We've devised five revamps that we'd like to implement in the game from 2020. The aim of this article is to outline our main areas of work at the moment so as to get your feedback.

Hey, Siu here! I'm going to walk you through a Devblog in which you're the hero!

We've devised five revamps that we'd like to implement in the game from 2020. The aim of this article is to outline our main areas of work at the moment so as to get your feedback. Some of the passives and spells have already been designed, but these classes still require a lot of work and iterations. Warning: These revamps are in quite a pre-production state.

Let's get straight to the introductions…



The Xelor class suffers from complicated but shallow mechanics. The synergies between the spells and elements are unnatural. Many classic constraints are absent and contribute toward making it so you play a little all the time and in the same way. For example, the Dial is a tool that has no downsides. It makes it possible to move around freely over great distances for a small cost, with a very short recast time, and it provides extra damage. How could you play without it?

The class is competitive thanks to its strong potential for damage and its great freedom of action, which is quite the opposite of what you might expect when creating a Xelor.


The special thing about the Xelor class is that it'll begin combat with 12/12 WP. The Dial will require WP to move from cell to cell (instead of MP). The Current Hour mechanic is changing: It will move from hour to hour after each time the Xelor moves on the Dial and will provide a significant bonus when the Xelor is on it.

A Slowdown mechanic will make the Xelor class worthy of its nickname – the Master of Time. A stackable state can be applied, then consumed when the time's right. The Xelor will then remove a quantity of AP of equal value to the state level, and will regain 1 WP. Slowdown can be consumed every turn (or even several times per turn) to regain WP and make small reductions, or stack the state over several turns until it's possible to considerably reduce the target's AP.

  • Fire path: powerful damage but with casting and range constraints.
  • Water path: single-target damage and debuffs.
  • Air path: mobility.



A lot of the game's content is perfectly structured around its capabilities. It's pretty much the best offensive support in the game while being a tank with exceptional positioning and defense capabilities.


In theory, the Feca class would no longer stack its tank and protector roles. Combining passives will accentuate one of the two roles. Through some spells' specifics and passives, you'll be able to specialize much further in one role to the detriment of the other, or keep a reasonable balance between the two.

In theory, we'd like the Feca class to no longer be a tank and for it to instead help others tank. It's a big change for this class and the game in general because the Feca has a role that only it can master. Now we want to refocus on "protector" characters rather than those whose role is to be resistant all the time.

That way, a protector Feca would be further from the front line but could help their Iop, Ouginak, Sacrier, Pandawa and other friends – those who really need to be in close combat – survive many attacks. But it'll also be possible for you to remain the epitome of the tank role as at present, with the effectiveness required for the content, without being able to maintain the main support role at the same time.

Once the basics are redefined through the Feca, we'd like to expand this protector role to other classes. Through this revamp, we want to add a wide variety of class compositions for you to play in dungeons, while leaving the Feca as the primary representative of a crucial role.

The Feca would become capable of inflicting greater damage than it is currently. It could inflict consistent and decent damage without having a decisive burst capability.

  • Fire path: damage
  • Water path: glyphs (bonus/penalty)
  • Earth path: armor mechanics – armor and protection bursts, conditional armor (applying distance/close-combat barriers to allies)



We see an imbalance when the class's offensive capabilities are combined with high mobility, defense and protection capabilities, and infinite stabilization… In addition, the class lacks burst possibilities, and the Fire and Earth paths struggle to find where they fit in alongside the Stasis spells. There are concepts with an interesting theme and identity about this class, which are completely annihilated by a role consisting of using the few very powerful damage spells it has.


Stasis damage will become Light damage (like for the Huppermage). As a reminder, Light damage takes the character's highest Elemental Mastery into account to inflict damage in that element. Spells and passives will let you change elements dynamically through bonuses or conversions of Elemental Masteries. Blocks will still be there to tank or help tank, but you can no longer spend your whole turn on them to improve their effectiveness.

We'd like to enhance the choice between the Foggernaut's strong skills and allow for more advanced specializations without being able to stack roles as easily. The Foggernaut will still be able to stabilize, but just like other stabilization capabilities, it will have a duration and a recast time.

Two main mechanics will be distinguished:

  • Becoming a Fogginator increases and maintains High Pressure. The Foggernaut gains close-combat damage and Resistances with each turn.
  • Entering Turret mode increases and maintains Overheating. The Foggernaut gains ranged damage and Range with each turn.

