However, the tool doesn't work like that, and instead defines an arbitrary maximum for Elemental masteries (depending on rarity, type and level). As a result, an item with only critical mastery (more expensive) could reach the same maximum as an item with only melee mastery, but the weight allocated to masteries would be different, resulting in less weight allocated to defensive characteristics on the item with critical mastery.
- This aspect is crucial to the consistency of the item design, as it prevents an item with only elemental mastery from competing with one with secondary mastery (with a few exceptions).
- The massive conversion of single target and area of effect mastery to elemental mastery gave birth to items that bypass this threshold.
- The only way to keep the rule would have been to change the identity and spirit of certain items, which we didn't want to do. But as a result, some items have more elemental mastery than they're supposed to.
- Many of you have posted screenshots of certain items. It is true that some items have very noticeable differences even though they're the same level, type and rarity. All the items in the game were created with a specific rule on resistances. Let's take the example of the Elemental resistance (in the 4 elements) and say it's worth 1000, i.e. a value of 250 per resistance point.
- In our case, if I have one point of "elemental resistance" (in all elements), I'll have 1 point of fire resistance at 250, 1 point of earth resistance at 250, etc., up to a total of 1000;
- If there are 3 resistances in the item, the resistance is 833, or. 278 per point;
- If there are 2 resistances in the item, the resistance is 694, or 347 per point;
- If there is 1 resistance in the item, then the resistance is 417, or 417 per point.
- In other words, the more specialized resistances an item offers, the lower the amount of actual resistance. The purpose of this rule was to limit the potential for exploits by having a very high amount of a single resistance.
- Since the enchantment and limitations on the maximum resistance attainable in combat (90% limit per item) were introduced, this rule is no longer interesting.
- As a result, it only causes a feeling of unfairness, as items with resistance in 4 elements are mathematically better.
- For the record, we try to have as many item types as possible in each tier. Let's take all the rear mastery items in a level bracket. For every rear mastery item that has resistance in 4 elements, there is usually another rear mastery item that has resistance in 3 elements and another that has resistance in 2 elements.
As we mentioned in the devblog and in some livestreams, the tool we use to create items is very complicated and it's not easy to go right by the players. Nevertheless, we tried to do an impartial and fair conversion. Alas, many players have found that certain items have strayed from their original spirit.We plan to implement the following changes:
- Distance items
- We're going to rework by hand items of level 186 or higher with distance mastery.
- The goal is, in extreme cases, to grant them more HP, dodge and resistance, at the expense of their mastery, in order to bring them closer to what is offered by equipment pieces designed naturally by GDs.
- Melee items resulting from melee/single target or melee/area of effect combos
- We're going to rework by hand melee items of level 186 and above, which have melee mastery, formerly melee/single target or melee/area of effect mastery.
- The goal is, for extreme cases, to grant them more melee mastery at the expense of their HP, dodge, lock and resistance, to bring them closer to what is offered by equipment pieces designed naturally by GDs.
- Elemental mastery
- We're going to look at the problematic items in each bracket and rework them, once again, by hand. To do this, we'll take a look at the item that gives the most mastery cumulated for each level and type of item.
- Then we'll look at the items with only elemental mastery of that level and type, and rework the problematic items, the ones that stand out too much.
- Resistances
- We'll be introducing a new formula for resistances: an item with resistances in 1, 2 or 3 elements will no longer be at a disadvantage compared to an item with resistances in all 4 elements.
- This means that all items with resistances in 1, 2 or 3 elements will have their resistances increased.
- Initiative
- This topic probably comes out of nowhere for you, but we want to remove initiative from items. We think it will be easier for players to find groups and manage their compositions if their equipment doesn't include initiative.
- Initiative will still be available from the following sources:
- Skills ;
- Enchantment ;
- Consumables ;
- Pets.
- Removing the initiative will result in an increase in Lock and Dodge on all affected items.
- If the item already has Lock and Dodge, the Initiative characteristic is divided between the 2;
- If the item already has either Lock or Dodge, the Initiative characteristic is added to the specified characteristic;
- If the item only has Initiative, the Initiative is divided into 2 and added to new Lock/Dodge characteristics.
For your convenience, we prepared some examples of "by hand" reworks.
- Nyl Flag, Beta version:
- 1 AP
- 569 HP
- 120 Lock
- 384 Melee Mastery
- 6% Critical hit
- 45 Resistance in 3 random elements
- Nyl flag, with changes on resistances and re-distribution of mastery :
- 1 AP
- 434 HP
- 80 Lock
- 480 Melee Mastery
- 6% Critical hit
- 50 Resistance in 3 random elements
- Heartbroke Cloak, Beta version :
- 1 AP
- 620 HP
- 120 Dodge
- 116 Mastery of 2 random elements
- 270 Distance mastery
- 6% Critical hit
- 50 Water and Air resistance
- Heartbroke Cloak, with changes on resistances and re-distribution of mastery :
- 1 AP
- 632 HP
- 140 Dodge
- 116 Mastery of 2 random elements
- 250 Distance Mastery
- 6% Critical hit
- 69 Water and Air resistance
- Counselor of the gods laurels, Beta version :
- 420 HP
- 100 Lock
- 100 Dodge
- 100 Initiative
- 317 Mastery of 2 random elements
- 50 Elemental resistance
- Counselor of the gods laurels, with changes on the initiative :
- 420 HP
- 167 Lock
- 167 Dodge
- 317 Mastery of 2 random elements
- 50 Elemental resistance
- Sor'Hombrero, Beta version :
- 1 Range
- 323 HP
- 40 Dodge
- 20 Initiative
- 141 Mastery of 3 random elements
- 200 Distance mastery
- 55 Fire and Earth Resistance
- Sor'Hombrero, with changes on resistances and initiative and re-distribution of mastery :
- 1 Range
- 384 HP
- 60 Dodge
- 120 Mastery of 3 random elements
- 200 Distance mastery
- 76 Fire and Earth Resistance
- Telly Visor, Beta version :
- 931 HP
- 100 Lock
- 100 Dodge
- 13% Block
- 280 Melee mastery
- Telly Visor, with mastery re-distribution :
- 830 HP
- 80 Lock
- 80 Dodge
- 13% Block
- 350 Melee mastery
Once again, please focus on the positive aspects of this update. Many items will change, that's true. We understand your past investment in the game, we understand the value your items carry. We've tried to respect your investment to the best of our ability.
Alas, in order to make stability changes to the game, we sometimes can't make modifications without having some more negative impacts.
However, as we've explained, this is a necessary project for the future of the game. Once this work has been completed, equipment will be designed on a much sounder and fairer basis for everyone:
- We're removing special cases such as berserk mastery which became more expensive with each passing level, or distance mastery, which cost 30% more after a certain level;
- We're extending the specialization advantage ("double mastery") to all mastery combos;
- We're giving bi- and tri-elemental resistances a fair proportional weight, the same as the resistances in all elements characteristic
- We're opening up the possibility for all characters to play all their spells, as restricting oneself to single target or area of effect spells no longer means you'll experience a drastic increase in the amount of mastery.
We wish to emphasize that last point. Our primary aim is to extend the choice and variety of decks. Variety will be all the more present as new possibilities open up to players on the spells side.
To conclude, we have a few final comments to make:
- We are aware that some items with elemental mastery have been significantly increased. However, there's nothing we can do about it - it's a consequence of our global change and we're fine with it. We will only rework problematic items.
- We will not rework items below level 186. Once again, this is by design. We will be taking special care of equipment above level 186, as the specific rules surrounding these items lead to more significant changes. Below this level, we'll be concentrating only on certain problematic items.
- We will also be taking a look at epic and relic items in order to readjust some of them, but we have no further information to share on this subject at the moment.
Please let us know what you think.
Once again, thank you for your feedback, and happy beta!
Siu



If you're stuck on an infinite loading screen, it's usually because the server is protecting your character and data. This can take around 3 to 30 minutes, or up to 3 hours in rare cases, before you can access your character again. If it's been more than 3 hours, please contact Ankama Support.
For more info, kindly check here.



