1.81 - Where the Journey Begins September 18, 2023
Back to list1. Major Changes
- Early-game content has been fully revamped to offer a more open, organic, and accessible experience.
- 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.
- 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: Equipment Balancing Devblog.
- A new appearance is available for the Eniripsa class. An appearance change is available for Eniripsas created before Update 1.81.
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:
- A summon that kills a hero or the main character no longer has their spells replaced by the next person in the timeline.
- 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.
- Having a hero knocked out but not yet eliminated from the group no longer makes it impossible to die and have a tomb.
- 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 a fight, the end screen no longer always says that the fight was lost.
- Monsters doing 9 cells now properly interrupt movements that pass by them.
- Monsters doing 9 cells can only lock once per each fighter's turn.
- The character no longer stops next to a monster when the monster isn't locking them.
- Scores for dungeons with a score (Ogrest and Rushu) now appear with commas between thousands to make them easier to read.
- Changing characters at the end of a fight no longer causes the game to freeze.
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. Ecaflip
General Mechanics
- Random damage has been removed.
- Critical Hits
- Per critical hit above 100:
- 0.5% damage inflicted
- Per critical hit above 100:
- Lucky Day
- Lucky Day is a gauge that goes up in certain conditions. Lucky Day's max level is 100.
- If Lucky Day hits 100:
- The next card played costs 1 WP less, and its effect is doubled.
- If Lucky Day hits 100:
- The Ecaflip gains 20 Lucky Day at end of turn.
- 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 and gives 7 Lucky Day.
- 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, then they shuffle their pile.
- There are 10 tarot cards, which are all "game changers".
- The tarot provides cards in the third bar.
Tarot
- The Croquette
- 50% heals performed (1 turn)
- Healing is performed at the end of the target's turn.
- (If a chain spell like Fleahopper, the healing 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 fighter ends a move adjacent to the Ecaflip:
- The fighter is pushed back one cell
- The Ecaflip turns to face the fighter and gains 20 resistance (1 turn)
- When a fighter ends a move adjacent to the Ecaflip:
- Hairy Hermit
- -4 MP
- A cat tree appears on the targeted cell (or a nearby cell if the cell is occupied).
- The Ecaflip may get 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.
- Max 2 cat trees
- 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% heals performed
- WP spells cannot be used for the first 5 spells cast
- The 6th spell cast:
- Black Bow Meow
-
Summons a Black Bow Meow on the targeted cell (or a nearby cell if the cell is occupied).
- Controllable
- Has a spell (Furtive) that removes 120 resistance from the target for 1 turn
- A lot of MP
- The Bow Meow and its caster are bound by a life link.
- Max 2 black bow meows
-
- Wheel of Fortune
- Sets Critical Hits to 50 (1 turn)
- As a critical spell:
- 50% damage inflicted
- -20% Critical Hit
- Otherwise:
- -50% 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
- 2 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
Damage spells
- Craps
- 3 per turn
- 50 Fire damage
- 2 AP, 1 to 5 Range
- Loaded Dice
- 3 AP, 1 to 3 Range
- 42 Fire damage
- Between 21 and 42 extra Fire damage
- If the spell kills a fighter:
- The Ecaflip gains 2 max AP at start of next turn
- 2 per turn, 1 per target
- D-Six
- 6 AP, 1 WP, 1 to 3 Range
- 203 Fire damage
-
Each time the spell is used:
-
The next D-Six costs 1 AP less
-
Effect is stackable
-
Effect is removed when the tarot is shuffled
-
- 1 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, 0 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 with non-modifiable range
- 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
- 4 AP, 2 to 4 Range, in a straight line, no line of sight, non-modifiable
- Teleports to the targeted cell
- 81 Water damage on enemies in the path
- 42 Water healing on allies in the path
- 2 per turn
- Paws Off
- 2 AP, 1 Range, non-modifiable
- Repels by 1 cell per water spell cast in the turn
- Enemy: 54 Water damage
- Ally: 30 Water healing
- 1 per target
- Fleahopper
- 4 AP, 0 to 4 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:
