Update 1.79 April 04, 2023
Back to list1. Major Changes
1.1. Account Entity
After the first two changes to the account entity (in 1.75 and 1.76), players now have a cosmetics inventory that brings together costumes, mount and pet skins, auras, finishers, and runs, at the account and server level.Here is a list of things that will now be learned across the account and server, so they will be automatically learned by your various characters when the update is released:
- Emotes
- Titles
- Professions
You can learn more in the devblog post on the subject.
2. Combat
- Healing resistance increases properly after healing below 5% of the target's max HP.
- Some direct damage inflicted by states such as the Xelor class's Distortion are no longer increased by Scalded.
- The indirect damage stat no longer affects fixed damage.
- There are no longer any display anomalies when the maximum amount of Armor is reached for a target.
- The Armor received penalty of the Crumbly state is now a final penalty rather than a decrease in the target's Armor received stat.
- All classes' "% Lock gain" and "% Dodge gain" effects have changed. They caused too many side effects when stacked together.
- Here is a list of changes:
- Enutrof
- Drhellzerker: 150% of level as Dodge (and Lock with Drhellzertank)
- Treasure Tracker: The Dodge gain occurs at the start of the fight
- Sacrier
- Insanity: 50% of level as Lock
- Sanguine Armor: 200% of level as Lock
- Sram
- Invisibility: 150% of level as Dodge
- Berserk Dodge
- 50% of level as Dodge per level of the sublimation
- Berserk Lock
- 50% of level as Lock per level of the sublimation
- Ring Artifact (Dimensional Rifts)
- 2% of level as Lock per level of the state
- Boots Artifact (Dimensional Rifts)
- 2% of level as Dodge per level of the state
- Enutrof
- Here is a list of changes:
3. Classes
3.1. Cra
In order to keep the Cra as an easy-to-learn and fun-to-play class for everyone, we've decided to keep many of its spells.
We've changed the Riddling and Sharpening mechanics. The goal is to introduce a mechanic loop similar to our previous changes to classes. Instead of applying Riddled to enemies, Cras now apply Precision to themselves. Also, all spells can consume Precision to trigger more powerful effects. This mechanic paces Cras' turns and enables the player to choose been increased damage (using some spells) and extra effects that require more thought (using others).
In addition, the Beacon system has been redesigned to enable greater freedom of use. There are now three beacons with different interactions that adapt to the element of the arrow that triggers them. The class mechanics have also been reworked; we think the Elusive mechanic, which was previously in a passive, fits our vision of the Cra class perfectly. However, this free and easy-to-use fighter must keep an eye on the field to prevent opponents from getting close to them.
Finally, to give the class more character and identity while maintaining its approachability, we have reworked passives. We wanted Cras to be able to adapt to more situations and to be played in many more different ways.
General
- Unless otherwise stated, each spell applies 10 levels of Precision and Sharpening per AP/MP/WP that it costs.
- Cras naturally apply up to 300 levels of Precision to themselves.
- Cras can consume their Precision using the Precision Shot mechanic. Once in Precision Shot, their spells no longer apply Precision, but consume it.
- When a Cra gains 100 levels of Sharpening, they regenerate 1 WP and increase their next spell's damage.
- Cras' natural passive is now Evasive. If they start their turn with no enemies within 3 range or less, they gain 30% damage inflicted for the next turn. This passive can be triggered from the first turn.
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A beacon is triggered if the Cra hits this beacon with one of their spells
-
When triggered, the Cra inflicts extra damage around the beacon (hits both enemies and allies)
- The area of effect depends on the beacon
-
The spell's element is kept
- The damage thus inflicted takes critical mastery into account if the spell cast is a critical hit
-
- Maximum of 4 beacons and 3 in the same element at the same time on the field
- Maximum of 2 beacons per turn
Built-in spells:
- Precision Shot
- 1 WP, 0 Range, non-modifiable
- Spells no longer apply Precision
- Spells consume Precision
- If the level of Precision is high enough on the Cra, Precision Shot can trigger new effects with spells
- Precision Shot lasts until the end of the turn
- 1 use per turn
- Destruction Beacon
- 2 AP 1 WP, 1 to 5 Range, no line of sight
- Places a Destruction Beacon on the cell
-
Area of effect: 2-cell circle
- 2 uses per turn
- Contact Beacon
- 2 AP 1 WP, 1 to 5 Range, no line of sight
- Places a Contact Beacon on the cell
- Area of effect: 1-cell cross + damage penetrates targets' Armor
- 2 uses per turn
- Alignment Beacon
- 2 AP, 1 to 6 Range, no line of sight
- Places an Alignment Beacon on the cell
- Area of effect: 4-cell cross
- 2 uses per turn
- Beagon
- 1 AP, 1 to 6 Range, no line of sight
- Pushes targets aligned with the beacon by 2 cells (max 5 cells)
- Removes the Beacon
- The caster gains 50 Sharpening
- 2 uses per turn
Neutral Spells
- Roly-Poly
- 2 WP, 1 to 3 Range, in a straight line
- Teleports to the cell
- 1 MP (1 turn)
- 2 uses per turn
- Scout
- 2 AP, 0 Range
- 20 damage inflicted (2 turns)
- Converts all Precision into Sharpening
- 3 turns to recast
- Bat's Eye
- 2 MP, 1 WP, 3 to 6 Range, non-modifiable, can be cast on the Cra
- Cast on Cra:
- +4 Range (2 turns) in a 1-cell cross for allies
- Otherwise:
- -4 Range (2 turns) in a 1-cell cross for enemies
- 3 turns to recast
- Biting Blow
- 2 AP, 4 to 6 Range
- Applies Stabilized
- Applies Incurable (Lvl. 4)
- 3 turns to recast
- Flurry
- 1 AP, 2 WP, 0 Range
- On next turn:
- Unlocks 3 charges of Luminous Arrow
- 3 turns to recast
- Luminous Arrow (unlocked by Flurry)
- 1 AP, 3 to 6 Range
- 54 Light damage
- Applies Transparent to the target for the current turn
- If the spell kills the target:
- The Cra gains 30 Precision
- 3 uses per turn
Elemental Spells
Fire Spells
- Blazing Arrow
- 2 AP, 2 to 5 Range
- Steals 1 MP
- Precision Shot:
- Steals 2 MP
- Consumes 30 Precision
- 50 Fire damage
- 3 uses per turn, 2 uses per target
- Burning Arrow
- 2 AP, 2 to 5 Range