We're already devising a passive to reinforce the transition from one mode to another, another one to switch them to set bonuses that wouldn't increase as much, and capabilities whose effect would vary according to the current mechanics. For example, a different block depending on Overheating or High Pressure…



It is very time-consuming and costly for us to produce balanced Summons for each new piece of content or content revamp. We also note that out of the dozens of monsters available, choices are systematically focused on the same ones, because it is impossible to reconcile the balancing of the monster itself and its Summons version. For example, a level-120 monster cannot be a viable choice for a level-160 player.

Developing a dynamic upgrade system (Summons would always take the level of the Osamodas) is unreasonable for a single class. This is why we decided to start with a generic Summons system whose capabilities can be determined by the Osamodas's passives and actives.


The Osamodas will only have a generic Summons with classic spells. By default, it'll be the Gobgob. Monsters in the ecosystem (not all!) can be captured in order to learn their appearances and apply them to the Summons. By default, the Osamodas would be more of a support class. It will have a strong potential to reduce its enemies' Resistances, with a rather classic Summons that can change and adapt according to the fight.

You'll find the "Dragosa" theme, which is a damage mode. It could even compete with the best classes in this register while having fewer tools available. A passive will limit the Osamodas's support capabilities and that of its Summons, but will increase its offensive potential in return (for example).

We started with the idea that the Osamodas's deck will also be that of its Summons: It will have between 20 and 30 passives, each with two effects – one that applies to the Osamodas and one to its Summons. Here are three small examples to help you visualize:

Passive 1

  • -20% Melee Mastery
  • Transmits 100% of Melee Mastery to the Summons

Passive 2

  • 50 Elemental Resistance
  • -2 Range for the Summons

Passive 3

  • -100% Dodge
  • The Summons unlocks the spell Release

It will also be possible to unlock spells for the Summons during combat, using the capabilities of the Osamodas itself. We really want to enhance the possibilities to personalize its creature, whether in appearance or in its passive and active capabilities.

Bear in mind that this is a very ambitious revamp that takes a lot of time to develop and balance in order to achieve something coherent. But it is necessary to do so, as maintaining creatures to capture is becoming increasingly problematic and time-consuming as time goes on. This will provide us with opportunities for the Sadida class in the future...


The revamp of the Osamodas would be accompanied by a revamp of the Control characteristic. The theory is: 1 Control point = 10% damage/heals and 50 Resistance for of the controller's Summons (values completely subject to change). The number of Summons on the battlefield would simply depend on capabilities on a case-by-case basis (for example: 1 Coney, 4 Beacons, 4 Portals, etc.). Class passives would increase this number, still on a case-by-case basis. You'd have minimum and maximum Control caps, and Control could even go into the negative.

Some class spells can increase or reduce control. For example, a boss could have 10 Control points and apparently very strong Summons, but reducing the boss's Control can weaken them.



This class is already interesting. We want to offer it more depth and specialization options. Its impact in fights varies between playing on your own, with three or six characters. We could revise its competitiveness upward in groups of six characters if necessary, but the problem is above all that the Masqueraider doesn't have many viable specialization options.


The Masqueraider will have support capabilities. It will no longer (or at least not primarily) heal, but will apply armor. Masks are changing: They will be free and a mechanic will unlock them in combat. They'll provide an immediate bonus to equipment (for one turn) and another bonus when you start your turn with them. You can wait until you unlock three masks in the fight and then put them on to take advantage of the three immediate bonuses, but you'll have to be careful to choose the order of the masks if you want to prioritize a particular bonus at the start of the turn. It'll keep its Double mechanic.

Psychopath Mask (damage)

When equipped: +2 AP (1 turn)
Worn at the start of the turn: A Fire spell removes 100 Elemental Resistance from the target.

Classic Mask (support)

When equipped: large amount of armor (infinite)
Worn at the start of the turn: A Water spell generates 1 WP on the target, +50% Armor given.

Coward Mask (positioner)

When equipped: +2 MP (1 turn)
Worn at the start of the turn: An Air spell pushes 4 instead of 2, and movement spells have modifiable range.

  • Fire path: close-combat/area-of-effect damage, offensive support capabilities (reducing Resistances, giving damage).
  • Water path: single-target damage, good range, theft of and giving armor, protection capabilities, defensive support.
  • Air path: mobility and positioning.



We've been thinking about the classes' passives. A lot of feedback from the community talks about a lack of choice:

  • Some passives provide better bonuses than others, or bonuses that have no strings attached.
  • Classes have too few passives, which limits both choices and the possibility to specialize.

In the long run, we'd like each passive to change the way you play.

Hypothetical example: The Feca class would have a Glyph spell, a 2-cell circle, Light damage, three turns to recast.