- 66 Water healing
- 80 Water healing
- 3 per turn, 2 per target
- Fleeflees
- 4 AP, 0 to 4 Range, non-modifiable
- Enemy:
- -4 MP
- -1 WP
- 100 Water damage
- Ally:
- 1 max MP (1 turn)
- 1 WP
- 48 Water healing
- 1 per target, 2 per turn
Earth
"Player" spells
- Heads or Tails
- 3 AP, 1 to 3 Range
- Enemy: 75 Earth damage and 50% health stolen
- Ally: 42 Earth healing on the target and the caster
- 3 per turn
- 3 AP, 1 to 3 Range
- All In
- 1 to 4 Range
- Consumes AP (10 max)
- 11 Earth damage per AP used
- 50% chance to regain the spell's cost
- +5% per card in the discard pile
- 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
- 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)
- Per fighter hit (1 time per turn):
- 30 Resistance to the Ecaflip (1 turn)
- 2 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
- 2 MP (2 turns)
- Cast on self:
- 35% Critical Hit (2-cell circle) (2 turns)
- 1 MP (2-cell circle) (1 turn)
- 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:
- Between 27 and 208 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 – Fleassive
- When the Ecaflip performs a heal:
- The heal is halved
- The heal applies an equal amount of Fleas
- Fleas:
- At end of turn:
- Light Heal
- Transfers the fleas to the nearest ally
- At end of turn:
- Removes the Fleas at start of the Ecaflip's turn
- When the Ecaflip performs a heal:
- 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
- If the Misfortune card is in the hand, at end of turn:
- 300% of level as Lock to the Ecaflip (1 turn)
- Adds a tarot card: Misfortune
- Passive 5 – Lucky Tarot
- Each tarot card added increases Lucky Day and Critical Hits by the number written on the card.
- This effect replaces the new built-in effect (7 Lucky Day per card added).
- Each tarot card added increases Lucky Day and Critical Hits by the number written on the 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 2 AP.
- Each tarot card has a color.
- Passive 7 – Ecaflip's Fate
- Adds a tarot card: Ecaflip's Fate
- Inflicts 50% 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
- At end of turn, if an enemy is adjacent:
- +2 uses of Feline Leap
- Feline Leap no longer increases for each turn the spell isn't used.
- At end of turn, if an enemy is adjacent:
- 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 start of turn.
- Passive 10 – Healing Luck
- Per Lucky Day point:
- 1% heals performed
- Lucky Day increases each heal performed by 5.
- 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
- When a card is played with 100 Lucky Day:
- Heals: 20% of max HP
- 50 Resistance (1 turn)
- 100% of level as Lock (1 turn)
- The Ecaflip's Dodge is set to 0 at start of fight.
- When a card is played with 100 Lucky Day:
- Passive 14 – Generous Dice
- Critical hits above 100 now grant:
- 0.5% heals performed
- 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 20:
- 10% of max HP as Armor
- Otherwise:
- 5 levels of Crumbly (-50% Armor received)
- 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:
- Passive 18 – Lucky Cards
- At end of turn:
- -15 Lucky Day per black card in the hand
- 15 Lucky Day per white card in the hand
- At end of turn:
- Passive 19 – Lucky Seven
- When 6 cards have been played, but Lucky Day was not at 100:
- 100 Lucky Day
- The draw pile is emptied
- When 6 cards have been played, but Lucky Day was not at 100:
- Passive 20 – Universe
- Cuts Lucky Day gains in half.
- Unlocks the Universe card when the Ecaflip reaches exactly 42 Lucky Day (the card is not in the draw pile).
- Universe
- Steals these characteristics from the target:
- -4 Range (1 turn)
- -3 MP (subject to Force of Will)
- -2 AP (subject to Force of Will)
- -1 WP (total loss)
- If the card is not played, at end of turn:
- Converts Lucky Day into % of max HP as Armor (2 Lucky Day for 1% of max HP).
- The card has been removed.
- Universe
3.2. Eliotrope
- Eliotropes properly gain the Effervescence connection by casting the Exaltation spell on an ally using the Reminiscence passive.
3.3. Eniripsa
General Mechanics
- At end of turn:
- 1 WP
- 2 extra WP if HP are ≥80%
- Grace:
- The Eniripsa gains 10 levels of Grace at end of turn (infinite, stackable up to level 50).
- Under Against Nature, the Eniripsa loses 10 levels of Grace.
- 1 level of Grace = 1% heals performed
- For each heal performed:
- 10 Propagator if it is area healing (5% of level)
- 40 Propagator if it is single-target healing (20% of level)
- The next single-target damage spell will inflict the Propagator value as extra Light damage.