- 54 Fire damage in a 1-cell cross
- Double damage on summons
- Precision Shot:
- Triple damage on summons
- Consumes 30 Precision
- 3 uses per turn
- Fulminating Arrow
- 3 AP, 2 to 5 Range
- 81 Fire damage
- Precision Shot:
- 108 Fire damage
- Consumes 45 Precision
- 3 uses per turn
- Voracious Arrow
- 5 AP, 4 to 6 Range
- 135 Fire damage
- 25% health stolen
- Precision Shot:
- 50% health stolen
- Consumes 75 Precision
- 2 uses per turn, 1 use per target
- Explosive Arrow
- 5 AP, 1 WP, 3 to 5 Range
- 125 Fire damage in a 2-cell circle
- Precision Shot:
- 175 Fire damage in a 2-cell circle
- Consumes 90 Precision
- 2 uses per turn, 1 use per target
Earth Spells
- Riddling Arrow
- 3 AP, 1 WP, 2 to 5 Range
- 87 Earth damage
- Applies Riddled:
-
When the Cra consumes 15 Precision:
-
11 Earth damage on the Riddled target
-
-
- Precision Shot:
-
When the Cra consumes 15 Precision:
-
21 Earth damage on the Riddled target
-
- Consumes 60 Precision
-
- 2 uses per turn, 1 use per target
- Lashing Arrow
- 3 AP, 2 to 4 Range
- 63 Earth damage
- -2 MP
- Precision Shot:
- -4 MP
- Consumes 45 Precision
- 2 uses per turn, 1 use per target
- Raining Arrows
- 4 AP, 4 to 6 Range, non-modifiable, no line of sight
- 100 Earth damage
- At start of next turn:
- Repeats the spell on the last cell it was cast on at 75% of its power
- Precision Shot:
- The spell is replicated 2 times
- Consumes 60 Precision
- 2 uses per turn, 1 use per target
- Piercing Arrow
- 5 AP, 2 to 4 Range, in a straight line and diagonally
- 115 Earth damage
- 2 rebounds in a 3-cell circle:
- 1st: 138 Earth damage
- 2nd: 161 Earth damage
- Precision Shot:
- 2 extra rebounds at 184 Earth damage
- Consumes 75 Precision
- Rebounds target the closest targets (the Cra's targets or enemies) to the initial target first
- 2 uses per turn, 1 use per target
- Destructive Arrow
- 6 AP, 1 WP, 3 to 5 Range, in a straight line
- 242 Earth damage
- Precision Shot:
- 290 Earth damage
- Consumes 105 Precision
- 2 turns to recast
Air Spells
- Homing Arrow
- 2 AP, 4 to 9 Range
- 46 Air damage
- Precision Shot:
- The spell no longer requires line of sight
- Consumes 30 Precision
- 4 per turn
- Retreat Arrow
- 3 AP, 1 WP, 1 to 4 Range, non-modifiable, straight-line casting
- 116 Air damage
- Pushes back 3 cells
- Precision Shot:
- Pushes back 6 cells
- Consumes 60 Precision
- 2 uses per turn, 1 use per target
- Storm Arrow
- 3 AP, 3 to 6 Range
- 75 Air damage in a cone
- Precision Shot:
- 100 Air damage in a cone
- Consumes 45 Precision
- 3 uses per turn
- Plaguing Arrow
- 3 AP, 4 to 6 Range, no line of sight
- 87 Air damage
- Removes 5% of the Cra's current HP as Armor
- Precision Shot:
- Removes 10% of the Cra's current HP as Armor
- Consumes 45 Precision
- 2 uses per turn
- Static Arrow
- 5 AP, 1 WP, 5 to 7 Range, non-modifiable
- 150 Air damage
- If the Cra hasn't used MP to move around this turn:
- 50 extra Air damage
- Precision Shot:
- 100 extra Air damage
- Consumes 90 Precision
- 2 uses per turn, 1 use per target
Passives
- Passive 1 – Devious Archer
- Sharpened Arrowhead no longer gives damage inflicted
- Each Sharpened Arrowhead gained gives a Luminous Arrow
- Passive 2 – Scout Specialty
- Evasive heals 20% of missing HP
- Increases the size of the Evasive area of effect by 1
- Passive 3 – Discreet Beacons
- Beacons become transparent
- Passive 4 – Voracious Precision
- When under Precision Shot:
- 25% health stolen by spells
- Precision Shot now takes 2 turns to recast
- When under Precision Shot:
- Passive 5 – Sharp Mind
- Upon casting Precision Shot:
- 50 levels of Sharpening
- Precision stacks to 200 levels max.
- Upon casting Precision Shot:
- Passive 6 – Hunter's Instinct
- Single-target elemental spells no longer inflict damage but have a new effect when cast on a Beacon:
- Fire:
- -10% Critical Hit (per spell AP) in a 2-to-3-cell ring
- Air:
- Attracts targets aligned with the Beacon by 1 cell (per spell AP) (6 cells)
- Earth:
- -5% of the Cra's max HP in Armor removal (per spell AP) in a square
- Fire:
- -50% damage inflicted by beacons
- Single-target elemental spells no longer inflict damage but have a new effect when cast on a Beacon:
- Passive 7 – The Way of the Bow
- MP removals are replaced with generation of Sharpening and Precision
- Passive 8 – Massive Beagon
- Beagon can only be cast on the Cra
- Beagon destroys all beacons
- Each Beacon destroyed generates Precision and Sharpening (more)
- Passive 9 – Brutal Redirection
- 50% to damage redirected by beacons
- You can only have one beacon per element max.
- Passive 10 – Cra's Paradox
- Evasive is triggered as a 6-cell line instead of a circle
- Passive 11 – Untouchable Scout
- 30 Force of Will
- At start of fight:
- Dodge → 0
- Passive 12 – Lone Shooter
- Evasive has 2 levels – level-2 Evasive:
- 1 MP
- 1 Range
- 20 Force of Will
- The Cra must not have any allies in the Evasive area of effect either
- Evasive has 2 levels – level-2 Evasive:
- Passive 13 – Short-Range Beaconing
- Beagon becomes free
- Beacons have non-modifiable range
- Passive 14 – Firm Stance
- When Sharpened Arrowhead is applied:
- Precision Shot:
- 2 AP
- -2 MP
- Without Precision Shot:
- -2 AP
- 2 MP
- Passive 15 – Focal Distance
- +2 min and max Range for elemental spells
- Passive 16 – The Art of Beacons
- Beacons cost 2 WP
- Passive 17 – Protective Point
- At end of turn, if the Cra is in the Sharpened Arrowhead state:
- 75 Elemental Resistance (1 turn)
- Consumes Sharpened Arrowhead
- At end of turn, if the Cra is in the Sharpened Arrowhead state:
- Passive 18 – Cra Perforation
- When Sharpened Arrowhead is consumed:
- If the spell cast is single-target and cast in a straight line:
- If the spell hits a target, the spell's area of effect becomes a 3-cell vertical line
- If the spell cast is single-target and cast in a straight line:
- Sharpened Arrowhead gives 20% less damage inflicted
- When Sharpened Arrowhead is consumed:
- Passive 19 – Timely Movement
- +5% damage inflicted in a straight line per MP spent this turn (max 40)
- The Cra can only use their MP to move around once per turn
3.2. Ecaflip
- Double or Quits can be properly cast on summons.
3.3. Sram
- An alternative skin is now available for Srams.
3.4. Eliotrope
The changes to the Eliotrope class are meant to improve its WP regeneration and consumption mechanics in order to make the gameplay more dynamic.