Thank you very much for your feedback. Following your posts, we're planning to tweak some parts of the rework. Unfortunately, the Beta server won't be updated soon. We would like you to take notice of the following changes before continuing discussing the class :
- Roll-again
- Costs 1 less AP
- Lucky star doesn't remove Heals received (and the passive Generous Dice doesn't remove Damage inflicted)
- Black Bow Meow
- The Black Bow Meow now has consistent resistances (on par with the ecaflip's)
- If the tarot card Black Bow Meow is cast on a target, the target gains 66 elemental resistance for 1 turn
- The Black Bow Meow now possesses 6 AP and their AP doesn't increase with passing turns
- Wheel of fortune
- The Lucky star level stays applied on the Ecaflip even after using that card
- The bonus / malus of the card becomes 50 / -50
- D-six
- Costs 6 AP 1 WP
- 203 Fire damage
- The next D-six costs 1 less AP until the next time the tarot cards are shuffled
- Stackable effect
- 1/turn
- Loaded dice
- Removed the crit gain effect
- Inherits D-six's former effect (fix damage + variable damage), with a higher damage per AP ratio
- If the spell kills the target:
- Ecaflip gains 2 AP next turn
- Heads or tails
- Cannot be cast on Ecaflip anymore
- Cast on ally:
- Earth heal on the ally + Ecaflip
- Cast on enemy:
- Earth damage + lifesteal
- Paws off
- Costs 2 AP
- Up to scratch
- Costs 4 AP
- Lucky Day
- Removed former Lucky day effects
- When Lucky day hits level 100 :
- The next tarot card is free and its effect is doubled
- Lucky day is then consumed
- Felintuition
- Can now be cast in critical hit (it will properly take crit mastery into account)
- The glyph's damage is indirect (go under armor)
- Topkaj
- Now gives 2 max MP (2 turns) in addition to resurrecting a target
- When used on oneself, gives 1 max MP (1 turn) to target that gain the CH bonus
- All In is also going to change, but so far we haven't decided on a concept
Thank you very much and please enjoy the Beta.
Siu.



Like prospection and wisdom on items or pets, it makes little sense to us.
At some point Enutrof will indeed have a revamp, for now we don't want to let the prospecting bonus on the class, we think it's detrimental to the game, we don't need to wait for a rework to treat it.



You'd be surprised.



An all-new beta version of WAKFU is ready for you to test from top to bottom, inside and out. Adventurers of the World of Twelve, version 1.81 is available for download from Ankama Launcher, and we're here to tell you all about its content…
CONTENT
The testable content in the beta includes:
- the new tutorial, Incarnam, and the celestial island called Ri
- the new guide system
- a graphically revamped Astrub
- rebalanced Ecaflips, Eniripsas*, and Rogues
- a new look for the Eniripsa class
- new animations for the Iop class
- a revamp of masteries with the removal of Single-Target and Area masteries
- and many more surprises to discover!
ACCESS THE BETA
To access the beta from the Ankama Launcher: Once the WAKFU page is open, open the dropdown menu above the PLAY button to show both versions of the game including the beta.
Please note: The beta server is not always available. It is only available when the WAKFU team needs to perform tests. When a beta version is available, a message is posted on the official website. It is generally accompanied by update notes (also known as a changelog) published here.
As always, we can't wait to hear your feedback on the forum and official Discord.






WAKFU's beta server will soon update to version 1.81! Twelvians, be among the first to tinker with, test and explore the new version of the game!
CONTENT
The testable content in the beta includes:
- the new tutorial, Incarnam, and the celestial island called Ri
- the new guide system
- a graphically revamped Astrub
- rebalanced Ecaflips, Eniripsas, and Rogues
- a new look for the Eniripsa class
- new animations for the Iop class
- a revamp of masteries with the removal of Single-Target and Area masteries
- and many more surprises to discover!
ACCESS THE BETA
To access the beta from the Ankama Launcher: Once the WAKFU page is open, open the dropdown menu above the PLAY button to show both versions of the game including the beta.
Please note: The beta server is not always available. It is only available when the WAKFU team needs to perform tests. When a beta version is available, a message is posted on the official website. It is generally accompanied by update notes (also known as a changelog) published here.
As always, we can't wait to hear your feedback on the forum and official Discord.



We're not able to repro your issue.
Have you been using Distorsion before using your spells, by any chance ?
Siu.
























After weeks of sweat, laughter, and tears, the two teams still standing in WAKFU Warriors will face off, and the battle should be legendary…
The Final
The die is cast!
The tournament finalists are Clan Valkinne and Délicatesses Épicées!
Kudos to them for making it this far!
But only one of these two teams will go all the way…
You can't miss this extraordinary fight, to be streamed tomorrow on Tuesday, August 22, starting at 8 PM (Paris time) right here:
Prizes
As a reminder, here are the prizes you could win:
First place:
- a 6-month Booster
- an exclusive aura
- a house in the nation of the winner's choice (unless they already have one)
- PeeVeePee Costume: Summer Edition
- winner's choice of a Legend, PeeVeePee, or Buffalo Soldier costume
- an exclusive Haven Bag Decoration: Statue representing the winning character
- Haven Bag Decoration: Gold Trophy
- an exclusive unique title: "WAKFU Warriors: SUMMER 2023 Winner"
- an exclusive emote: WAKFU Warriors: SUMMER 2023 Umbrella
Second place:
- a 3-month Booster
- winner's choice of a PeeVeePee or Buffalo Soldier costume
- Haven Bag Decoration: Silver Trophy
- a legendary title: "Participation's What Counts"
- an exclusive emote: WAKFU Warriors: SUMMER 2023 Umbrella
Third place:
- a 1-month Booster
- winner's choice of a PeeVeePee or Buffalo Soldier costume
- Haven Bag Decoration: Bronze Trophy
- a legendary title: "Participation's What Counts"
- an exclusive emote: WAKFU Warriors: SUMMER 2023 Umbrella
Prizes will be given out after Update 1.81.