- Max 200% of level
- HP boost for the entire team:
- 400% of the Eniripsa's level
Built-in Spells (Third Bar)
- Against Nature
- 2 WP, 0 Range
- Activates or removes Against Nature:
- Transforms Healing Mastery into Elemental Mastery
- Transforms % heals performed into % damage inflicted
- -50% heals performed
- 1 use per turn
- Coney
- 2 AP, 1 to 3 Range
- If the Eniripsa is in Against Nature: summons a Darth Coney.
- Reduces the target's resistance (-50) (stackable).
- Summons a Coney
- Heals the target
- At the start of the Eniripsa's next turn:
- The Coney or Darth Coney becomes a Super Coney.
- The Eniripsa regains 2 WP
- Spells
- Pushes by 1 cell
- Sacrifices self to give their HP to the target and switch places with it
- Gives 20% heals performed to the target (2 turns)
- Removes 20% heals performed from the target (2 turns)
- Inflicts damage and steals health for the Eniripsa
- The Coney or Darth Coney becomes a Super Coney.
- 1 per turn
- Repulsion
- 1 WP, 1 to 3 Range, no line of sight, in a straight line
- With Against Nature:
- The spell's min and max range increases by 1
- Pushes 1 cell around the target
- Otherwise:
- Pushes the target 2 cells
- 3 per turn
Elemental Spells
Fire Spells
- Heal-splosion
- 3 AP, 1 to 5 Range, in a straight line
- On enemies in a 3-cell vertical line:
- Sadist Mark
- -20% Block
- When the target dies:
- The Eniripsa inflicts 92 Fire damage on enemies in a 2-cell circle.
- 69 Fire damage
- Sadist Mark
- 2 per turn
- Alternative Cure
- 2 AP, 0 to 3 Range
- Ally:
- 28 Fire healing
- Here Mark
- Absorbs 20% of heals performed by the Eniripsa on other fighters.
- If the target reaches 100% HP:
- 200% of level as Lock and Dodge (1 turn)
- Removes the Here Mark
- 3 per turn
- Guardian Fire
- 4 AP, 0 to 2 Range
- Ally:
- 52 Fire healing
- Traid Mark
- No longer blocks line of sight
- If HP fall below 50% max HP:
- 96 Fire healing
- 108 Fire damage on enemies in a 1-cell cross
- Removes Traid Mark
- 2 per turn
- Corrosive Heal
- 5 AP, 1 WP, 2 to 3 Range
- Enemy:
- 135 Fire damage
- Hammle Mark
- When the target suffers single-target damage, three times:
- Damage is increased by 30%
- The Eniripsa rebounds 20% of damage inflicted as healing in a square around the target.
- Removes Hammle Mark after three uses
- When the target suffers single-target damage, three times:
- 2 per turn, 1 per target
- Purifying Flame
- 3 AP, 0 to 3 Range
- Ally:
- 42 Fire healing
- Enemy:
- 75 Fire damage
- Fighter:
- Refund Mark
- 1 max MP
- If the target ends its turn adjacent to an ally of the Eniripsa, in a 2-cell circle:
- Allies: -30% healing resistance (2 turns)
- Allies: 72 Fire healing
- Refund Mark
- If the Eniripsa has ≥80% HP, the spell's area of effect becomes a 1-cell cross.
- 2 per turn
Water Spells
- Invigoration
- 2 AP, 1 to 6 Range
- Ally:
- 30 Water healing
- 20% of level as Dodge (1 turn)
- Enemy:
- 54 Water damage
- 3 per target
- Healing Word
- 3 AP, 0 to 5 Range, non-modifiable
- Ally:
- 42 Water healing
- 1 Range (1 turn)
- Enemy:
- 75 Water damage
- 3 per turn, 2 per target
- Infusion
- 4 AP, 1 to 3 Range
- Ally:
- 28 Water healing
- For 3 turns, at start of turn:
- 28 Water healing
- Enemy:
- 100 Water damage
- 2 per turn, 1 per target
- Revitalization
- 3 AP, 0 to 2 Range
- In a 1-cell cross:
- Ally:
- 36 Water healing
- 10% damage inflicted (1 turn)
- Enemy
- 63 Water damage
- Ally:
- If the Eniripsa has ≥80% HP, the spell's area of effect becomes a 2-cell circle.