WP consumption and regeneration have always been linked to Eliotropes' two unique modes: Exalted and Calm. One of the problems encountered was the clear-cut identities of these two modes – Exalted to inflict damage and consume WP, and Calm to provide support and regenerate WP.
We have decided to stop pitting Calm and Exalted against one another and to make them complementary modes. We have made alternating between these two modes more flexible and natural, but also more important. Choosing when to use Exaltation is now a pivotal, decisive moment in a turn. Actually, the support/damage distinction can be found mostly in its spells – a spell intended to inflict damage will always inflict damage, but this can be increased in different ways based on the mode. A spell intended to provide positioning will always provide positioning, but in a different way based on the mode. So, you can change modes in the middle of your turn to take advantage of the right effects at the right time.
Finally, managing Eliotrope portals – a fundamental part of the gameplay – is now richer. Placing a portal no longer costs AP; instead, the Eliotrope will have 1 max WP less for each portal placed on the field. In addition, we have changed many control abilities. This aspect of the class should be harder to master, but it will provide even richer gameplay in return.
General
- Spells that go through a portal are now localized and can be in melee. These parameters depend on the caster's and target's positions.
- Level-3 Long Teleportation has a new effect: The target can no longer go through portals. The state lasts 2 turns.
- Spells that go through a portal get a 20% bonus on damage inflicted.
Elemental Spells
Neutral Spells
- Portal
- The spell now costs 1 max WP
- The WP is returned when the portal disappears
- Exaltation
- 0 AP, 0 Range
- Lets you change from Calm to Exalted
- 30% damage inflicted for the current turn
- Calm (state)
- At end of turn:
- 30% damage inflicted (2 turns)
- Exalted (state)
- At end of turn:
- Regenerates 1 WP + 1 WP per portal on the field
- New built-in spell: Celestial Portal
- 2 WP, 1 to 4 Range
- Cast on Eliotrope:
- "Celestial Portal" state (2 turns)
- When the Eliotrope uses a portal to move around or cast a spell through it: +1 level of Celestial Portal
- At level 3 of Celestial Portal:
- 30% damage inflicted on the next spell that inflicts damage
- 3 turns to recast
- Incandescence
- Can be cast on an ally
- Wakfu Imprint (new)
- 2 WP, 1 to 4 Range
- Cast on an ally: 5% of the caster's max HP as Armor
- Cast on an enemy: 10% of the caster's max HP as Armor removal
- The effects are doubled if the spell goes through a portal
- 2 per turn, 1 per target
- 2 WP, 1 to 4 Range
- Coalition (new)
- 2 AP, 0 Range
- Destroys all portals on the field
- 1 AP per portal removed (2 turns)
- 3 turns to recast
- Exodus (new)
- 1 AP, 1 WP, 1 to 4 Range, cannot be cast through portals
- On a free cell: moves the closest portal to the cell
- On a target: switches places with the nearest portal (max 4 cells)
- 2 per turn
- Time Breach
- 2 AP 1 WP, 1 to 4 Range, no line of sight
- Calm: The Eliotrope teleports to the targeted cell
- They can teleport to any Portal
- Exalted: The target is teleported to the closest portal (max 6 cells)
- Destroys the portal
- 2 turns to recast
Water Spells
- Wakmeha
- 4 AP, 1 to 5 Range, in a straight line
- Calm: 108 Water damage
- 27 extra damage if the spell goes through a portal
- Exalted: 92 Water damage penetrating armor + on armor
- 2 per target
- Pulsation
- 2 AP, 1 to 4 Range
- 50 Water damage
- 50% extra damage if no Portals within 3 cells or less of the target
- 4 per turn, 3 per target
- Flood
- 3 AP, 1 to 5 Range, in a straight line and no line of sight, cannot be cast through portals
- 87 Water damage on enemies
- Calm:
- The caster switches places with the target
- Exalted:
- The spell has 2 Range less
- The Eliotrope is teleported symmetrically to the target
- 3 per turn
- Whirlwind
- 3 AP, 1 to 4 Range, in a straight line
- The spell can now target all portals from an entrance portal
- 75 Water damage in a 1-cell cross
- Calm: Pushes back 2 cells
- Exalted: Attracts targets by 2 cell (5 cells or less)
- Cataclysm
- 5 AP, 1 to 4 Range, no line of sight
- Calm: Places a Cataclysm glyph
- When the Exaltation spell is cast, the effects are triggered:
- The caster teleports to the glyph
- 175 Water damage in a 2-cell circle area of effect
- When the Exaltation spell is cast, the effects are triggered:
- Exalted: 203 single-target Water damage
- 2 turns to recast
Earth Spells
- Deafening Targe
- 3 AP, 1 to 2 Range, can be cast through portals
- 93 Earth damage
- Exalted: +2 min and max Range for the spell
- 3 per turn, 2 per target
- Ardent Aegis
- 3 AP, 1 WP, 2 to 5 Range in a straight line, no line of sight
- Calm: moves the most distant portal if the spell is cast on an empty cell + 108 Earth damage in a 1-cell cross
- Exalted: moves the most distant portal under the target + 108 single-target Earth damage
- 2 per turn, 1 per target
- 3 AP, 1 WP, 2 to 5 Range in a straight line, no line of sight
- Hiding
- 3 AP, 1 to 4 Range
- 81 Earth damage
- If the target is on a portal:
- Calm: Steals 100% of damage inflicted
- Exalted: 27 extra damage
- 4 per turn, 2 per target
- Tremblor
- Cast on self: 100 Earth damage 2 cells around the caster
- Cast on an enemy:
- Applies Tremblor (+108 levels)
- Single-target Earth damage on the target the next time Exaltation is cast
- Applies Tremblor (+108 levels)
- Clash
- 4 AP, 1 to 4 Range, in a straight line
- 108 Earth damage
- Calm: 1-cell cross
- Exalted: 1-cell diagonal cross
- 2 per turn
Air Spells
- Torrential Flux
- Cast on a portal:
- Applies Wakfu Trail in a 2-cell cross around each portal
- Cast on a portal:
- Siphon
- 2 AP, 1 to 4 Range, in a straight line
- 62 Air damage
- Calm: Pushes back 1 cell
- Exalted: Attracts by 1 cell
- 3 per turn, 2 per target
- Ethereal Burst
- 3 AP, 1 to 4 Range, no line of sight, in a straight line
- 87 Air damage
- Calm: Crumbly (+4 levels)
- Exalted: Incurable (+4 levels)
- 3 per turn, 2 per target
- 3 AP, 1 to 4 Range, no line of sight, in a straight line
- Tempest
- 5 AP, 1 to 4 Range
- The spell can now target all portals from an entrance portal
- 135 Air damage (1-cell cross)
- Cast on a portal:
- The spell is replicated around the other portals