Removal of Single-Target and Area Masteries
We've posted a devblog on our perception of this revamp, its potential benefit for players, and the avenues we can utilize. Let's go back to the following points:
"When we design items, characteristics have a weight. Currently, we've established a rule for all items that's intended to strengthen dual specializations. For example, a melee-only item will have 100 melee mastery, while a melee + single-target item will have 75 melee mastery and 75 single-target mastery for the same weight.
[…]
The first point to bear in mind here is that we're committed to updating the formula and the abilities of all items in the game in a way that ensures that no one's total mastery will decrease. So that means rebalancing all items in the game on the same basis (via increases, in most cases).
- If you had a '100% melee' build, you would see a large increase in your total mastery.
- If you had an 'X% melee + Y% single-target' build, your masteries would stay the same, but you'd now be able to play area-of-effect spells (like Celestial Sword).
[…]
This will also be a fairly long-term project, even if the solution we've presented here looks like one that can be partially automated. We'd like to implement it with the release of the single-account server if the community reacts positively to our proposal. That's why we've prepared a new, very brief survey to better understand your feelings in response to this proposal."
Devblog: Single-Target and Area Masteries
The results of the survey were very positive. The community was receptive to our idea that single-target and area masteries be redistributed to the item's other masteries. Having explored a number of possibilities, the team also liked this option best. So this is the option we settled on.
Regarding the items to be modified, it has always been crucial to us that they maintain their role and identity. Beyond the massive amount of time a project like this would have required, the fact that certain items could dramatically change might have harmed players with past investments. We therefore decided not to change the identity of items, and so they'll have the same function as before.
For the sake of transparency, we're going to show part of the system used to create items in WAKFU. The values are non-binding and the full context is not given.
The Item Creation System
All items that grant masteries to equipment follow strict rules to ensure consistency. They specify a weight and a maximum associated with each characteristic. These values may vary, depending on certain factors. Each characteristic is related to one of the four fundamental types:
- OFFENSIVE: various masteries, % Critical Hit, and % Armor given
- DEFENSIVE: various resistances, HP, block, and % Armor received
- ANCILLARY: lock, dodge, and initiative
- MAJOR: AP, MP, WP, Range, and Control
Each type also has a maximum weight designed to regulate the item's power and allow for a greater amount of interesting, viable equipment items. Thus, each characteristic granted by the item increases the total of its type by its weight. To further boost the variety of possible items, the item has a maximum weight that must not be exceeded and that is below the sum of the fundamental types' maximums.
Additional Rules
Let's add a key element to the concept: to encourage specialization, we decided to reduce the weight of masteries when an item acquires more than one. To explain our thinking in relative terms, masteries' starting weight is equal to 300, and it goes down to 200 when this condition is met. This rule applies to melee, distance, single-target and area masteries. Therefore, if an item initially grants X melee mastery with a weight of Y, it could also grant X*300/200 = 1.5*X melee and single-target/area masteries, also with a weight of Y.
Meanwhile, the weight of critical, rear, healing, and berserk masteries works differently. Their weight depends on the item's level; it ranges from 133 for a level 5 item to 300 for a level 230 item, i.e. 1.88 times greater. A berserk mastery point is worth two times less than a melee mastery point at level 5, and is worth as much at level 230.
We therefore established rules whereby the revamp would operate on items that granted single-target or area mastery:
- If an item also granted another mastery, then the amount of single-target or area mastery would be converted at an equivalent weight and added to the latter (secondary masteries first).
- If an item didn't grant any other masteries, then the full amount of single-target or area mastery would be converted at an equivalent weight into mastery in 3 elements (you'll choose which ones when the update is released).
- All mounts now have 40 Elemental Mastery.
- Pets have been updated on a case-by-case basis.
Other changes had to be made to certain game elements. These include updates to sublimations such as Brutality and Brazier, changes to class passives such as the Sram's Ambush and the Eniripsa's Mass Aid, and redesigned gameplay elements for bosses such as Drainacask, Rushu's vestiges, and Badgwitch the Furiox. We did everything we could to avoid impacting any particular play style. At any rate, you can see the full list of these in the changelog for Update 1.81.
More Extensive Changes
Once the initial work was done, we were still unhappy with certain changes. In particular, we thought the initial promise wouldn't have been kept if potential users of an item were to lose over 30% of total mastery with this revamp. Confirming this dissatisfaction, the evolution curve for weights of critical, rear, healing, and berserk masteries seemed superfluous and outdated. If we're to work hard going over 2,200 items, we might as well use the opportunity to start from a more solid foundation for the future of items by going over all the standards for mastery weights.
After thinking a lot about the issues of base weight, the impact we wanted specialization to have on weight, and the best way to keep our initial promise that players wouldn't lose mastery, we came to a few conclusions:
- Within the current paradigm, it is impossible to guarantee that no mastery will be lost. The only alternative would have been to apply a major overall improvement, and adjust player and monster HP accordingly – but this wouldn't have changed anything, as the relationship between the two would have stayed the same. The idea would therefore be to make it so players lose as little mastery as possible due to the update.
- We want to reduce the mastery gain from dual specialization.
- All mastery weights should have the same evolution and no longer be based on the item's level at all.
- We must reduce the difference between mastery weights as much as we can in order to increase the variety of items that can be used optimally.
We also decided to slightly lower the "base" weight of masteries; in this case we brought the baseline weight from 300 to 250, but we kept the reduction to 200 when an item has more than one mastery. Let's look at Cire Momore's Headgear as an example:
Single-target mastery cannot be converted into negative critical mastery, and we very much don't want this item to remain the same after the revamp. We're therefore acting as if the item only had single-target mastery, and applying a multiplier to negative critical mastery. Thus, single-target mastery will be 480*300/333 = 432 when single-target mastery is removed, then 432*333/283 = 508 Mastery in 3 elements when weights are updated. With the same approach applied to critical mastery, it has to be changed to -100*400/283 = -141.
This change produced the following curve, this time accounting for all items:
Most of them will see their masteries slightly increased, owing to the reduction in base weight. For some this will be a more significant increase, as distance and critical masteries had a base weight of 400 in some cases. Finally, note the more or less significant decrease for about 20% of items, explained by two key facts.
Reminder: We want to standardize the weights of all masteries; in the case of critical, rear, healing, and berserk masteries, they had a very low weight in the lowest level brackets. Rebalancing these weights on a constant leads to a decrease in total masteries.
In the case of items that had multiple masteries at once and, to that end, enjoyed a weight reduction: If they had X Single-Target Mastery and Y Melee Mastery, for example, it would give (X+Y)*200/300*300/250 = (X+Y)*4/5, which is always less than X+Y. Let's look at Ghast's Belt as an example:
The item is dual-specialized, granting both 275 Melee Mastery and 275 Single-Target Mastery, i.e. a total of 550 Mastery. When single-target mastery is removed, it will be 275*2*200/300 = 367 Melee Mastery; and when weights are updated, it will amount to 367*300/250 = 440 Melee Mastery.
We're aware that this kind of change can lead to a sense of unfairness. But keep in mind that the rate of increase is separate from the average. An item granting a high number of masteries will still grant a high number after the update. The project was designed and the values determined to make things as fair as possible.
At the same time, we seized the opportunity to make it so berserk and healing masteries would follow the same curve in enchantment bonuses as the other masteries. This change is important to us, and we'd been wanting to implement it for some time. We think that combining it with the removal of single-target and area masteries is a positive change. In addition, out of all our changes, we removed the gain in single-target and area masteries from abilities and unlocked the maximum applied to melee and distance masteries at 40. We still want to see abilities evolve in the future, but for now we want to focus on this evolution of masteries.
Since our early announcements about single-target and area masteries, we have read so many discussions and debates on this topic. A lot of players have made compelling arguments, and we understand this is a sensitive subject. We'd like to thank you for participating on Discord and the forums, as this has been a useful source of reflection for us. We did our best to trim things fairly and equitably, but we know that this represents a big shift in your play habits. We hope that the change will accomplish its initial goal: to make the game more accessible and more fun.
FAQ
1) Why has this change had such a severe impact on berserk mastery?
The results of the survey from the last devblog show that a majority of the community considers this mastery unfair and overpowered compared to other masteries. We therefore decided to make sure it would be of equal power.
2) What's happening to sublimations like Brutality and Brazier?
All will be detailed in the changelog for Update 1.81.
3) What will happen to sockets containing single-target or area masteries?
Once again, you'll have to read the Update 1.81 changelog for details on the changes.
4) How will my set be affected?
Here is a sample of items and how their levels and specializations will change due to the update; note that you'll be able to choose the equipment's element when the update comes out:



Thank you for this additional information and this will help investigate the problem.
[Xai]