- 3 per turn
- Regeneration
- 5 AP, 1 WP, 1 to 3 Range, in a straight line, non-modifiable, no line of sight
- Ally:
- 84 Water healing on the caster and the target
- 20% heals performed on the Eniripsa (1 turn)
- Enemy:
- 150 Water damage
- 2 per turn
Air Spells
- Anatomy
- 3 AP, 1 to 4 Range
- If the target has more than 80% of max HP:
- Air damage : 125
- Otherwise :
- Air damage : 75
- Psychosis
- 3 AP, 1 WP, 3 to 4 Range
- In a 2-cell cross:
- 69 Air damage
- -20% damage inflicted (1 turn)
- -20% Critical Hit (1 turn)
- 2 turns to recast
- Cross-Airs
- 2 AP, 1 to 4 Range, in a straight line
- 50 Air damage
- For 1 turn, per collision suffered:
- The target suffers 25 extra Air damage from the Eniripsa.
- For 1 turn, per collision suffered:
- 2 per target
- Infected Flask
- 4 AP, 2 WP, 1 to 3 Range
- 84 Air damage
- 100% health stolen
- At end of the target's turn:
- 84 Air damage
- 100% health stolen
- 1 per turn
- Lethargy
- 5 AP, 1 to 4 Range, non-modifiable
- 135 Air damage
- If the Eniripsa has ≥80% HP:
- 54 extra Air damage
- 54 Air damage on the Eniripsa
- 2 per turn
Neutral Spells
- Eniraser
- 2 AP, 1 WP, 1 to 4 Range, in a straight line, no line of sight
- Revives the target with 30% max HP
- 1 per turn
- Fountain of Youth
- 2 AP, 0 Range
- For 2 turns:
- -20% max HP
- 15% heals performed
- 2 max MP
- 300% of level as Dodge
- 3 turns to recast
- Bond of Friendship
- 2 AP, 1 WP, 1 to 3 Range
- Applies Bond of Friendship, 1 per team, infinite duration:
- If the target suffers damage:
- 3% damage inflicted
- 12 Elemental Resistance
- The Eniripsa gains 3% heals performed
- If the target suffers damage:
- 1 per turn
- Transcendence
- 1 AP, 2 WP, 0 to 7 Range, non-modifiable
- 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 to recast
- Ban
- 2 AP, 1 to 3 Range
- Removes 10% of the Eniripsa's max HP as Armor from the target and converts it to healing on the Eniripsa.
- With Against Nature:
- 5 levels of Incurable
- -50% heals received
- Otherwise:
- 5 levels of Crumbly
- -50% Armor received
- 2 per turn
- Life-Giving Fountain
- 2 WP, 0 to 3 Range
- Places a glyph in a 2-cell circle (3 turns).
- At start of turn:
- 30 Light healing
- 30% of level as Propagator for the Eniripsa
- At start of turn:
- 3 turns to recast
Passives
- Passive 1 – Vital Climax
- 30% heals received
- HP conditions on the Eniripsa become:
- HP must be at 100%
- Passive 2 – Serial Marker
- For each mark placed:
- Light healing in a 2-cell cross around the target
- Fire spells' range changes:
- +1 to min Range
- Range is now non-modifiable
- For each mark placed:
- Passive 3 – Puncture
- When the Eniripsa has ≥80% HP:
- 30% heals performed
- The Eniripsa suffers 10% of heals performed as damage.
- When the Eniripsa has ≥80% HP:
- Passive 4 – Precision Marking
- Only one mark (of a given type) can be active at a time.
- For each mark consumed/triggered:
- The Eniripsa gains 10% of level as Propagator.
- Passive 5 – Vampiripsa
- -25% damage inflicted by Propagator
- 50% health stolen by Propagator damage
- Passive 6 – Radiance
- At end of turn:
- Per level of Propagator:
- 1 Light healing in a 2-cell circle around the Eniripsa
- Propagator is removed
- Per level of Propagator:
- At end of turn:
- Passive 7 – Presence
- At end of turn:
- If the Eniripsa ends up isolated (no ally or enemy 3 or fewer cells away):
- 2 MP
- Propagator drops to 0
- Otherwise:
- 40 levels of Propagator
- -2 Range
- If the Eniripsa ends up isolated (no ally or enemy 3 or fewer cells away):
- At end of turn:
- Passive 8 – Doctor Without Borders
- Performing heals no longer increases Propagator.
- Inflicting damage increases Propagator.
- Propagator is consumed on a single-target heal.