- A fighter can only suffer the spell's damage once
- 2 per turn
- Unleashed Blade
- 5 AP, 1 Range
- 155 Air damage
- If the target is on a portal:
- 216 Air damage instead
- 1 per target
Passives
- Resilience
- The Celestial Portal counter disappears when the Eliotrope moves around
- Celestial Gift: The Eliotrope steals 50% of damage inflicted
- Fury
- When the Eliotrope uses Exaltation:
- 75 Light damage around portals (1 time per fighter)
- When the Eliotrope uses Exaltation:
- Transitory
- When an ally (or Eliotrope) uses a Portal:
- 2 MP (1 turn)
- The destination portal is destroyed
- The Eliotrope regains 1 WP
- When an ally (or Eliotrope) uses a Portal:
- White Dimension
- At start of the Eliotrope's turn, around portals:
- 40% CH (Calm) (1 turn)
- -40% CH (Exalted) (1 turn)
- At start of the Eliotrope's turn, around portals:
- Celestial Portal
- At start of turn, the Eliotrope teleports to the closest Portal
- Final Shield
- When an ally uses a portal:
- Heal: 10% max HP (1 per turn) and regains 2 AP (1 per turn)
- Portals can only be placed adjacent to a fighter
- When an ally uses a portal:
- Interstellar
- Using a Portal more than 6 cells away no longer gives Long Teleportation:
- The starting portal is destroyed instead
- The Eliotrope regains 1 WP
- Using a Portal more than 6 cells away no longer gives Long Teleportation:
- Trapster
- Replaces the 30% damage inflicted of Celestial Portal with 60% damage inflicted from behind
- Effervescence
- After casting the Exaltation spell, if the Eliotrope has 2 WP or greater:
- Connection: 50% damage inflicted for the next spell
- The Eliotrope loses 2 WP
- After casting the Exaltation spell, if the Eliotrope has 2 WP or greater:
- Trepidation (is now Quietude)
- After casting the Exaltation spell:
- Regains 3 AP
- Exaltation no longer gives damage inflicted for the current turn to the caster
- After casting the Exaltation spell:
- Reminiscence
- The Eliotrope automatically changes modes at the start of their turn
- Exaltation has 0 to 4 Range and no longer lets you change modes
- Porta(i)l
- Portals are capped at 2
- The Portal spell moves the nearest portal to the targeted cell if it is free and if there are already 2 portals on the field
- Portal Disciple
- Exaltation costs 2 AP
- After casting the Exaltation spell:
- A portal is created under the Eliotrope
- The portal cannot be moved and disappears at end of turn
- Spacetime
- The Portal spell gains 2 Range
- A portal disappears after 2 turns
- Healing (new)
- If the Eliotrope ends their turn in Calm mode:
- 15% of missing HP healed
- plus 15% more if the Eliotrope is on a portal
- -1 WP
- If the Eliotrope ends their turn in Calm mode:
- Concentration (new)
- Celestial Portal now has 4 minimum range
- Celestial Portal moves the nearest portal to the targeted cell
- Celestial Portal is now 1 per turn
- Lunar System (new)
- Each time the Portal spell is used:
- The Calm bonus is removed
- The Eliotrope gains 1 MP (1 turn)
- Each time the Portal spell is used:
- Novice Sword
- -1 maximum range on every spell except Unleashed Blade
- Celestial Gift regenerates 1 WP
- Medium
- If Celestial Portal is cast on a target other than the Eliotrope:
- The target cannot use portals for 2 turns
- 2 max MP (2 turns)
- If Celestial Portal is cast on a target other than the Eliotrope:
- Breath of the Goddess
- At end of turn, if the Eliotrope is on a portal:
- Consumes the Portal and gives 50 Elemental Resistance to them and their aligned allies
- At end of turn, if the Eliotrope is on a portal:
3.5. Huppermage
General Mechanics
The binary nature of Quadramental Breeze consumption and regeneration (elemental spells/light spells) has changed. Huppermages regenerate QB passively at the end of their turns. Active QB generation has been added when a Huppermage is affected by Heart of Light. Elemental spells no longer generate QB, and light spells no longer consume it all the time. Elemental spells all have low AP costs.
The last rune generated gives a bonus of 20% damage inflicted and heals performed in that element.
Heart of Fire is now Heart of Light and is now a native spell (third bar) in addition to Will-o'-the-Wisp.
Heart of Light
- You can use Heart of Light every turn
- The state is elemental and depends on the last rune generated
- The state gives 30% damage inflicted
- The state lasts 1 turn
- The highest elemental mastery is copied into the Heart's element, and then it is increased by 20%
- The other elemental masteries are lost
- Natural QB regeneration is stored
- The stored QB is regained the next time the Huppermage skips their turn without the Heart active
Quadramental Breeze (QB)
Quadramental Breeze replaces Huppermages' WP at a rate of 75 QB = 1 WP. Huppermages have 500 base QB.
At the end of the turn, the Huppermage regenerates 100 QB if they are not affected by Heart of Light.
Based on the active Heart of Light, an alternative QB generation source is added:
- Fire: When the Huppermage casts elemental spells on the last possible cell (+10 per AP)
- Water: When the Huppermage alternates between elemental and light (+10 per AP)
- Earth: When the Huppermage casts spells adjacent to themself (+10 per AP)
- Air: When the Huppermage causes movement (+10 per AP)
Natural Spells (unlocked in the third bar)
- Heart of Light
- 0 AP, 0 Range
- Applies Heart of Light
- Heart of Light is elemental:
- It depends on the last rune generated when the spell is cast
- 1 per turn
- Heart of Light (state)
- The highest elemental mastery is copied into the Heart's element, and then it is increased by 20%
- The other elemental masteries are lost
- Natural QB regeneration is stored
- The stored QB is regained the next time the Huppermage skips their turn without the Heart active
- 1 turn
- The highest elemental mastery is copied into the Heart's element, and then it is increased by 20%
- Will-o'-the-Wisp
- 1 AP, 1 to 3 Range, non-modifiable, no line of sight
- On a free cell:
- Places a Will-o'-the-Wisp
- Saves the last rune generated
- On the Will-o'-the-Wisp:
- Recovers the saved rune
- Recovers a spell in the rune's element
- 2 AP
- The Will-o'-the-Wisp is removed
- 2 Will-o'-the-Wisps maximum
- 2 per turn
- Elemental Cycle
- 1 AP, 0 Range
- If the Huppermage has the last rune generated
- Transforms it into their nemesis element