1. Primary features
- [*]Early-game content has been fully revamped to offer a more open, organic, and accessible experience. For now, the new tutorial isn't fully testable, but Rii is accessible.
- The guide interface has been improved. Guides are now learned account-wide; they will no longer appear in the game client even when switching characters, or when installing your client on another device, for example. They are also better categorized. Use Shift + T to access the guide list.
- All gains, losses, and uses of Single-Target or Area Mastery have been removed. As a result, all items' stats have been rebalanced. Learn more: devblog
- A new appearance is available for the Eniripsa class. An appearance change is available for Eniripsas created before Update 1.81.
For now, please don't create a new character to test the tutorial.
2. Combat
- Entering spectator mode near the bounds of the battleground properly enables spectator mode; a message along the lines of "You cannot enter spectator mode while moving" will no longer appear.
- The duration of players' first turn has been increased from 40 to 60 seconds.
- The duration of allied summons' turn has been reduced from 30 to 20 seconds.
- We wanted to make players' first turn last longer so they could better develop their mechanics. However, certain issues may have been related to summons and their excessive game time. That's why most summons now have a game time of 20 seconds:
- Drheller
- Coney
- Dolls
- Boombot
- Gobgob
- Sram Double
- Black Bow Meow
- The Masqueraider double, the Bow Wow, and Osamodas summons will always have a game time of 30 seconds.
- We wanted to make players' first turn last longer so they could better develop their mechanics. However, certain issues may have been related to summons and their excessive game time. That's why most summons now have a game time of 20 seconds:
- Summoning a creature with an Osamodas right after reconnecting while in combat no longer prevents the summon's first turn from being played, and it correctly inserts it in the combat timeline.
- Leaving spectator mode after a summoning and then reentering it no longer causes the summon to remain visible in the world after combat ends.
- Trying to move over an invisible entity when locked by another entity no longer causes an AP and MP loss associated with being locked.
- Dying from an effect that is triggered right after finishing your turn no longer causes a delay before the start of the next fighter's turn.
- Reconnecting to combat while transformed into a monster no longer prevents you from regaining your normal spells after the transformation ends.
- Out-of-combat characters' floating health bar is now displayed correctly after you reconnect.
- Out-of-combat characters' health bar in the list of group members is no longer displayed as full after you reconnect.
- When you are a spectator in combat, the end screen no longer always says that the combat was lost.
- Monsters doing 9 cells now properly interrupt movements that pass by them.
- Monsters doing 9 cells can only lock a fighter once per fighter turn.
- The character no longer stops next to a monster when the monster isn't locking them.
3. Classes
- Health bars are now displayed consistently with characters' height. The health bar should no longer cover the face of a Xelor, Eniripsa, or Huppermage affected by Heart of Light, among others.
- The bonuses "Single-Target Mastery" and "Area Mastery" are no longer available in the Strength section of characteristics. You can now spend up to 40 points on the bonuses "Distance Mastery" and "Melee Mastery".
3.1. Ecaflips
- Random damage has been removed.
- Critical Hits
- Per critical hit above 100, 1 level of Lucky Star :
- 0.5% damage inflicted
- -0.5% healing performed
- Per critical hit above 100, 1 level of Lucky Star :
- Lucky Day (concept developed in passives)
- Lucky Day is a gauge that goes up in certain conditions. Lucky Day's max level is 100.
- If Lucky Day hits 50:
- The next tarot card played costs 1 WP less and consumes 50 Lucky Day.
- If Lucky Day hits 100:
- The next Roll Again costs 1 AP less and consumes 100 Lucky Day.
- If Lucky Day hits 50:
- Lucky Day is a gauge that goes up in certain conditions. Lucky Day's max level is 100.
- Tarot
- The tarot provides cards in the third bar.
- When combat starts, the Ecaflip pulls 3 tarot cards.
- At the start of each turn, the Ecaflip draws cards until they have 3 in hand.
- Each tarot card costs 1 WP.
- Roll Again lets them discard their hand and draw 3 new cards.
- The Ecaflip gains 1 WP at the end of the turn.
- The Ecaflip is restored to full WP once the draw pile is empty, and then they shuffle their pile.
- There are 10 tarot cards, and each has an effect on play style.
- The tarot provides cards in the third bar.
Tarot
- The Croquette
- 50% heals performed (1 turn)
- Healing is done at the end of the target's turn.
- (If a chain spell like Fleahopper, the rebound also happens at the end of the turn.)
- God Ouginak
- Reduces the AP cost of neutral spells by 1.
- Sets the range of neutral spells to 1.
- Ecaflip's Crawlies
- When a target (enemy or ally) moves to a cell adjacent to the Ecaflip, the target is pushed back one cell, and the Ecaflip turns to face them and gains 20 resistance.
- Hairy Hermit
- A cat tree spawns beneath the Ecaflip (or on the target cell / a nearby cell).
- The Ecaflip may walk down from the cat tree, but they must cast Feline Leap to get back up on it.
- Gains 2 Range and 20% healing but loses 20% damage while at the top of the tree.
- -4 MP
- Max 2 cat trees
- A cat tree spawns beneath the Ecaflip (or on the target cell / a nearby cell).
- Hairy Moon
- The target gains 20% damage (2 turns) and 35% Critical Hit (2 turns).
- -15% damage inflicted on the Ecaflip (1 turn)
- Fickle Dice
- The 6th spell cast:
- 50% damage inflicted
- 50% healing done
- WP spells cannot be used until the 6th spell.
- The 6th spell cast:
- Black Bow Meow
- A Black Bow Meow spawns on the targeted cell.
- Controllable;
- Has a spell that removes 120 resistance on the target (1 turn)
- Has a lot of MP
- The Bow Meow and its caster are bound by a life link.
- A Black Bow Meow spawns on the targeted cell.
- Wheel of Fortune
- Sets Critical Hit to 50 (1 turn)
- As a critical spell:
- 100% damage inflicted
- -20% Critical Hit
- Otherwise:
- -100% damage inflicted
- +20% Critical Hit
- Meowtyrdom
- The Ecaflip loses half their current HP.
- Half of this value is granted as armor in a 2-cell circle (Ecaflip included).
- God Ecaflip
- 3 AP, 20% Critical Hit (1 turn)
Third-Bar Spells
- Feline Leap
- 1 AP, 1 to 2 Range, in a straight line, non-modifiable
- Jumps on the targeted cell
- +1 use per turn when the spell isn't used
- 1 per turn
- Roll Again
- 3 AP, 0 Range, non-modifiable
- Discards own cards and draws 3
- Per discarded card: 15% Critical Hit (2 turns)
- 1 per turn
Elemental Spells
Fire Spells
- Craps
- 2 AP, 1 to 5 Range
- 50 Fire damage
- 3 per turn
- Loaded Dice
- 3 AP, 1 to 3 Range
- Requires a target
- Enemy: 69 Fire damage
- On the Ecaflip's next turn:
- +25% Critical Hit (caster + target) (2 turns)
- 2 per turn, 1 per target
- D-Six
- 4 AP, 1 to 3 Range
- 42 Fire damage
- 31 to 78 extra Fire damage
- 2 per turn
- Roulette
- 5 AP, 0 Range, non-modifiable
- 115 Fire damage on enemies in a square
- On allies in the area: 65 Fire healing and damage bonus (5 to 30%)
- 2 per turn
- Yowling
- 6 AP, 1 WP, 1 to 3 Range
- In a 1-cell cross:
- 150 Fire damage
- Steals 10% of damage inflicted as health and armor
- 2 per turn
Water Spells
- Rough Tongue
- 3 AP, 1 to 3 Range, in a straight line, non-modifiable
- Draws toward the caster
- Enemy: 81 Water damage
- Ally: 45 Water healing
- 3 per turn, 2 per target
- Up to Scratch
- 5 AP, 2 to 4 Range, in a straight line, no line of sight, non-modifiable
- Teleports to the targeted cell
- 100 Water damage on enemies in the path
- 58 Water healing on allies in the path
- 2 per turn
- Paws Off
- 3 AP, 1 Range (non-modifiable)
- Repels by 1 cell per water spell cast in the turn
- Enemy: 81 Water damage
- Ally: 45 Water healing
- 1 per target
- Fleahopper
- 4 AP, 1 to 3 Range, non-modifiable
- Cast on an enemy:
- 92 Water damage
- 2 rebounds in a 3-cell circle:
- 1st: 115 Water damage
- 2nd: 138 Water damage
- Cast on an ally:
- 52 Water healing
- 2 rebounds in a 3-cell circle:
- 1st: 66 Water healing
- 2nd: 80 Water healing
- 3 per turn, 2 per target
- Fleeflees
- 4 AP, 1 WP, 1 to 5 Range, non-modifiable
- Enemy:
- -4 MP
- -1 WP
- 125 Water damage
- Ally:
- 1 max MP (1 turn)
- 1 WP
- 60 Water healing
- 1 per target, 2 per turn
Earth Spells
- Heads or Tails
- 3 AP, 0 to 3 Range
- Enemy: 87 Earth damage
- Ally: 42 Earth healing
- 3 per turn
- All or Nothing
- 2 AP, 1 to 2 Range, non-modifiable
- 93 Earth damage
- 50% chance for the Ecaflip to also inflict 93 Earth damage on self
- 3 per target
- Three Cards
- 5 AP, 1 to 3 Range, in a straight line
- In a 3-cell vertical line:
- 115 Earth damage (enemy)
- 60 Earth healing (ally)
- From the closest target to the farthest:
- Ally: 1 MP
- Enemy: -2 AP
- Fighter: 400 Dodge and -400 Lock
- 2 per turn
- All In
- 1 to 4 Range
- Consumes AP (10 max)
- 11 Earth damage per AP used
- 50% chance to regain the spell's cost
- 1 per turn
- Battle
- 4 AP, 1 WP, 1 to 3 Range
- 135 Earth damage
- 50% chance to regain 2 AP and 20% Critical Hit (2 turns)
- 50% chance to lose 2 AP
- 1 per turn
Neutral Spells
- Double or Quits
- 2 AP, 0 Range
- Plays the next three cards in the draw pile on the Ecaflip
- 2 turns to recast
- Topkaj
- 3 AP, 1 to 4 Range
- Cast on an ally:
- Revives ally with 25% of max HP
- Cast on self:
- 35% Critical Hit (2-cell circle) (2 turns)
- 2 turns to recast
- Felintuition
- 3 AP, 1 to 3 Range (non-modifiable), no line of sight
- Places a glyph on the ground in a 1-cell cross
- At start of turn:
- Ally:
- 35 Light healing
- 400 Dodge (1 turn)
- Enemy:
- 70 Light damage
- -400 Dodge (1 turn)
- Ally:
- When the Ecaflip's next turn starts:
- The Ecaflip jumps in the center of the glyph if the cell is open.
- 2 turns to recast
- Life Token
- 2 AP, 1 WP, 1 to 4 Range
- Cast on a target:
- If a lethal attack:
- The target survives with 1 HP and consumes their life token.
- If the target still has a life token when the Ecaflip's turn starts:
- The Ecaflip's HP is set to the target's HP.
- If a lethal attack:
- 2 turns to recast
- Spell Strike
- 1 AP, 2 WP, 1 to 3 Range (non-modifiable)
- Cast on the Ecaflip:
- Draws another discarded card
- Discards all other tarot cards held
- Per discarded card:
- 10% damage inflicted (2 turns)
- Cast on an enemy:
- (Very) variable Light damage
- Consumes up to three cards from the Ecaflip's hand
- Black card: 50% health steal
- White card: 50% extra damage
- 2 turns to recast
- Clubs
- 3 AP, 0 to 3 Range
- Repels adjacent targets by 2 cells
- Cast on an ally:
- 2 max MP (2 turns)
- 20% Critical Hit (2 turns)
- Cast on an enemy:
- -30% Critical Hit (2 turns)
- -30% Block (2 turns)
- 2 turns to recast
Passives
- Passive 1 – Misadventure
- Adds a tarot card: Misadventure
- -20% damage inflicted (1 turn)
- -1 max MP (1 turn)
- 75 Elemental Resistance (1 turn)
- Adds a tarot card: Misadventure
- Passive 2 – Loaded Dice
- For every 6 AP spent on fire spells:
- The next fire spell costs 2 AP less and 1 WP more.
- For every 6 AP spent on fire spells:
- Passive 3 – Winning Streak
- Each % Critical Hit given by the Ecaflip increases Lucky Day by 1.
- % Critical Hit gains now last only 1 turn.
- Passive 4 – Misfortune
- Adds a tarot card: Misfortune
- Converts the target's % Critical Hit into % Block.
- Adds a tarot card: Misfortune
- Passive 5 – Lucky Tarot
- Each tarot card added increases the Ecaflip's Lucky Day by 15.
- Roll Again no longer gives Critical Hit per discarded card.
- Passive 6 – Prophetic Tarot
- Each tarot card has a color.
- Playing 2 white cards in a row restores 1 WP to the Ecaflip (1 time per turn).
- Playing 2 black cards in a row gives the Ecaflip 25 Lucky Day (1 time per turn).
- Roll Again is now 4 AP.
- Each tarot card has a color.
- Passive 7 – Ecaflip's Fate
- Adds a tarot card: Ecaflip's Fate
- Inflicts 100% of the caster's level as Light damage.
- The Ecaflip will take the same damage the next turn if the target is still alive.
- Adds a tarot card: Ecaflip's Fate
- Passive 8 – Feline Impact
- Coming soon
- Passive 9 – Cheat
- The first card of the turn can be played for free, and the Ecaflip immediately draws another card.
- The Ecaflip only draws one card at the start of turn.
- Passive 10 – Healing Luck
- Per Lucky Day point:
- 1% heals performed
- Lucky Day increases each heal performed by 3.
- Lucky Day is lost at the start of the turn.
- Per Lucky Day point:
- Passive 11 – Feline Tarot
- The Ecaflip switches places with the target of the Tarot card (if not targeting themself).
- The Ecaflip is then stabilized until their turn ends.
- The Ecaflip switches places with the target of the Tarot card (if not targeting themself).
- Passive 12 – Fortune favors the brave
- When the Ecaflip's HP drops below 50%, once per turn:
- 50 Lucky Day and 2 WP
- 100% Incurable (1 turn)
- When the Ecaflip's HP drops below 50%, once per turn:
- Passive 13 – Heads, I win
- Lucky Day increases/decreases based on the number of the card played (even/odd turn, white/black card, or above/below 42 Lucky Day).
- Passive 14 – Generous Dice
- Critical hits above 100 now grant:
- 0.5% healing done
- -0.5% damage inflicted
- Critical hits above 100 now grant:
- Passive 15 – Graceful Feline
- Feline Leap no longer has line of sight.
- Feline Leap costs 1 extra AP.
- Passive 16 – Blackjack
- After the card draw at start of turn, adds the values of the cards in the Ecaflip's hand.
- If the sum is between 1 and 21:
- Bonus
- Otherwise:
- Penalty
- Passive 17 – Trump Cards
- Odd turns:
- Only draws and can only play odd cards.
- Even turns:
- Only draws and can only play even cards.
- Odd turns:
3.2. Eliotropes
- Eliotropes properly gain the Effervescence connection by casting the Exaltation spell on an ally using the Reminiscence passive.
3.3. Enutrofs
- The Treasure Tracker passive no longer gives prospecting.
- The Treasures state no longer gives prospecting. If the Enutrof ends their turn with this state, they gain 10% damage for 1 turn.
3.4. Huppermages
Slight changes have been made to this class to make it easier to understand and get a grasp on.- Natural
- Huppermages regain 1 AP by generating an elemental rune (x1 per rune per turn).
- Elemental Hearts no longer have an active QB regeneration.
- Elemental Hearts no longer set other masteries to 0.
- Dynamo
- This passive's only effect is now: Runes disappear at the end of turn.
- Sensextension
- QB gains from Heart of Light are no longer doubled.
- Elemental Hearts now have an active QB regeneration (previously natural).
- Heart of Light lasts 2 turns.
- Soul Initiative
- If Heart of Light is the first spell cast during the turn:
- 2 AP (1 turn)
- Elemental masteries other than the active Heart's are set to 0.
- This passive no longer disables rune generation when affected by Heart of Light.
- If Heart of Light is the first spell cast during the turn:
3.5. Iops
- (not testable yet) Added alternate animations for when the Iop uses their sword. These can be selected or unselected at the Iop class temple in Amakna.
- An Iop's standard now matches their colors. It also counts as a summon; you can right-click it to check its status or apply states to it.
3.6. Rouges
We decided to revamp Rouges for a number of reasons. Conceptually speaking, the class has multiple strong identities that are all very different and fairly incompatible: bombs, daggers, and guns. It lacks coherence and consistency. In terms of balancing, bombs are very niche but overpowered; either the Rogue is a match for the content and therefore better than other classes, or they aren't and then suffer in relation to other classes. Also, it was very difficult, if not impossible, to effectively combine the class's various aspects, since their orientations are all very different, which made bomb-related gameplay very passive.The class has therefore been fully revamped. We decided to focus on its gunslinging and dagger-wielding dimensions. Its elemental spells are no longer split into the "Pistol" and "Dagger" themes. Rogues have two modes: Runaway and Sneaky. By going between the two, a Rouge can utilize all their spells in one of two ways: with their guns from a distance, or using their daggers in close combat. They are encouraged to regularly switch between states to stack Ammo or Blades, boosting each of these modes. The bomb system, meanwhile, is now more organic and naturally interacts with all the Rogue's other mechanics; in Bomber form, the Rogue will transform any of their elemental spells into a bomb. This way they can place bombs of varying power on free cells, or instead throw them directly at enemies. Moreover, their bombs reach peak power much faster; this is intended to make gameplay more dynamic.
General Mechanics
- Rogues have two modes: Runaway and Sneaky.
- Rogues can switch between the modes for free at the end of the turn, or during their turn for a certain price.
- These modes make use of the Rogue's daggers and pistols, respectively.
- Rogues also have a Bomber mode, which lets them use their bombs with any elemental spell.
Wakfu Points
- The Rogue's tactical tools cost WP.
- Rogues regain WP when their bombs go off.
- Rogues regain 1 WP at the end of the turn.
Sneaky
- The Rogue's Distance Mastery is converted into Melee Mastery.
- The Rogue uses their daggers.
- All their elemental spells can only be cast in melee.
- As long as they still have blades, all their elemental spells cost 1 AP less.
- The Rogue generates ammo for each spell cast.
- This ammo is used in Runaway mode.
Runaway
- The Rogue's Melee Mastery is converted into Distance Mastery.
- The Rogue uses their pistols.
- All their elemental spells become ranged only.
- As long as they have ammo left, all their elemental spells deal 50% extra damage.
- The Rogue generates blades for each spell cast.
- These blades are used in Sneaky mode.
Bombs
- The Rogue can switch to Bomber mode using a third spell bar.
- This turns all their elemental spells into bombs.
- They can throw the bombs directly on targets to make them explode in an area of effect.
- Or they can set them on an empty cell.
- This turns all their elemental spells into bombs.
- Bombs explode at the end of the second turn on the field.
- Restores 1 WP on explosion (2 WP at level 2).
Third-Bar Spells
- Bomb
- 2 AP, 0 Range
- The Rogue enters Bomber mode.
- Elemental spells change:
- When cast on a target, they cost 1 extra WP and apply effects in an area of effect (1-cell cross).
- If a bomb is in the area, it explodes.
- Cast on an empty cell, they place a bomb.
- When cast on a target, they cost 1 extra WP and apply effects in an area of effect (1-cell cross).
- Recasting the spell on yourself is free and turns off bomb mode.
- When a bomb is placed:
- 1 level per AP of the base spell (7 levels max)
- Has 4% of the Rogue's max HP per level
- Damage based on the level
- The bomb explodes when destroyed or at the end of the next turn.
- On explosion, it does damage in an area of effect (2-cell circle), and the Rogue gains 1 WP.
- At the start of the Rogue's turn, the bomb evolves: When the bomb explodes, it deals more damage and the Rogue gains 2 WP.
- Elemental spells change:
- 2 uses per turn
- Ruse
- 0 AP, 0 to 7 Range (non-modifiable), no line of sight
- Consumes up to 3 max AP on use
- On the Rogue:
- Used to switch between Sneaky mode and Runaway mode
- On target:
- Switches places
- 1 use per turn
- Boombot
- 2 AP, 1 WP, 1 Range
- Summons a Boombot
- The Boombot has 2 AP, 8 MP, and 1 HP.
- The Boombot dies at the end of the turn.
- The Boombot has the following spells:
- Detonation
- 1 AP, 1 to 6 Range
- Causes the bomb to explode
- 2 per turn
- Overload
- 1 AP, 1 to 4 Range
- On an evolved bomb:
- Won't explode at end of turn
- On a non-evolved bomb:
- Evolves and explodes at end of turn
- 2 per turn, 1 per target
- Magnetization
- 1 AP, 2 to 6 Range
- Attracts by 5 cells
- 2 per turn, 1 per target
- Push
- 1 AP, 2 to 6 Range
- Pushes onto the targeted cell
- 2 per turn, 1 per target
- Reconversion
- 1 AP, 1 to 6 Range
- The Boombot turns into the targeted bomb.
- It copies the bomb's level.
- Detonation
- 4 turns to recast
Elemental Spells
Fire Spells
- Barbed Fire
- 2 AP, 3 to 5 Range, in a straight line
- Fire damage (enemy)
- Attracts by 1 cell
- If the spell is cast on a bomb:
- The bomb attracts targets around it by 1 cell (within 3 cells).
- 3 uses per turn, 2 uses per target
- Sticky Bomb
- 2 AP, 1 WP, 3 to 4 Range
- Places a sticky bomb on the target:
- If the target dies or 3 turns go by:
- Fire damage in a 2-cell circle
- A chain explosion also triggers the sticky bomb.
- If the target dies or 3 turns go by:
- 1 use per turn
- Execution
- 5 AP, 3 to 4 Range
- Fire damage
- Triggers bombs around the target
- Bombs only explode on the target
- Damage from bombs is increased by 20%
- 1 use per turn
- Crossing
- 3 AP, 4 to 10 Range, diagonally
- Fire damage
- Attracts aligned bombs by 5 cells
- 3 uses per turn
- Perforation
- 6 AP, 1 WP, 3 to 5 Range, in a straight line
- If the target has Armor:
- Extra damage on Armor
- Fire damage
- 2 turns to recast
Earth Spells
- Machine Gun
- 3 AP, 3 to 4 Range, in a straight line
- Earth damage
- Caster: moves back 2 cells
- 3 uses per turn
- Blunderbuss
- 4 AP, 3 to 4 Range, in a straight line
- Earth damage
- Pushes back 2 cells
- 3 uses per turn, 2 uses per target
- Encumbering Shot
- 5 AP, 3 to 5 Range, in a straight line
- Earth damage
- -2 MP (1 turn)
- 2 uses per turn
- Boomerang Dagger
- 4 AP, 3 to 5 Range, in a straight line, no line of sight
- Earth damage in a boomerang area of effect
- If Ammo or Blade >= 5
- Extra damage
- Consumes 1 extra Ammo or Blade
- 2 uses per turn
- Pulsar
- 2 AP, 1 WP, 3 to 4 Range, straight-line, can be cast on self
- On the Rogue:
- Charges your Pulsar (2 times max)
- On target:
- 75 Earth damage
- 75 extra damage per charge
- Consumes the Pulsar charges
- 2 uses per turn, 1 use per target
Air Spells
- Slap Shot
- 2 AP, 3 to 5 Range
- Air damage
- Caster: +1 MP
- 3 uses per turn
- Cheating
- 3 AP, 3 to 5 Range
- Air damage
- Health steal
- 3 uses per turn, 2 uses per target
- Carbine
- 5 AP, 3 to 6 Range (non-modifiable), no line of sight
- Air damage
- 2 rebounds in a 2-cell circle:
- 20% extra damage
- 40% extra damage
- If a bomb was used for a rebound:
- 10% extra damage
- 2 uses per turn, 1 use per target
- Longsword
- 4 AP, 3 to 4 Range
- Air damage
- 2 uses per target
- Obliteration
- 6 AP, 3 Range, in a straight line
- In a 3-cell line:
- Air damage
- Teleports targets 2 cells farther
- 1 use per turn
Neutral Spells
- Boot
- 2 AP, 1 WP, 1 to 6 Range (straight-line or diagonal), no line of sight
- Moves a bomb onto the targeted cell
- Is the closest bomb
- Must be in the same row as the Rogue
- If the spell is cast on the Rogue:
- Pushes fighters around the Rogue in a 3-cell cross 1 cell back
- 2 uses per turn
- Magnet
- 2 WP, 1 to 3 Range
- Attracts aligned fighters by 3 cells
- This spell must target a bomb
- 1 use per turn
- Claw
- 2 AP, 1 WP, 2 to 5 Range (non-modifiable), in a straight line
- Runaway:
- Can only target allies
- Sneaky:
- Can only target enemies
- Comes right up to the target
- 2 uses per turn
- Smoke Bombs
- 1 WP, 1 to 3 Range
- Ally:
- Reduces ranged damage taken by 20%
- No longer blocks line of sight
- Enemy:
- Reduces ranged damage done by 20%
- No longer blocks line of sight
- 2 turns to recast
- Evanescence
- 2 AP, 1 WP, 1 to 4 Range (straight-line and diagonal)
- This spell must target a bomb
- Teleports symmetrically
- 2 turns to recast
- Fusillade
- 2 WP
- Runaway:
- Consumes all of own ammo over 1
- Per ammo consumed:
- 10% damage inflicted on next spell
- Sneaky:
- Consumes all of own blades
- +1 AP per blade consumed (1 turn)
- Can no longer use Ruse on self for the current turn
- 3 turns to recast
Passives
- Coming soon.
3.7. Foggernauts
- Evaporation properly inflicts damage on targets 7 or 8 cells away if the spell is cast from 9 cells away.
3.8. Srams
- The Ambush passive grants 80 Distance Mastery, replacing the bonus 40 Distance Mastery and 40 Area Mastery.
4. Monsters
- The Earthly Crystal properly goes out of combat when a Mimic spawns.
- The Nyl King's spell "Splatch Fountain" always pushes back 2 cells and has a casting animation.
- Drainacask's bonus to Single-Target Mastery and to Area Mastery have been replaced by a bonus to % Damage Inflicted and to Lock/Dodge, respectively.
- The Provocative state applied by Badgwitch the Furiox no longer depends on Badgwitch's state. It always grants:
- 2 AP
- 1 MP
- 15% damage inflicted
- Rushu's "Devastation" and "Massacre" vestiges grant 1 Range and 100 Critical Mastery, respectively, per level of the state.
5. Items
- Items that can be exchanged at the machine for anything besides tokens can now be purchased in bulk, no longer just one at a time.
- The guild bonuses "Knowledge of Equipment" and "Knowledge of Equipment II", obsolete since Update 1.78, have been replaced by two new guild bonuses:
- Guild Set
- Guild Umbrella emote
- The Guild Umbrella emote and Guild Set are available from the guild desk once the bonuses have been learned. If a guild previously had the Knowledge of Equipment bonuses, the new bonuses will be automatically learned.
- Sets no longer give bonuses. This change mainly affects equipment that drops in Astrub.
- Cloaks and amulets grant 1 AP starting at level 1 (with some exceptions). This change mainly affects equipment that drops in Astrub.
- Fixed the number of loot attempts per team on the following relics :
- Ogrest's wrath
- The Portal
- Dofushu
- Belt of shadows
- Turquoise Dofus
- Koko's boots
- Sine's breastplate
- Ice knight sword
- Thrusty Staff
- Sulik
- True Power Belt
- Rest Vest
- The loot attempt number will be 1 per team, like every other relic.
- Having adjusted your level no longer prevents you from learning certain recipes.
- The bonuses granted by Berserk Mastery and Healing Mastery are equal to those from other secondary masteries in enchantment.
- The following pets have updated stats:
- Tamed Abomination
- 60 HP
- 1 Control
- 35 Elemental Mastery
- Dratathrosk
- 30 HP
- 75 Melee Mastery
- Garghoul
- 55 Elemental Mastery
- 3% Critical Hit
- Pawtypoopew
- 60 Rear Mastery
- 3% Critical Hit
- Berserker Gemlin
- 20 HP
- 50 Berserk Mastery
- Aboon
- 60 Lock
- 20 Elemental Resistance
- Hunter Gemlin
- 20 HP
- 20 Critical Mastery
- 30 Distance Mastery
- Komet
- 30 HP
- 75 Distance Mastery
- Brakmarian Tofu
- 90 HP
- 100 Lock
- Paunchy Godron
- 30
- 60 Melee Mastery
- 30 Lock
- Minor Shushu
- 30 HP
- 75 Melee Mastery
- Crobak
- 3% Critical Hit
- 60 Rear Mastery
- Icky Tofu
- 90 HP
- 100 Dodge
- Tamed Abomination
- The Brazier sublimation's effect is now:
- +10% damage inflicted when the bearer meets certain conditions (these change each turn).
- Turn 1: The bearer is in melee or the spell is single-target
- Turn 2: The bearer is at a distance or the spell is single-target
- Turn 3: The bearer is at a distance or the spell is area-of-effect
- Turn 4: The bearer is in melee or the spell is area-of-effect
- +10% damage inflicted when the bearer meets certain conditions (these change each turn).
- The Brutality sublimation's effect is now:
- At the start of combat, if the bearer has exactly 0 Range:
- +20% damage inflicted in melee and area simultaneously
- At the start of combat, if the bearer has exactly 0 Range:
- The state from Impure I Emblem (Anathar's Pact I) is now:
- +5% damage inflicted when the bearer meets certain conditions (these change each turn).
- Odd turn: The bearer is at a distance
- Even turn: The bearer is in melee
- +5% damage inflicted when the bearer meets certain conditions (these change each turn).
- The state from Impure II Emblem (Anathar's Pact II) is now:
- +5% damage inflicted when the bearer meets certain conditions (these change each turn).
- Odd turn: The spell is area-of-effect
- Even turn: The spell is single-target
- +5% damage inflicted when the bearer meets certain conditions (these change each turn).
- The autoscale emblem's strength is reduced.
- Due to an anomaly during the design, the characteristics of some helmets are modified :
- Azure Knight Helm
- F'Artagnan Hat
- Blazy Helmet
- Gunsho Headgear
- Vagabond Headband
- Stasified Privateer's Tricorn
- Sandy Scarf
- Tippler's Topper
- Silly Old Helm
- Undersea Voyager Helmet
- Mechanic Helmet
- Stasified Helmet
6. World
- Changes have been made to Astrub in order to make the early game more fun and accessible.
- Astrub has been reworked graphically. The town and the mountains have been revamped to offer clearer navigation and a less stifling style.
- Items
- The first quests no longer give equipment; coarse tokens are given instead. There is a new machine at the entrance to the Ogrest's Cult, where you can purchase equipment with coarse tokens.
- The number of equipment items that can drop from monster families in Astrub has been reduced and uses this model:
- 4 equipment items per monster family
- 4 equipment items per boss
- 65 equipment items will no longer drop as loot. 28 of these can be crafted using professions, and 37 have become old items, i.e. they can no longer be obtained but may be reused and reintroduced in the future.
- The following bags can no longer be obtained as loot and are now old items:
- Cottonsock (can be crafted)
- Straw Basket
- Larval Pouch
- Blue Piwipouch
- Red Piwipouch
- Green Piwipouch
- Purple Piwipouch
- (not testable) A 20-slot bag is available as an achievement reward on the island of Rii.
- Quests
- The quest to get a dragoturkey now only consists of two steps.
- The other steps can still be done to get another reward.
- (not testable) Players no longer spawn by the Pals, but in the Fishermen's Hamlet. Goultard is there to give players context by recounting his adventures. Bow Meows have been added in the hamlet.
- The quest to get a dragoturkey now only consists of two steps.
- The nations controlling zones are now correctly shown and automatically updated even when you're not in the zone.
- Clicking on a Rotcere or the Rotcere Boss no longer prompts the player to delete it.
- Enabling or disabling permissions for a Bonta Haven-Gem no longer affects permissions for all gems.
- The permanent ranking of the Ultimate Bosses Ogrest and Rushu, as well that of dimensional rifts, no longer resets every time the server restarts. Previous permanent rankings are again displayed.
- The Follow command has been improved. When following a character other than your own, you'll no longer stop for no reason as often.
- In the Ogrest's Cult quest, the door leading to the Traverse Compass no longer shows anything when you mouse over it, and it opens in the right direction.
- In Chapter 5 of the Nations quest, you can no longer interact with one of the Nemotilus's doors that doesn't lead anywhere.
- In Chapter 5 of the Nations quest, Orichalcums no longer show anything when you mouse over them.
- At the end of the quest "Woyal Wewawd", the door behind the Wa Wabbit no longer shows anything when you mouse over it.
- In the quest "The Amybian Sanctuary", the teleporters to adjacent rooms have a name when you mouse over them.
- In the quest "The Amybian Sanctuary", the tentacles are all correctly placed and no longer show anything when you mouse over them.
- Completing the achievement "Old Bonta Gobbowl Stadium III" will go through properly.
7. Interface
- The icon indicating that line of sight is not required now shows this in the spell's details.
- Selecting look #2 for the female Rogue and then selecting male no longer causes the character creation interface to crash.
- The setting "Level of detail" has been removed. It is now permanently set to the highest level. Through various tests, we discovered there was no difference in performance between these levels of detail.
- The setting "Combat quality level" has also been removed as it was no longer in use.
- You can invite another player to join your guild from the friends list, the pop-up menu that appears after right-clicking their name in the chat, or by right-clicking on the character.
- It is now possible to attach a price when listing an item for sale in the marketplace or in your Haven Bag.
- When listing an item for sale in the marketplace, it is no longer possible to enter a price before the average price is automatically entered and end up with a mix of the two prices.
- The correct percentage of HP is shown after you log back in.
- The status of the "Transparent fighters" button now matches reality.
- Removing an effect from a socket before confirming it no longer causes irrelevant error messages to appear.
- Opening and closing the enchantment interface no longer makes it impossible to manage your inventory without moving around.
- Descriptions of heroes' spells now use the hero's level instead of the main character's.
- Items in separate inventories now show the right background when you hover over them.
- Items can no longer be equipped during a trade.
- In the account chest, transferring identical items no longer stops on the first item with no room to be transferred.
- During a trade, double-clicking to remove a stack of items that have been partially removed correctly places the items in the inventory.
- Accepting a trade while you're enchanting something will now properly deactivate the button to transfer hero items to your inventory, and it will properly activate the button to transfer items from a bag to the trade.
- In the marketplace with the display of the lowest price, unrevealed items are now separated by whether their elements can be chosen.
- Trade inventories now have a scroll bar that appears when too many different items are on the screen.
- The following lists no longer go back to the top after every interaction:
- spell pages
- equipment pages
- characteristics pages
- unsold items in the marketplace
- trade inventories
- Having certain items in your inventory no longer prevents it from being sorted.
- Exchanging too many items at a machine no longer shows a nonsensical total spent in the chat.
- Changing a hero's build when the inventory is open no longer prevents you from reopening the main character's inventory.
- Highlighting of equipment slots is no longer reversed for pets and petsmounts of sidekicks.
- Trying to add a hero when you're dead no longer prevents you from adding one after respawning.
- Chat tabs can now properly be moved to the left.
- All messages now generate a bubble near the character, not just messages from the Vicinity channel.
- The Team chat channel has been removed.
- The "ANKAMA discussion" channel command is now "/d".
- Fixed a display issue on messages on some channels.
8. Miscellaneous
- XP bonuses for characters whose level is below the highest level on the account have been updated:
Number of higher-level characters | With no booster | With a booster |
---|---|---|
0 | x1 | x1 |
1 | x1 → x1 | x2 |
2 | x1 → x1 | x3 |
3 | x1 → x2 | x3 → x4 |
4 | x1 → x3 | x3 → x5 |
5 and up | x1 → x4 | x3 → x6 |
- [*](not testable) We decided to change the experience and loot bonuses. We noticed that the highest reachable amount of bonus (through the stack of different bonuses) caused a snowball effect, making them way more important than they were supposed to be.
- Loot Potion / Experience Potion
- Stasis / Dimensional rift bonuses
- Demonic pacts
- The duration of a character change has been significantly reduced.
- It is possible to drag and drop an item from your inventory into the chat. It will now be displayed in the receiving user's client language.
- Hovering items in the chat is improved. It now works like the marketplace hover. It immediately displays informations, and possesses informations like enchantment, sublimations, and the item level if it's a pet or mount.
This snowball effect widened the gap between players.
Different experience and loot bonuses are now mixed into a single multiplicator on base values. The affected bonuses are :
With LootBonus = PotionBonus + StasisBonus + PactBonus, we have the following loot rate : LootRate * BoosterPackBonus * (1 + (Prospection / 100)) * LootBonus
In concrete terms, the maximum amount of loot and experience is reduced when stacking too many bonuses. These bonuses stay very important.