- 1 Light heal per level of Propagator
- Passive 9 – Single Heal
- At start of turn, 42 Light heal on the next healing spell
- After performing a heal:
- -30% final healing (1 turn)
- Passive 10 – Super Coney II
- The Coney spell instantly summons a Super Coney.
- The Coney dies at end of turn.
- The spell takes 2 turns to recast.
- Passive 11 – Transgression
- Under Against Nature:
- 75 Elemental Resistance
- The max range of elemental spells is reduced to 3.
- Under Against Nature:
- Passive 12 – Delay
- Reduces healing by 50%
- Healing is also stored on the target and applied at the start of its turn.
- Healing is stored even if the target is at full HP.
- Passive 13 – Wind Elixir
- For each level of Propagator:
- 3 Dodge
- On consuming Propagator:
- -3 Lock for 1 level of the Eniripsa's Propagator
- The Eniripsa's Lock goes to 0.
- For each level of Propagator:
- Passive 14 – Apprentice Alchemist
- Each time Propagator is triggered:
- Steals -1 MP from the target
- Generation of Propagation is divided by 2.
- Each time Propagator is triggered:
- Passive 15 – Production Secret
- Propagator now applies its effects for a longer time (2 turns).
- Is triggered at end of the target's turn
- Propagator now applies its effects for a longer time (2 turns).
- Passive 16 – Anbarul Mark
- Repulsion immediately triggers marks.
- Repulsion no longer pushes marked targets.
- Passive 17 – All for Me
- 800% of level as HP
- Lapino now has 1 max Range
- Passive 18 – Unnatural Paradox
- Heals performed in normal mode increase the Propagator level twice as much.
- Heals performed with Against Nature no longer increase the Propagator level.
- Passive 19 – Ambivalence
- Against Nature can be cast at 0 to 3 Range.
- Ally:
- 30% heals performed on the ally and the caster
- Enemy:
- The enemy suffers 10% of healing performed by the Eniripsa.
- Ally:
- Against Nature can only be cast if it is the first spell of the turn.
- Against Nature can be cast at 0 to 3 Range.
- Passive 20 – Still Life
- When it dies, the Coney places a glyph (1-cell cross).
- Low Light healing
- Range Increase
- The Coney's cost is now 3 AP.
- When it dies, the Coney places a glyph (1-cell cross).
3.4. 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 inflicted for 1 turn.
3.5. Huppermage
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 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:
3.6. Iops
- Added alternate animations for when the Iop uses their sword. These can be selected or unselected at the Iop class temple in Amakna.
- A 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.
3.7. Rogues
We decided to revamp Rogues 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 Rogue can utilize all their spells in one of two ways: with their guns from a distance, or using their daggers in close combat. The bomb system, meanwhile, is now more organic and naturally interacts with all the Rogue's other mechanics. This is because Rogues can place a bomb with any of their single-target elemental spells, provided they have Powder and the spell is cast on a free cell. What's more, many spells have additional effects when cast on a bomb; summoning a bomb with one of these spells will play its additional effects immediately after the bomb has been placed.
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 can place 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.
- All their elemental spells cost 1 AP less.
Runaway
- The Rogue's Melee Mastery is converted into Distance Mastery.
- The Rogue uses their pistols.
- All their elemental spells become ranged only.
- All their elemental spells inflict 50% extra damage.
Powder
- The Rogue generates 5 Powder at the start of the turn.
- 15 Powder max
- Powder lets the Rogue place bombs.
Bomb
- The Rogue generates Powder at the start of the turn.
- When cast on a free cell, single-target spells place a bomb (provided they have Powder).
- The bomb's level and the quantity of Powder spent depend on the AP cost.
- If there isn't enough Powder left, the level of the bomb placed is proportional to the quantity of Powder left, but all the effects are played normally.
- When a bomb is placed, the bomb is placed, and then the spell's effects are played.
- If the spell has additional effects on bombs, the bomb is placed, and then the spell is regarded as having been cast on the bomb and will play its additional effects immediately.
- Single-target spells do not inflict damage on bombs.
- Bombs gains levels at the start of the Rogue's turn.
- The levels increase their HP and damage.
- At the maximum level, the bombs explode automatically at end of the Rogue's turn.
- The Rogue can trigger bombs using the Detonation
- spell.
- The number of bombs is limited to 7 per team.