  • The "Improved Glyph" passive increases its size to a 3-cell circle and increases its recast time.
  • The "Hindrance Glyph" passive adds an MP reduction to the glyph, but reduces its damage by 30%.

This approach would allow us to add more passives to the classes. It would no longer be about choosing the strongest and most generic passives, but those that best fit your role and the capabilities you choose to play.

If we change the passives in this way, those that only provide damage or resistance bonuses would be replaced by passives that are more specific to the mechanics of their class.
By starting this project, we'll ensure that the classes still perform as well as they do currently (by reviewing the spells' characteristics, if necessary).
In the long run, we could remove common passives, as we believe they don't offer bonuses that are balanced from one class to another. Each class would then have between 15 and 20 unique passives.

What Is Your Opinion on Force of Will?

We don't currently have any plans to change Force of Will. For us, this is a relevant gameplay tool we work with to make interesting content. As a reminder, Force of Will is a characteristic that allows you to increase the reductions you make, but also to better resist those received. Over time, we're continuing to work on the mechanics of monsters specializing in reductions so they'll be richer.

We'd like to make it so that increasing Force of Will will only be possible with spells (and no longer with passives). We think that increasing Force of Will very significantly at a given moment is more strategically interesting – a one-off capability can shine if used at the right time.
Being strong in reduction every turn doesn't provide anything in terms of gameplay depth. Choosing when to make significant reductions is more interesting.
Limiting how often reductions are used balances them. We want keeping enemies at a distance to be a viable, very powerful strategy against enemies who are sensitive to this, but we don't want it to be systematic.

Is Indirect Damage Going to Change?

We want to harmonize indirect damage and the corresponding descriptions.

At present, there are many misconceptions going around the community about how it works, because it's not the same from one class to another, or even from one effect to another. It's a huge project with a lot of special cases, but in return, it would unlock many possibilities in terms of mechanics. It's conceivable that all indirect damage will follow certain rules:

  • Any damage that is not contained in a spell or weapon is considered to be indirect.
  • Indirect damage can override bosses' or monsters' invulnerabilities.
  • Indirect damage is increased or reduced by a real characteristic, displayed in the character sheet.

Some class passives could force indirect damage to take Melee or Distance Mastery, regardless of the distance between the caster and target.

Why These Classes Instead of Others?

Because the project manager plays them and wants to up them. Any other questions?

The Foggernaut and Xelor have abilities that are too powerful and sometimes incoherent with their gameplay.
The Feca and Osamodas revamps make it possible to bring new interest to all fights in the game and a new way to approach them.
The Masqueraider revamps could complement the Feca's by strengthening the protector role.

We know that other classes are waiting their turns (especially Sadida). We want to work on them, but priorities must be properly set.

Are These Areas of Work Set in Stone? Can Players Give Feedback the Team Will Take Into Account?

Nothing is really set in stone, even after a revamp is released. But it's impossible to please everyone – no matter what changes are made to the game, some players will prefer the old version and others will prefer the new one. You could discuss each class for 150 years and there still wouldn't be a consensus. The goal is to make the game more coherent, balanced, and interesting.

We trust you to express your point of view (first impressions, initially) on what we present you with through a survey you'll find at the bottom of this article. As usual, we'll read all your comments and we'll take them into account when making our decisions.

So What Kind of Feedback Would You Particularly Like?

We take everything. Discussions between players are often rich. We'd like first impressions, later impressions, impressions from players who don't play the class in question at all or who play it a lot… But there are still a few small traps to avoid. A classic remark we often read is that a spell that seems to be of little use or uncompetitive should gain an extra function. For example, hitting more if a target has a particular state, or unlocking an extra effect in combat depending on a condition.

For us, spells are tools. If you're having trouble hammering a nail, you shouldn't add a hammer function to your screwdriver – just use a hammer. We perfectly hear feedback on a spell that doesn't seem interesting to you, but if it's a spell that's effective in a sufficient number of content situations (for example, because it lets you play into a boss's mechanics), then it's perfectly justified for it to be among the class's spells.

In addition, reading feedback such as "yes but the panda can hit from moon to vulk and me just 2 cells" isn't really useful. Each class has its strengths and weaknesses, and comparing them doesn't add a lot, especially when they don't have the same role.

Are Smaller Balancings Planned in the Meantime, or Will We Have to Wait Until 2036 for You to Finish These Five Classes?

Some balancing for the other classes could indeed be envisaged. We may add or review a passive, an active… for some of the classes that need it. The Osamodas and Feca revamps may result in side-effect changes to other classes with similar roles.

Survey: We Want Your Opinion


Discuss the proposed changes in their dedicated forum thread

Category: Game design