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Get ready to set sail in a colorful, post-apocalyptic world in the free public WAVEN Early Access on PC, online now!
DOWNLOAD THE GAME
An extraordinary and wonderfully colorful odyssey is waiting for you in WAVEN! The PC Early Access is finally available for download on the Ankama Launcher and Steam.
Choose your hero from among a range of captivating characters, get powerful spells, equipment and companions, and set sail for adventure on the high seas of WAVEN to become a legendary hero!
WHAT IS THE WAVEN EARLY ACCESS PHASE?
Early access involves putting an early version of a game that is still under development online. The goal is to get your feedback (suggestions, bug reports, comments, etc.) to refine and improve WAVEN before its official release, scheduled for late 2023. Early access is an opportunity to contribute actively to the game's evolution and its development process.
The early-access version of WAVEN is still incomplete, and its content may be subject to change up until the official release. After that, WAVEN will continue to evolve with new content, patches, etc.
UNLOCK AN EXCLUSIVE COSMETIC ITEM!
Take part in this Early Access and get an exclusive aura when you complete the tutorial to prove to latecomers that you were among the first to kick off this extraordinary adventure awaiting them!
The "First" aura is an exclusive cosmetic item to pick up in the game, available until WAVEN's official release. After that, you won't be able to get it any longer.
SAIL IN STYLE WITH THE FOUNDER'S PACKS
WAVEN will be free-to-play during the Early Access period and after its official release, so to sail in style, the in-game shop will be full of cosmetic items! For this Early Access, three exclusive cosmetic packs are now available for purchase in the Ankama Launcher or on Steam.
Contents of the Standard Pack
- 3,000 gems
- 4 Broken Sword emotes
- 1 Throne trophy
Contents of the Deluxe Pack
- 5,000 gems
- 1 Symbiote pet
- 4 world visual effects
- 4 combat visual effects
- all the cosmetic items in the Standard Pack
Contents of the Premium Pack
- 7,000 gems
- 1 Dark Vlad pet
- 4 speech bubbles
- 4 world visual effects
- 4 combat visual effects
- all the cosmetic items in the Standard and Deluxe packs
By buying one of these packs, you contribute to the game's development and can proudly show off your support in the World of Twelve!
A NOTE FROM THE TEAM
This Early Access is the culmination of several years of development, gallons of coffee and tea, and an uncountable number of hairs lost in battle by our devs, constructive discussions with the community, a few steps backward and more steps forward to take things further and step up our ambitions for the game… It is a wonderful project that is on display today, thanks to a devoted production team and a loyal and passionate community. We can never thank you enough for your unflagging support!
We are more than ready and very eager to set sail on this adventure by your side. WAVEN's history will be written with your adventures and will shine thanks to your feats. What comes next depends on you!
Ready to come aboard?
JOIN THE WAVEN COMMUNITY!