Third-Bar Spells
-
Detonation
- 1 AP, 1 to 7 Range, modifiable, no line of sight
- Triggers the targeted bomb
- On a target:
- Triggers bombs around the target (2-cell circle)
- 20% extra damage
- 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
- Doesn't consume AP if cast on a bomb
- If the spell is cast at the start of the fight to switch modes, it doesn't consume any AP.
- 1 use per turn
- Dynamite
- 2 WP, 0 Range
- Consumes the Powder
- Per Powder consumed:
- 5% damage inflicted (2 turns)
- 4 turns to recast
- Boombot
-
- 2 AP, 1 WP, 1 to 3 Range
- Summons a Boombot
- The Boombot has 2 AP, 6 MP, and 20% of the Rogue's HP.
- 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
- +2 levels for the targeted bomb
- 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
- Detonation
- The Boombot can only target bombs.
- 4 turns to recast
-
Elemental Spells
Fire
- 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:
- Attracts targets around the bomb in a 3-cell cross toward it.
- 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 spell is cast on a bomb:
- Stabilizes the bomb.
- The bomb explodes when it suffers damage.
- 1 use per turn
- Execution
- 4 AP, 3 to 4 Range
- Fire damage
- If target is killed:
- The Rogue gains 4 Powder.
- 2 uses 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
- Machine Gun
- 3 AP, 3 to 4 Range, in a straight line
- Earth damage
- Caster: moves back 2 cells
- If the spell is cast on a bomb:
- The bomb is pushed back 2 cells.
- 3 uses per turn
- Blunderbuss
- 4 AP, 3 to 4 Range, in a straight line
- Earth damage
- Pushes back 2 cells
- If the spell is cast on a bomb:
- The area of effect is now a 1-cell cross
- 3 uses per turn, 2 uses per target
- Encumbering Shot
- 5 AP, 3 to 5 Range, in a straight line
- Earth damage
- -4 MP (1 turn)
- If the spell is cast on a bomb:
- The area of effect is now a 3-cell line.
- 1 per turn
- Boomerang Dagger
- 3 AP, 3 to 5 Range, in a straight line, no line of sight
- Sneaky:
- Single-target Earth damage
- Applies a Dagger Return state on the target.
- Runaway:
- Earth damage in a boomerang area of effect
- Triggers the Dagger Return states.
- Damage in a 1-cell cross on each target affected.
- 3 uses per turn, 2 uses per target
- 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
- Slap Shot
- 2 AP, 3 to 5 Range
- Air damage
- Caster: +1 MP (requires hitting a target)
- 3 uses per turn
- Cheating
- 3 AP, 3 to 4 Range, non-modifiable
- Air damage
- Health steal
- If the spell is cast on a bomb:
- Switches places with the bomb.
- 2 uses per turn
- 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
- If the Rogue is in Sneaky mode:
- Applies a Sneaky Blade state (1 turn).
- If the Rogue ends up within 6 cells of the targets, triggers the Sneaky Blade state.
- Extra damage on the target
- 3 uses per turn, 2 uses per target
- Obliteration
- 6 AP, 3 Range, in a straight line
- In a 3-cell line:
- Air damage
- Teleports targets 3 cells farther
- 1 use per turn
Neutral Spells
- Boot
- 2 AP, 1 WP, 1 to 6 Range, non-modifiable, in a straight line and diagonally, 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
- Runaway:
- Comes right up to the target
- Sneaky:
- Attracts the target then passes behind its back
- 2 uses per turn
- Smoke Bombs
- 1 WP, 1 to 3 Range
- Ally:
- Reduces ranged damage suffered by 20%
- No longer blocks line of sight
- Immune to bomb damage
- Enemy:
- Reduces ranged damage inflicted by 20%
- No longer blocks line of sight
- 2 turns to recast
- Evanescence
- 2 AP, 1 WP, 1 to 4 Range, non-modifiable, in a straight line and diagonally
- This spell must target a bomb
- Teleports symmetrically
- 2 turns to recast
- Fusillade
- 2 AP, 0 Range
- Applmies Fusillade (2 turns):
- 25% damage inflicted on direct damage
- 2 MP
- Can no longer place any bombs
- 3 turns to recast
Passives
- Passive 1 – Time Bombs
- Placing a bomb places a glyph instead.
- The bomb spawns instead of the glyph at start of next turn if the cell is free.
- The bomb gains 3 levels when it spawns.
- Passive 2 – Boomarogue
- The Boombot has 2 AP and 2 MP extra.
- The Boombot can target other fighters.
- The Boombot dies at end of turn.