- If the Huppermage doesn't have the last rune generated
- Generates the rune
- The spell costs 50 QB more for every use this turn
Active Spells
- Solar Stronghold
- 3 AP, 0 to 2 Range
- When the ally suffers damage and the Huppermage has at least 50 QB:
- The Huppermage generates the rune linked to the damage element
- Consumes 50 QB
- 3 turns to recast
- Runic Overcharge
- 2 AP, 200 QB, 0 to 4 Range
- 72 Light heal
- If the caster has the Fire rune:
- Doubles the boost values
- If the caster has the Water rune:
- 1 AP (1 turn)
- If the caster has the Earth rune:
- 40 Elemental Resistance (1 turn)
- If the caster has the Air rune:
- 1 MP (1 turn)
- Consumes all runes
- 2 turns to recast
- Wall of Energy
- 150 QB, 1 to 3 Range, non-modifiable, in a straight line and no line of sight
- Places a Light Wall (1 turn)
- Blocks line of sight
- Removes MP from enemies that go over it
- 1 per turn
- Principio Valere
- 2 AP, 0 to 6 Range, no line of sight
- Last rune generated – Fire:
- The Huppermage switches places with the target
- Last rune generated – Water:
- Teleports to the nearest Will-o'-the-Wisp
- Last rune generated – Earth:
- Teleports across from the Huppermage
- Last rune generated – Air:
- The Huppermage teleports to the targeted cell
- 2 turns to recast
- Visio Imperum
- 2 AP, 0 to 4 Range, no line of sight
- Last rune generated – Fire:
- 5 levels of Incurable
- 50% Armor received
- Last rune generated – Water:
- 5 levels of Crumbly
- 50% Heals received
- Last rune generated – Earth:
- Stabilizes the target
- Last rune generated – Air:
- Enemy: -3 Range (1 turn) Ally: 3 Range (1 turn)
- 2 turns to recast
- Runification
- 150 QB, 0 Range
- Consumes all runes
- 10% damage inflicted by rune (1 turn)
- 3 turns to recast
Elemental Spells
Fire Spells
- Energy Flux
- 2 AP, 1 to 4 Range, in a straight line, non-modifiable
- 54 Fire damage
- If the caster has the Earth rune:
- (Enemies) -10% Block (1 turn)
- If the caster has the Water rune:
- (Allies) 10% Critical Hit (1 turn)
- If the caster has the Air rune:
- The area of effect is now a 3-cell line
- If the caster has the Earth rune:
- 3 per turn
- Luminescent Disc
- 2 AP, 1 to 5 Range, non-modifiable
- 50 Fire damage
- If the caster has exactly 3 runes:
- 10% damage suffered from behind (1 turn)
- Consumes the runes
- 3 per turn, 2 per target
- Light of Dawn
- 2 AP, 50 QB, 1 to 4 Range
- 54 Fire damage
- If the caster has the Fire rune:
- Applies Light of Dawn
- At end of the Huppermage's turn:
- The target suffers 10% extra damage in the element of the last rune generated (1 turn)
- Consumes the Fire rune
- 4 per turn, 2 per target
Water Spells
- Downpour
- 2 AP, 0 to 5 Range, in a straight line
- Enemy: 46 Water damage
- Ally: 24 Water healing
- Each time the spell is cast:
- Repeats its effects on the previous targets
- 4 per turn, 2 per target
- Walloping
- 2 AP, 1 to 3 Range, non-modifiable, in a straight line
- Enemy: 58 Water damage
- Ally: 30 Water healing
- If the caster has the Water rune:
- Makes the target transparent for 1 turn
- Consumes the Water rune
- 2 per turn
- Vestige
- 2 AP, 50 QB, 2 to 4 Range
- Must be cast on an enemy or a Will-o'-the-Wisp
- Enemy: 58 Water damage
- Ally: 30 Water healing
- If the caster has the Fire rune:
- 10% damage inflicted (1 turn, 20% max) on an ally
- If the caster has the Earth rune:
- -10% damage inflicted (1 turn, 20% max) on an enemy
- If the caster has the Air rune:
- The area of effect is now a 1-cell cross
- 2 per turn
Earth Spells
- Collapse
- 2 AP, 1 to 3 Range, in a straight line, no line of sight
- 54 Earth damage
- If the caster has the Fire rune:
- Doubles removal values
- If the caster has the Water rune:
- -1 AP
- If the caster has the Air rune:
- -1 MP
- 3 per turn, 2 per target
- Rift
- 2 AP, 1 to 3 Range
- Enemy: 50 Earth damage
- Ally: 540 Armor
- 540 Armor for the Huppermage
- If the caster has the Earth rune:
- Armor given is doubled
- Consumes the rune
- 3 per turn, 2 per target
- Backband
- 2 AP, 50 QB, 1 Range, non-modifiable
- 50 Earth damage in a 4-cell vertical line
- -1 MP per rune possessed
- 2 per turn
Air Spells
-
Diurnal Butterflies
- 2 AP, 1 to 4 Range, non-modifiable, in a straight line, no line of sight
- 54 Air damage
- If the caster has the Fire rune:
- Doubles movement values
- If the caster has the Water rune:
- Attracts by 1 cell
- If the caster has the Earth rune:
- Pushes by 1 cell
- 4 per turn, 3 per target
- Dancing Shadows
- 2 AP, 1 to 4 Range, non-modifiable
- 50 Air damage
- Teleports the target 2 cells farther
- If the caster has exactly 2 runes:
- Teleports the target 4 cells farther
- Consumes all runes
- 3 per turn, 2 per target
- Mirage
- 2 AP, 50 QB, 1 to 3 Range, non-modifiable, in a straight line, no line of sight
- 50 Air damage
- Switches places with the target
- If the caster has the Air rune:
- The spell's min and max range increases by 3
- The rune is consumed upon use
- 3 per turn
Light Spells
- Resonance
- 4 AP, 1 to 3 Range, in a straight line
- 100 Light damage in a small cone
- If the caster has the Fire rune:
- The size of the area of effect increases
- If the caster has the Water rune:
- The spell costs 1 AP less
- If the caster has the Earth rune:
- Damage penetrates Armor
- If the caster has the Air rune:
- The spell no longer has a line of sight
- The spell costs an extra 25 QB per rune possessed
- 3 per turn
- Shiny Orbs
- 3 AP, 100 QB, 1 to 4 Range
- Enemy:
- 52 Light damage 2 times
- Ally:
- 27 Light heal 2 times
- Cast on the Will-o'-the-Wisp:
- The area of effect becomes a 2-cell circle
- Per rune possessed:
- Abundance (10 levels)
- 3 per turn, 2 per target
- Twilight Beam
- 4 AP, 1 to 5 Range
- 108 Light damage
- If the caster has the Fire rune:
- 0.5% extra damage per remaining QB%
- Consumes the Fire rune
- 2 per turn
- Light Arrow
- 6 AP, 200 QB, 2 to 5 Range, in a straight line
- 261 Light damage
- Last rune generated – Fire:
- The area of effect is now a 3-cell line
- Last rune generated – Water:
- Reduces the spell's cost by 1 AP
- Last rune generated – Earth:
- Loses Armor before damage
- Last rune generated – Air:
- The spell loses the straight-line casting restriction
- 2 turns to recast
- Glistening Tears
- 3 AP, 1 to 4 Range, in a straight line, no line of sight
- Enemy:
- 81 Light damage
- Ally:
- 42 Light heal
- If the caster has the Water rune:
- 42 Light heal for the Huppermage
- Consumes the Water rune
- 3 per turn, 2 per target
- Moonbeam
- 4 AP, 1 Range
- 108 Light damage in a 6-cell vertical line
- If the Will-o'-the-Wisp is in the area of effect:
- Damage is spread over it in a 5-cell horizontal line
- If the caster has the Earth rune:
- Steals 20% of damage inflicted in Armor
- Consumes the Earth rune
- 2 per turn
- Light Sword
- 2 AP, 100 QB, 1 Range
- 42 Light damage 2 times in a hammer-shaped area of effect
- Steals 30% of damage inflicted per rune possessed
- 2 per turn
- Glistening Halo
- 2 AP, 50 QB, 1 to 4 Range
- Places a Glistening Halo on the target
- If the target already has Glistening Halo or dies:
- Consumes the mark and inflicts 108 Light damage on enemies in a 2-cell circle
- If the damage affects a target that has Glistening Halo, triggers the mark on its turn
- If the caster has the Air rune:
- Placing a Glistening Halo immediately triggers it
- Consumes the Air rune
- 3 per turn, 1 per target
Passives
- Passive 1 – Dynamo
- Each time a rune is generated, regenerates 1 AP
- 1 time per rune per turn
- Runes only last one turn
- Each time a rune is generated, regenerates 1 AP
- Passive 2 – Antithesis
- Each time a rune is generated, +20 QB
- -10% damage inflicted with elemental spells
- Passive 3 – Elemental Distension
- When the Huppermage is affected by Heart of Light:
- Elemental spells linked to the Heart gain 2 Range
- When the Huppermage is affected by Heart of Light:
- Passive 4 – Light Link
- When the Huppermage summons a Will-o'-the-Wisp:
- Switches places with it
- When the Huppermage summons a Will-o'-the-Wisp:
- Passive 5 – Fullness
- When a Will-o'-the-Wisp is consumed:
- Does not recover a rune
- 25 Abundance
- When a Will-o'-the-Wisp is consumed:
- Passive 6 – Universality
- Runes possessed by the Huppermage at end of turn grant a bonus:
- Fire rune: 15% damage inflicted (1 turn)
- Water rune: 15% heals performed (1 turn)
- Earth rune: 75 Elemental Resistance (1 turn)
- Air rune: 2 Range (1 turn)
- -50 QB per rune possessed
- Runes possessed by the Huppermage at end of turn grant a bonus:
- Passive 7 – Sensextension
- Heart of Light's QB gains are doubled
- Heart of Light lasts 2 turns
- Passive 8 – Runic Profusion
- At end of turn:
- 15 Abundance per rune possessed
- QB gains are reduced by 20%
- At end of turn:
- Passive 9 – Quadramental Absorption
- 20 Force of Will
- When the Huppermage performs a reduction (AP, MP, or Range):
- 20 QB
- -10% damage inflicted by Light spells
- Passive 10 – Elemental Refraction
- Heart of Light can be cast 4 times per turn
- The elemental mastery bonus when affected by Heart of Light is lost
- Passive 11 – Soul Altruism
- Heart of Light's damage inflicted bonus is now a heals performed bonus
- Passive 12 – New Breath
- 1 Will-o'-the-Wisp max
- The Will-o'-the-Wisp spell gains 3 Range
- Moves the Will-o'-the-Wisp if it is already on the field
- Passive 13 – Soul Development
- With Heart of Light:
- The Huppermage loses 100 resistance in the Heart of Light's element
- They gain 100 resistance in all other elements
- Elemental mastery is increased by 10% (instead of 20)
- With Heart of Light:
- Passive 14 – Pulsation
- When the Huppermage summons the Will-o'-the-Wisp:
- Attracts aligned targets within 5 cells by 2 cells
- When the Huppermage recovers the Will-o'-the-Wisp:
- Repels aligned targets within 5 cells by 2 cells
- When the Huppermage summons the Will-o'-the-Wisp:
- Passive 15 – Runic Save
- If the Huppermage has exactly 1 rune:
- Saves the other 3 runes onto the Will-o'-the-Wisp when it is summoned
- Will-o'-the-Wisp is now 1 time per turn
- If the Huppermage has exactly 1 rune:
- Passive 16 – Soul Initiative
- If Heart of Light is the first spell cast during the turn:
- 2 AP (1 turn)
- Elemental spells no longer generate runes when affected by Heart of Light
- If Heart of Light is the first spell cast during the turn:
- Passive 17 – Elemental Combination
- The Huppermage creates elemental combinations when they generate nemesis runes upon the last rune generated:
- 15 Abundance each time a combination is created
- Abundance is limited to 60 levels
- The Huppermage creates elemental combinations when they generate nemesis runes upon the last rune generated:
- Passive 18 – Runic Transcendence
- QB gains are doubled when the Huppermage has exactly 4 runes
- Otherwise, they are halved
3.6. Osamodas
- Summons
- The spell now costs 1 AP
- Fanning
- The spell now costs 3 AP and 1 WP
- Gambol
- The spell is now limited to 3 cast per turn and 1 cast per target
- Animal Gift
- At start of turn, if the summons is alive:
- 1 WP
- The cooldown period increases by 2
- At start of turn, if the summons is alive:
- Phoenix Spirit
- The cooldown period decreases by 2
- -30% HP for summons
- The Art of Taming
- The damage inflicted penalty of Summoning Sickness has changed from 40 to 50%
- Summons
- Offensive summons' base damage has decreased by around 25%
- In return, the damage inflicted bonus granted by their archetypes has increased by 35%
- The amounts of Armor applied by summons have been updated to match the amounts of Armor applied by the various classes
Bug Fix
- The gobgob's selection cursor is no longer offset after a creature is summoned.
3.7. Ouginak
- The Fury gauge, which is positioned near the heart, shows the correct maximum value of the stat.
3.8. Foggernaut
In order to make Foggernauts' gameplay more enjoyable and flexible to use, we have decided to evolve their Stasis Point (SP) regeneration and how they use their Turrets in line with our vision of the class and the feedback from the community.
The Stasified state has been removed, and SP regeneration no longer depends on it. The Turret now has multiple levels. It is summoned at level 1, and if the Foggernaut casts the spell on their Turret again, it gains one level (up to level 4). It becomes more powerful with each level – it gains a considerable amount of damage inflicted and regenerates extra SP for the Foggernaut with each enemy hit. Also, the Turret is now easier to use – a Foggernaut can place one every turn. If a Turret is already in play, it is destroyed, and a new one is summoned, but its level is reset.
So, the Foggernaut benefits from keeping their Turret in the field and moving it with suitable tools, but they can reposition it easily.