Picture it: You've got one week to beat as many dungeons as you can and get the highest score with a 3-character team. Do you accept the challenge? Good thing – we just described Dungeon Infinite.
Dungeon Infinite is an international PvM (Player versus Monster) event in the WAKFU MMORPG organized by Kaïdo.
Xelor is feuding with Osamodas, and he needs your help!
He wants you to weaken Osamodas in record time by battling his creatures!
The perfect excuse to rush like never before!
Complete as many dungeons as you can and earn tons of points!
Dates and Registration
The event will take place on the Pandora and Rubilax servers from Friday, September 1, 2023, at 9 p.m. (Paris time) through Friday, September 8, 2023, at 9 p.m. (Paris time).
Registration is open until Tuesday, August 29, 2023, at 11 p.m. (Paris time).
Visit the Discord for the event, go to the channel "Registration", and fill out the form. Each group of players registering for the event must select a group leader, who must provide the following information for each character on the team:
- team name
- Ankama account nickname (nickname#1234)
- full Discord username
- character class
A Few Rules
For one week, participating teams will have to finish as many dungeons and collect as many points as they can. Each dungeon completed will earn the team a certain number of points (see SCORING CRITERIA in the RULES).
- The event will be held simultaneously on the Pandora and Rubilax servers. Therefore, there will be two distinct leaderboards: one on Pandora and one on Rubilax.
- The dungeons must be completed as a team of 3 characters at level 50 or higher (no account sharing, duplicate classes, or nickname/class changes mid-competition allowed; see RULES).
- Dungeons must be completed at a minimum of Stasis 2, except for the dungeons in level group 9 to 65, which must be completed at Stasis level 3 or higher.
- Any existing consumables in the game may be used.
- Pacts are prohibited.
- To verify a completed dungeon and earn the points, you must provide an unedited in-game screenshot containing the following:
- The end-of-fight screen (where the drop is shown) must appear in its entirety, or the dungeon cannot be verified. The organizers reserve the right to reject a dungeon if this screen does not appear.
- The in-game chat is displayed on-screen, with the /time and /whois "nickname" commands. The /whois "nickname" command must be run for all participating accounts.
- The dungeon leaderboard (press D on your keyboard).
Once all three of these are displayed, take your screenshot (Print Screen key or Win+Shift+S shortcut) and post it in your assigned channel on the event Discord server.
Rewards
First Place
- 8,000 Ogrines
- Wodent Costume
- Fan Costume
- Diss Khord Pet Skin
- 10,000 Kaïmas on the Kaïdo Twitch channel
Second Place
- 6,000 Ogrines
- Fan Costume
- Diss Khord Pet Skin
- 8,000 Kaïmas on the Kaïdo Twitch channel
Third Place
- 4,000 Ogrines
- Diss Khord Pet Skin
- 5,000 Kaïmas on the Kaïdo Twitch channel
Prizes will be distributed after Update 1.81.
A new title will also be awarded to all Dungeon Infinite competitors who have earned 25 points or more!
Watch the Event
REGISTER ON DISCORD READ THE RULES
Call on your siblings in arms and put your strategy into practice!
There's a challenge with your name on it…
Registration ends August 29!