- Passive 3 – Escapist
- When using Ruse on themself:
- Switches places with the farthest bomb (6 cells max).
- The bomb explodes.
- When using Ruse on themself:
- Passive 4 – Tactician
- The Rogue regains 1 AP when they move a bomb.
- Moved bombs lose 1 level.
- The bombs are triggered after a collision.
- Passive 5 – Powder Trail
- The Rogue gains 1 MP when they summon a bomb.
- Rune has a line of sight.
- Passive 6 – Jackpot
- The Rogue switches places with the first bomb placed while in Sneaky mode and then switches places with it again at the end of the turn.
- Passive 7 – Blade Master
- When inflicting damage in Sneaky mode:
- Consumes 1 level of Powder
- Armor gain: 3% of max HP
- When inflicting damage in Sneaky mode:
- Passive 8 – Fugitive
- At start of turn, switches places with the nearest bomb (4 cells max).
- The bomb is stabilized.
- Passive 9 – Explobomb
- Bombs explode when destroyed
- Passive 10 – Reinforced Tunic
- At end of turn, per adjacent bomb:
- 30 Elemental Resistance
- Bombs lose as much Elemental Resistance.
- At end of turn, per adjacent bomb:
- Passive 11 – Minesweeper
- Once per turn, if the Rogue gets to 0 Powder:
- Switches modes
- The Rogue can no longer use Ruse to switch modes.
- Once per turn, if the Rogue gets to 0 Powder:
- Passive 12 – Elemental Bombs
- Earth bombs remove 2 MP.
- Air bombs remove 1 Range (3 max).
- Fire bombs apply Incurable (1 per level).
- Bombs' max level is 6.
- Passive 13 – Pyrotechnist
- Bombs gain 3 levels per turn.
- Only one bomb per element can be placed each turn.
- Passive 14 – Bomber Fan
- When a bomb explodes: +1 max AP (1 turn)
- Bombs have 1 HP.
- Passive 15 – Dynamite
- Dynamite has 1 to 3 Range, non-modifiable (cannot be cast on the caster).
- On an ally:
- The boost to damage inflicted is shared with the ally.
- On an enemy:
- 40% extra damage suffered from explosions (2 turns)
- The spell can no longer be cast on the Rogue.
- Passive 16 – Rusty Blade
- In Runaway:
- Elemental spells generate Rusty Blades.
- Elemental spells no longer have modifiable range.
- In Sneaky:
- Consumes the Rusty Daggers to apply a poison.
- In Runaway:
- Passive 17 – Powder Wall
- If 2 bombs are aligned:
- Creates a Powder Wall between them both.
- Light damage at start of turn
- When a Powder Wall is activated:
- Bombs that form a Powder Wall lose 1 level.
- Bombs that drop below level 1 explode.
- If 2 bombs are aligned:
- Passive 18 – Powder Keg
- The max Powder changes to 20.
- Bombs no longer level up.
- Passive 19 – Surprise Shot
- On switching modes, connection:
- The next elemental spell inflicts extra Light damage on the target.
- The connection is lost if the Rogue uses MP to move.
- Ruse has 0 Range.
- On switching modes, connection:
- Passive 20 – Rogue Master
- The Rogue stacks the Rogue Master state at start of turn (3 max).
- When switching from one mode to the other:
- Bonus based on the mode and the level of the state
- Sneaky → Runaway:
- Per level: 1 MP and regenerates 10% of max HP as healing
- Runaway → Sneaky: 1 AP and 10% of max HP as Armor
- Sneaky → Runaway:
- Bonus based on the mode and the level of the state
- Ruse takes 2 turns to recast.
3.8. Foggernaut
- Evaporation properly inflicts damage on targets 7 or 8 cells away if the spell is cast from 9 cells away.
3.8. Sram
-
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 the 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
- 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.
- The number of rolls per team when attempting to get a relic at the end of a fight has been fixed for 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 number of attempts is 1 per team, like for other relics.
- 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 Set and Guild Umbrella emote 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.
- Having adjusted your level no longer prevents you from learning certain recipes.
- Having the same equipment in multiple pages now properly adds the characteristics to all pages.
- 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 of effect 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 power of automatic level-adjustment emblems has decreased.
6. World
- Changes have been made to Astrub in order to make early game more fun and accessible.
- Items
- The first quests no longer give equipment; coarse tokens are given instead. There is a new machine at the entrance to 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
- A 20-slot bag is available as an achievement reward on the island of Ri.