- Turret
- 2 AP, 1 WP, 1 to 4 Range, non-modifiable, in a straight line, no line of sight
- On an empty cell:
- Summons a Turret
- If the Turret is already in play: destroys it and summons a new one again
- On the Turret:
- Increases the Turret's level
- Increases its HP by 10% of the Foggernaut's max HP
- Heals the Turret
- The Foggernaut regains 2 AP
- 2 uses per turn, 1 use per target
- The Turret's base damage is halved
- The Earth area of effect decreases to a 2-cell circle (instead of a 3-cell circle)
- For each extra level, the Turret inflicts 100% extra damage and regenerates 1 extra SP
- The Turret is summoned at level 1 and maxes out at level 4
- Fogginator
- You can cast Fogginator again on self for 1 AP to disable it
- The spell takes 2 turns to recharge
- Hypertension
- The spell now applies the Hypertension state (instead of Stasified) to the target: The Turret inflicts 30% extra damage on the target (1 turn)
- Cast on the Turret:
- Destroys the Turret and returns 2 WP per level of the Turret to the Foggernaut
- The Foggernaut heals self by the turret's remaining HP
- Transition
- Cast on a free Microbot:
- The nearest Turret is teleported onto it (max 8 cells)
- Cast on a free Microbot:
- Scuttle
- 5 AP, 1 to 4 Range
- 135 Fire damage
- If the Turret is adjacent to the target:
- 20% extra damage per level of the Turret
- 1 per target
- Bombardment
- The spell no longer inflicts damage on allies
- Energy Moderator
- The Range bonus is now: +2 min and max Range for all spells (even with non-modifiable Range)
- Robotic Strategy
- The Foggernaut is healed for 50% of damage inflicted by the Turret
- -20% indirect damage
- Earthy Assistance
- Blocks no longer redirect indirect damage
- Blocks no longer redirect damage if they are being carried by a Pandawa
- Mechanical Substitution
- Fire spells cast on the Turret no longer inflict damage on the caster
- The constraint is now: The Turret is inactive at level 1
- Manhunt is now Activation
- The Turret spell has extra effects if cast on a target (other than the Turret):
- Fire: Damage based on the Turret's level
- Water: Switches places with the Turret (up to 7 cells away)
- Earth: Increased Armor based on the Turret's level
- The Turret maxes out at level 2
- The Turret spell has extra effects if cast on a target (other than the Turret):
- Stasified Protection
- The Turret only regenerates 1 SP, regardless of its level
- Additional SP generated based on the Turret's level are converted to Armor for the Foggernaut:
- 5% max HP per level
- Tactician
- Effects depend on the Turret's level
- Fire: Applies 2 levels of Incurable +1 per level of the Turret
- Water: Pushes back 2 cells +1 per level of the Turret
- Earth: Armor to allies, 3% of Foggernaut's max HP +2 per level of the Turret
- Effects depend on the Turret's level
- New passive – Switching:
- The Foggernaut switches places with the direct target of a spell cast in melee
General
- The Turret has a new skin and new animations.
Bug Fix
- The Transition spell properly teleports the target to the nearest microbot instead of a random microbot.
3.9. Xelor
The Xelor class has been balanced to give some mechanics more depth and add variety to builds.
The passives that provided damage were too powerful compared to other passives, making it feel like you had to choose them to do well. This made the class inflexible to use. So, we've decided to enhance the class's other tools so that it would be more in line with our vision.
Some more minor balancing has been done, especially for mechanisms (Sinistros and Cogs), so as to make them simpler and more practical.
- Dial
- The current hour gives 50% damage inflicted
- Starting on the current hour gives Punctuality (50% damage inflicted for 1 turn)
- If the Xelor has Punctuality, the current hour gives 2 Range instead of 50% damage inflicted
- 1 per turn
- Distortion (third bar)
- 4 WP, 0 Range
- At the end of each spell:
- 12 Light damage per spell AP or WP
- Direct damage
- 1 per turn
- New mechanic: Distortion's damage increases by 100% when the current hour goes all the way around the dial (12 WP spent). It can increase by up to +200% (2 times all the way around the dial). If the dial is destroyed or placed again, then Distortion's damage is reset. The levels of Distortion are also consumed when the spell is cast.
- Disruption
- Even current hour or no dial: 75 Fire damage in a 5-cell horizontal area of effect
- Odd current hour: 5-cell vertical area of effect
- Distortion is now Suspension
- 4 AP, 3 to 4 Range
- 116 Fire damage
- Stabilizes the Xelor until the end of the current turn
- Cast on the dial (1 time per turn):
- Suspends the current hour until the end of the turn
- Returns 2 AP to the Xelor
- 2 per target
- Slow Down
- 1 AP, 1 WP, 1 to 3 Range
- 29 Water damage (enemy)
- On the Xelor: 15 Force of Will (1 turn)
- On the target: -2 AP
- 3 per turn, 2 per target
- Clock
- Range has changed from 1 to 3
- Hammhour
- 3 AP, 1 to 4 Range, in a straight line
- 81 Water damage
- -1 AP
- Each time the spell is cast:
- Repeats its effects on the previous targets
- 4 per turn, 2 per target
- Desynchronization
- 4 AP, 3 to 6 Range, non-modifiable
- 100 Water damage (1-cell cross)
- -3 AP (1-cell cross)
- Cast on the dial (1 time per turn):
- Moves the current hour forward by 6
- Returns 2 AP to the Xelor
- 2 per turn
- Underhand
- The spell now has modifiable range
- The spell returns 1 AP if it causes a position switch
- Symmetry
- 3 AP, 1 to 3 Range, non-modifiable
- 63 Air damage (enemies)
- Even current hour or no dial:
- Teleports symmetrically in relation to the target
- Odd current hour:
- Teleports the target symmetrically in relation to the caster
- 3 per turn, 1 per target
- Suspension is now Spontaneous Return
- 3 AP, 1 to 3 Range
- 81 Air damage (enemies)
- Cancels the last movement executed on the Xelor's turn
- 3 per turn, 2 per target
- Devotion
- The AP gain is now at start of turn
- Devotion is now 1 per turn
- Sinistro
- 2 AP, 2 to 5 Range, non-modifiable
- Summons a Sinistro (max 1 per Xelor)
- Each time AP is removed or given during the Xelor's turn increases the number of charges for the Sinistro
- At end of turn, gives AP around itself based on its number of charges
- 2 turns to recast
- Cog
- 2 AP, 1 to 3 Range, in a straight line, no line of sight
- Summons a Cog (max 1 per Xelor)
- Each teleportation during the Xelor's turn increases the number of charges for the Cog (a transposition counts as two charges)
- At end of turn, inflicts damage around itself based on its number of charges (max charges: X)
- 2 turns to recast
- Premonition
- 3 AP, 1 to 4 Range
- On a free cell:
- Places a Premonition glyph
- The Xelors teleports onto that cell at start of next turn
- On target:
- Saves the target's HP and freezes them at that value on the Xelor's next turn
- If the target gains or loses 50% of their HP in the meantime, Premonition is removed
- 2 turns to recast
- Regulator
- 2 WP, 1 to 2 Range, non-modifiable
- Can only be cast on an hour cell:
- Places a Regulator that intercepts all damage suffered by the Xelor's mechanisms (Sinistros, Cogs, and Dials)
- At start of the Xelor's turn: +1 WP
- 1 per turn
- Dial Master
- When the dial's hour reaches 12:
- Delayed effects are instantly applied
- When the dial's hour reaches 12:
- Timeliness
- When the current hour is even:
- Spells are cast without line of sight