Reveal your true nature in the Badlands! Are you an audacious Ohwymi explorer? Maybe a relentless Castuc hunter? Or perhaps you invoke the powers of mystical divinities…
The choice is yours, and your legend will be written in the burning sand of this unforgiving world.
Whether you're alone or together with your guild, our selection of 3 different packs offers plenty of ways for you to rule these forsaken lands!
Intrepid Pack
- 15-day Booster
- Chameleon Ruiniform Costume
- 2 Loot Potions
- 2 Experience Potions
Seasoned Explorer Pack
- a 30-day Booster
- Chameleon Ruiniform Costume
- Chameleon Speedster Skin (linked to account)
- 2 Loot Potions
- 2 Experience Potions
- A Haven Bag Chest tab
Every purchase of this pack comes with a free kama stone.
Badlands Master Pack
- a 60-day Booster
- Chameleon Ruiniform Costume
- Guild Ruiniform Costume
- Chameleon Speedster Skin (linked to account)
- Chameleon Guild Speedster Skin (linked to account)
- 2 Loot Potions
- 2 Experience Potions
- A Haven Bag Chest tab
Every purchase of this pack comes with a free kama stone and a free class change (level 1 → 230).
These exclusive packs will be available until August 25 at 4:00 p.m. (Paris time), and then they'll disappear! However, the cosmetic items will be available individually after that date.