- Quests
- The quest to get a dragoturkey now only consists of two steps.
- The other steps can still be done to get another reward.
- The quest to get a dragoturkey now only consists of two steps.
- Items
- Astrub has been reworked graphically. The town and the mountains have been revamped to offer clearer navigation and a less stifling style.
- 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. However, this can sometimes change the current state of permissions for Bonta 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.
- A teleportation error that could cause loading to freeze has been fixed.
- Miss Ugly Tower stele items can be obtained properly.
- The drop rate for the Companionship Stone from Lela is consistent.
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 "Fight 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.
- If you adjust your level in the characteristics interface, the spell interface will properly update which spells can be used at the level in question if this interface is also open.
- 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 has been partially removed no longer causes any visual disappearance.
- 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 or dying no longer prevents you from adding one after respawning.
- You can now play properly using scaling greater than 100% on Windows.
- 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 chat channel command is now "/d".
- Hovering over several items side by side in the chat properly updates the pop-up shown instead of showing just the first one.
- Fixed an issue displaying messages in some channels.
- The chat interface now also turns transparent after clicking on a tab.
- Trying to open an existing private chat opens it instead of generating an error message.
- Opening a private chat now takes priority over the active window.
- Right-clicking the nickname of a character you sent a message to now properly opens the context menu.
- Sending a message in some hidden channels sends the message properly instead of causing an error.
- Error messages when using the chat have been improved.
- In the off-table enchantment interface, adding an enchantment to a socket and then removing the enchantment no longer generates error messages or prevents subsequents changes.
- The pop-up to select a quantity at machines no longer appears outside the screen boundaries when the interface zoom is active.
- The indicator for the highest stasis reached on the stasis gauge of the dungeon entrance interface no longer prevents the mouse from clicking.
- Adding an item to the chat no longer deletes the last character entered.
- The default size of the chat interface has been slightly increased to accommodate new channels.
- When a chat message ends with an item, the item no longer makes all the empty space after it clickable.
- The recipe counter is now updated properly when other players craft items through secure crafting.
- A message being written in the chat is kept in memory when you scroll up through the history; it can be retrieved by scrolling back down to the bottom.
- Removing an enchantment using the Shift key no longer prevents the same socket from being enchanted without having to reopen the enchantment interface.
- Smileys used from the Emoticons interface or the shortcut bar are now sent to the selected channel rather than automatically to the Vicinity channel.
- Moving the mouse over a guild's list of ranks no longer automatically resets the list when there are many ranks.
- Chat channel colors can now be changed by themes.
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 |
- We've decided to make a change to loot and experience bonuses. We realized that the maximum that could be achieved through stacking various bonuses had a "snowball" effect, making them larger than initially planned. This snowball effect widened the gap between players too much.
- So, additional loot and experience bonuses are now combined to form a single multiplier for the base values. The bonuses affected are:
- Loot Potion and Experience Potion
- Dimensional Rift/Stasis bonuses
- Demonic Pacts
- The new loot formula is now as follows (simplified formula):
- With DropBonus = PotionBonus + StasisBonus + PactBonus, we get the following drop rate: DropRate × BoosterPackBonus × (1 + (Prospecting ÷ 100)) × DropBonus
- In practical terms, the maximum amount of loot and experience that can be achieved is decreased when stacking various additional bonuses. But these bonuses are still quite substantial.
- So, additional loot and experience bonuses are now combined to form a single multiplier for the base values. The bonuses affected are:
- Loot and experience bonuses at Stasis 3 and Stasis 4 have been decreased without level adjustment. They are 120% and 160%, respectively, versus 140% and 169% previously. The values with level adjustment remain unchanged.
- The duration of a character change has been significantly reduced.
- Shortcut settings will no longer be reset with each update.
- Video cutscenes have been temporarily disabled on Mac and Linux due to the game sometimes crashing; we are still working on a solution to fix video playback on these platforms.
- Chat channels have been 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
- in your guild
- hovering over in the marketplace
- You can hide them completely, display only the player's default language, or display all the languages selected by the player.
Items displayed in the chat
- You can drag and drop an item from your inventory into the chat. The item will be displayed in the language of the user's game client.
- Hovering over items in the chat has been improved; it is now similar to hovering over the inventory or the marketplace. It happens instantly and provides more information: enchantment, sublimations, the item's level, and whether it is a pet or a mount.