- Spells are only cast in a straight line
- When the current hour is even:
- Portent
- Regenerates 1 WP per AP reduction (1 time per fighter)
- Does not regenerate WP based on AP at end of turn
- Tock, Tick
- Even turn: 20 damage inflicted
- Odd turn: -20 damage inflicted
- Clockmaking
- At start of turn, the Xelor teleports to the current hour and gains Punctuality
- Dial now takes 2 turns to recast
- The Xelor no longer gains Range on the current hour and no longer loses damage inflicted if they are not on the current hour
- Memory
- 6 max WP
- At start of fight:
- -2 max MP
- No longer removes half of max MP
- Course of Time
- Distortion takes 3 turns to recast
- When Distortion is active:
- Each transposition returns 1 AP to the Xelor
- Otherwise:
- Each transposition returns 1 WP to the Xelor
- Counterclockwise
- Even turn: reverses the rotation of the current hour
- The current hour no longer gives an extra bonus of 15% damage inflicted
- Déjà Vu
- When the current hour is odd:
- -10% damage inflicted, 25% health steal
- When the current hour is odd:
- Knowledge of the Past
- When the dial's hour reaches 12:
- The Xelor regenerates 2 WP and will gain 2 AP at start of next turn
- The Dial costs 2 extra WP
- When the dial's hour reaches 12:
- Violent Omens
- 30% indirect damage
- The current hour inflicts damage on fighters who start on it
- 3 or 4 AP from damage
- Dark Dimension
- The current hour gives a bonus of 30 Force of Will (in addition to other bonuses)
- AP removals can only be inflicted from the current hour
- Specialized Mechanisms
- When the Xelor summons a mechanism, immediately switches places with it
- Combat Mage
-
No longer increases resistances
-
Transforms AP removals in melee
-
No longer removes AP
- Applies a damage inflicted penalty on the target (3% per AP, max 30)
-
-
- Shriveling
-
No longer increases indirect damage
-
4. Monsters
- Stalagmotes
- The spikes that the Stalagnomes summon in the boss's third phase properly block the Parallel Tremor.
- Kanniballs
- The aura around Darkli Moon's totems displays properly.
- Foggernauts
- The HP of archmonsters in the Foggernaut Dungeon (Protoctopus, Protoskeleton, and Protogolem) has been halved.
- The Protogolem's Stasis Crystals no longer give monsters a damage inflicted bonus. The Stasified Overkill state gives players 50 Elemental Resistance (instead of 100) per level.
- The Stasis Crystal with Armor loses its Armor if it drops to 1 HP through indirect damage. The Stasis Crystal that gains resistances for each attack received only gains them if it suffers direct damage.
- Fixed a visual orientation issue in some cases with the Stasification Unit.
- Excarnus
- -100 Elemental Resistance for Excarnus and Skeletal Gobballs
- Skeletal Gobballs have -150 Lock
- The Paradoxical Awakening state now has:
- 10% damage inflicted
- 50 Elemental Resistance
- Raskaws
- -20% damage inflicted
- Archmonsters have the right icon in the monster preview bubble in a fight.
- Safeguards have been added so that the "Streye Dungeon II" achievement will be properly completed in every instance.
- Shadofang
- You can inflicts damage on Shadofang without being in the Light while you have the "Light Fighter" state.
5. Items
- You can get the Feroxxors Boowolf Skin for 180 almokens at the Almanax machine.
- You can also get a Feroxxors Boowolf mount for 180 almokens.
- New cosmetic cuttings and seeds are available at the Mentor machine.
- The Conservation sublimation gives the right amount of Block based on the level of the state. The state bearer also properly gets Block after reaching 90% of their HP again after being healed.
- The "Red Hair" item now has a description.
- You can craft imperfect Feca incantations with level-50 Ereboria boss resources.
- The "Lorko Booto" and "Lorko Kasko" items have been reintegrated into the game as level-170 items and can be acquired from the Dominant Hoodlum.
- You can get the mythical-rarity Toothed Belt at a difficulty lower than Stasis 4.
- All recipes for level-170 items require level-170 resources.
- You can craft imperfect incantations using Octopus Crew or Deathburn resources.
- You can craft infernal orbs using Abyssal Creeper or Foggernaut resources.
- You can craft Essences using Ereboria monster resources.
- Infernal ultimate boss chests properly contain resources and equipment from the Abyssal Creeper or Foggernaut dungeons.
- The recipe for the mythical-version Cape Itane requires Abyssal Creeper resources.
6. World
- You can properly answer all Pacifistic Castuc dialogues in the "Pacific Rhymes" quest.
- Fixed a Mod'Ule 06 to 50 quest called "Scoreboard: Pohl the Octopus" that required you to complete the "Bitter-Hammer Dungeon" and could only be completed by completing the "Deathburn Dungeon". The quest now has the right name and properly requires you to complete the "Deathburn Dungeon".
- The "Quality Archmonsters IV" (3,809) achievement no longer requires you to kill Red Makhar.
- The "Ice Knight Sword" achievement properly gives you the "Horrible Liche" title.
- Observing the steles in the "Three Little Kitties II" quest will properly start the fight in every instance.
- Votes for governor elections are properly taken into account.
- The URM for voting in elections is now displayed, and players who don't have a booster pack can't click on it.
7. Interface
- Red ceiling pillars no longer appear in tactical mode on some dungeon maps.
- You can use the mouse wheel on the color chart to change the color brightness when creating a character.
- Achievement category illustrations can be changed in custom themes.
- The "My Nation" achievement category has been replaced by "Treasures".
- The "Professions" achievement category has been replaced by "Relics".
- States linked to a number of fights or a victory are properly removed visually at the end of a fight.
- Joining a group with a hero no longer visually duplicates that character in the hero management window (K).
8. Miscellaneous
- Death animations play entirely in combat.
- The WAKFU sound library has been updated to improve its compatibility and performance.
- Musical transitions and some frequent sounds have been reworked to make them smoother.
- The persistent sound issue after casting Eniripsa, Flaming, Stunned, and other marks should be solved.
- The WAKFU client now uses Java 11.
- When a pet dies, the "X is weakened" message now appears only once.
- Praying to protectors of the months at the Almanax altar no longer gives a temporary bonus.
-
We had become dissatisfied with this mechanic for several reasons.
First of all, when professions were moved to the account entity, we had to remove the profession experience bonuses to prevent abuse.
But that wasn't the only reason. We set a new guiding principle for some aspects of the game a few years ago, and we don't want to introduce artificial reasons to play WAKFU anymore. There have been some recent changes in this regard – first with the staggering of event bonuses, then with our offers in the shop, and more recently with the removal of the number of attempts per week against Ultimate Bosses.
Almanax bonuses encouraged players to log in to collect their bonus and enjoy it for two hours. Paradoxically, this also meant that once the bonus was over, the game was less interesting.
We haven't ruled out reworking this kind of mechanic in greater depth in the future.
-