Do you encounter this issue in other parts of the forum or just for this specific thread? Can you tell us which thread is this?
[Xai]






As you surely remember, we came to you earlier this year with a happy announcement: the online Ankama Shop now features a series of adorable pins and pocket-sized stuffed toys that are softer than the pads on a Bow Meow's paws. Well, brace yourself: it seems that a new litter of Creatures has just been born…
Unbelievably soft and plush. A 3-inch (8-cm) ball of pure love. In just a few cuddles or even a simple squeeze in the palm of your hand, they'll heal whatever ails you – from little heartaches all the way to big worries. Rogues, Osamodas and Eniripsas have joined the collection of Creatures stuffed toys, small enough to bring with you everywhere!
You may also find yourself getting attached to the 3 pins that go with them…
Pack 5: Creatures stuffed toys – Rogue, Eniripsa, Osamodas
Pack 5 – Creatures pins – Rogue, Eniripsa, Osamodas
Skins: Creatures Pack 5 – Rogue, Eniripsa, Osamodas
Add a touch of cuddly cuteness to your in-game pets…
Yes, you heard right: The Creatures are showing up in-game too!
Check out our new pet skins, sold together in a three-pack:
- Rogue Creature Skin
- Eniripsa Creature Skin
- Osamodas Creature Skin
You've got two weeks to take advantage of our launch offer on Creature Pack 5, now available in-game. Don't miss out! (After this period, the skins will only be for sale individually.
These skins are all linked to the account.



Still scouring the tourist-packed, rock-covered, shady beaches for the perfect place to bronze those sweet cheeks and give yourself a tint that the Meridia Ju would be proud of? Don't waste your time searching for the perfect beach — create it!
If you like to stack those world-famous colored bricks — you know, the ones that bring joy to people ages 4–99 but misery to the soles of your feet — chances are you'll love today's contest too! We're putting your powers of imagination, invention, and design to the test!
You have until 4 p.m. (Paris time) on Wednesday, August 30 to enter a map-making contest! Take us to the most beautiful beach Twelvians have ever seen!
You will be given several pictograms and a grid to help you with your task. Here they are:
Before you get started, here are some simple rules to follow:
- Your creation must only be posted in the entries thread.
- You can submit as many as you like, as long as they are all included in a single post.
- The post must not contain any text.
- You can use any editing software you like.
- You are allowed to create your own pictograms as long as they are in line with the game's artistic style.
- Posts modified after the end of the contest will not be considered.
- The person entering the contest absolutely must be the original creator.
- Using artificial intelligence to create pictograms or ensemble images is strictly forbidden.
It goes without saying that your contribution must respect the ToU.
Please note that this contest is open to all communities. A topic in the forum is allocated to each community. You need to post your creation(s) in the relevant thread below.
Once you've posted your creation, a jury made up of team members will rate it based on the following criteria:
- Resemblance of a beach
- Aesthetic
- Coherence with WAKFU's artistic style
- Originality
What's the Prize?
Do you mean, aside from a perfect tan (or a few sunburns if Tix is around)?
First place:
- 20,000 Ogrines
- "Summer Landscaper" Title
- Wodent Costume
- Fan Costume
Second place:
- 13,000 Ogrines
- "Summer Landscaper" Title
- Fan Costume
Third place:
- 6,000 Ogrines
- "Summer Landscaper" Title
- Fan Costume
The prizes will be distributed with the next update.



The issue has been fixed and the name change is back to the shop.
[Xai]