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Want to know more about the Huppermage Class? We have just the thing for you! In this special Huppermage Class focused devblog discover more details about the class' spells and features.
In WAKFU, Huppermages are elementalist mages who draw their power from the Quadramental Breeze. They control the four elements as well as a fifth one: the element of Light. In total, Huppermages have 20 elemental spells, 5 actives and 10 passives, specific to their class.

Each elemental path has its own special features: Fire for damage, Water for control, Earth for defense, and Air for positioning.

These are capable of causing heavy damage from a distance, as well as getting their users out of complex situations, through the delicate use of their runes.
 

Each element has 3 elemental spells and 2 Light spells.
 

The Quadramental Breeze


All of the Huppermage's elemental spells generate Quadramental Breeze "QB". This is used by Light spells, which are the most powerful.
 

The Earth spell "Collapse" generates QB, while the Light spell "Glistening Halo" consumes it.

The amount of Quadramental Breeze is displayed in the UI of the character in combat, next to the heart. It works like a resource bar (or "mana" bar, if you like): a Huppermage will start the fight with 0 QB, and generate 15 % of the maximum amount at the end of each turn. Furthermore, all elemental spells (Fire, Water, Earth, Air) generate Quadramental Breeze.

Equipment and skills-related bonuses that increase Wakfu increase QB by +75 for +1 Wakfu.
 

The Huppermage class does not possess any Wakfu.
 

The Light Element


Light spells need and consume Quadramental Breeze. To make up for this, they are considerably more powerful than elemental spells. A dynamic is thus created between elemental spells and Light spells. 

The better the Huppermage's elemental mastery when casting a Light spell, the higher the damage it does will be. In other words, the Light element works the same way as "chromatic" damage – that is, it uses the best elemental mastery of the Huppermage and causes damage in the same element (for the target's resistance).
 

Elemental Runes


Runes (Incan’rune, Aqua’rune, Tellu’rune et Aer’rune) are generated naturally when elemental spells are used. For example, casting a Water spell creates a Water rune, which will be visible above the character's head.

When a Huppermage carries a rune, it increases their mastery of its element. This therefore allows them to more easily control the element of damage of Light spells.
 

A visual effect above the head indicates the presence of runes.
Elemental runes can also be used for extra effects on many Huppermage spells, unlocking new effects. Note that the runes do not remain indefinitely, but last 2 turns.
 

The Heart of Fire state

 
"Heart of Fire" is a spell that puts the Huppermage in the state of the same name. In this new state of power, all damage is increased by 20%, some Light spells cost less AP, and all spells' animations are different.
 
But beware, this spell can be cast only when the Quadramental Breeze bar is completely full. It stops the Huppermage from naturally generating Quadramental Breeze each turn, and instead causes a 25% loss of its maximum amount at the end of each turn.
 

But uh... is something burning?
 

Some example spells


Twilight Beam

Iconic spells include the Light spell "Twilight Beam", which consumes all of the Huppermage's remaining QB in order to cause heavy damage to the target. It is used in conjunction with passives, which increase the maximum amount of QB – the damage caused, after the necessary QB has been consumed for casting, is increased for each remaining point of QB.
 

The spell requires 224 QB to be cast and consumes all of the remaining QB.

Will-o-the-Wisp

The active spell Will-o-the-Wisp stores the runes carried by the Huppermage. The first casting therefore lets you save the runes and put a Will-o-the-Wisp – which blocks neither movement, nor line of sight – on the board.

The following turn, the Huppermage may decide to remove their Will-o-the-Wisp for two reasons: to retrieve the previously saved runes, and/or to trigger the effects linked to the stored runes. But they should carefully choose when to do so, as not to penalize their team by triggering some of the powerful effects linked to runes.
 

Saved runes are visible around the Will-o-the-Wisp in combat. Here, 4 elements are saved.

Wall of Energy

An active spell that has a previously unseen effect! For a slight cost in movement points, the Huppermage can put be a wall on the board, which has the distinctive feature of blocking line of sight, but not movement. Thus, they can protect their team from ranged attacks without stopping Johnny, their Iop pal, from jumping into the fray! The wall also discourages the opponent from moving their characters, because they will lose movement points if they try to cross it.
 

The character can move through the Energy Wall, but it isn't possible to cast spells through it.

Solar Stronghold

A defensive asset of Huppermages, which reduces damage taken in exchange for consuming QB. In addition, each blow suffered allows you to retrieve the elemental rune linked to the attack's element.

Huppermages can thereby reduce up to 5 blows, because when they have no more QB, Solar Stronghold is removed!
 

Visio Imperum

This is a spell that gives Range in the area targeted… but not only that!

This is an example of a spell whose effects and conditions for casting are influenced by runes.

The more there are, the more interesting it gets: the size of the area of effect is increased, thereby making it possible for more allies to gain Range. The AP cost is removed and the casting range increased.

And best of all, the spell even allows Huppermages to teleport to a targeted cell when the rune they carry is linked to the Air element!
 

That's all for this devblog dedicated to Huppermages! We hope to see you in game, defeating the creatures of the World of Twelve using the Quadramental Breeze!
 
Category: Game design