FR EN ES PT

The Brotherhood of the Tofu is coming!

 

Yugo, Amalia, Percedal, Evangelyne, Ruel… Discover all your favorite characters from the series in the next game update.

Learn all about it here.
 

Battlefields


New Battlefields

  • Heroic Great Escort: the principle is the same as in the classic Great Escort, but characters who lose a fight cannot reenter the battlefield.
  • Heroic Flower Capture: the principle is the same as in the classic Flower Capture, but characters who lose a fight cannot reenter the battlefield.


The objective of these two battlefields is to offer you a variation that puts more pressure on participants because any fight can be the last. Plus, these variations should encourage multiplayer fights and make PVP combat more worthwhile, since the losers cannot re-enter.

  • Free-for-All: this battlefield has no secondary objective. Players can only fight one another.


You asked for a battlefield without a secondary objective, where players could just happily beat each other. Thus, we decided to offer you one on a temporary map with the same visuals as The Great Escort. If the concept works and you like it, we'll make a real map with its own visuals and atmosphere.

General

  • When the battlefields are full, the players trying to enter the battle zone from their camp are now added to a waiting line. They are then transported to the battle zone once there is an opening. Clicking repeatedly on the entrance has no effect.


This change prevents players from needing an "auto clicker" to hope to enter a battlefield, while also making play more fair.
 

  • Players with a much lower rank than their opponent will now obtain a Merit when they win a fight against a player with a much higher rank.
 

This limitation was a relic of the free PvP system and aimed to limit "muling." Within the context of battlefields, it is no longer useful.
 

  • The "Conquest" and "Rampart" laws will correctly offer citizenship points.
  • The clock showing the time remaining before a battlefield closes will be correctly displayed.
  • Accounts having no characters over level 50 will no longer receive notifications announcing open battlefields.
  • States (Artifacts, Eniripsa's Blessing, Flower Bearer, Militia Bonus, PvP Bonus, Speed Bonus) are no longer removed when a character is disembodied in combat. These states are now only lost during a team defeat.
  • The characters will be correctly displayed in their own passport, as well as in the passports of other players (which is accessed by the PvP ranking interface).

Flower Capture
  • The flowers are no longer obtained by going to find them in the opposing camp. The map has 6 fixed locations for obtaining flowers. One flower may only be collected every 4 minutes.
  • After collecting a flower, the player must bring it back and put it in the teams' flower pot, located in front of the camp. The action of putting the flower in the pot lasts 5 seconds.
  • A flower power can only hold a maximum of 10 flowers. Each flower in the pot gives 5 points to its camp every 15 seconds. For example, 6 flowers in a pot for 10 minutes equals 1,200 points.
  • The members of the opposing team can come and steal the flowers in the pot. The action of stealing lasts 20 seconds, and only one action can be performed on one flower pot at a time.
  • When a flower bearer loses a fight, the flower that was being carried is destroyed.


This new feature retains the original concept while also encouraging more confrontation thanks to the management and the number of flowers on the field.
 

  • The state granted by defeating Darth Wodent is now applied to anyone on the same side as the team that defeated him. In other words, all the defenders or all the attackers will receive this state.
  • It will no longer be possible to use the drum in the enemy camp to battle a Wodent.
  • When disabling a Wodent's invulnerability, there are only 3 elements to place in the right sequence (instead of 4).
  • In the fight with Mama Wodent, you'll only have to solve 2 sequences (instead of 3). In addition, 4 elemental glyphs will appear in the fight. These are glyphs that appeared in the fight against the classic Wodent.
 

Great Escort

  • The three bonuses (Militia, PvP, and Speed) now last 5 minutes (instead of 15) or the time of a fight.
  • Requests and supply crates are destroyed when a player loses a fight.
  • The visual effect indicating a Militia Chief fight has been updated.
 

Quests


A devblog detailing this section is available here.
 

We have updated the experience provided by most of the game's quests so that the game experience is more consistent and overall more worthwhile.

We have also added a Kama boost to certain quests. The Kama boost will allow for the riches generated to be better distributed.

The changes are not retroactive for players who have already completed these quests.

Main Quests

  • Experience gain aligned with the duration of the storylines, and whether or not there is a temple in the quest.
  • Kamas added as a reward, based on the Kama level. Quests requiring the player to bring back resources offer more Kamas.
Mercenary Posts
  • Experience gain standardized and raised overall. Large increase in Mont Zinit contracts in particular.
  • The last contract on a board offers Kamas as a reward.
Environmental Quests
  • Experience revised upward.
  • Souper-Glou gain from collaboratives and invasions increased.
Repeatable Quests
  • ​Experience awarded by the "Tormentor Pit" and "Flaxhid's Sanctuary" quests reduced. In addition, the experience provided by these quests ceases to increase after the character reaches level 170.
  • The "Scoreboard" quests obtained from Mod'Ule in the Haven Bag have changed.
    • They require the player to defeat a specific boss (and not a selected either). This boss is different everyday and is the same for all players.
    • They are now divided into 4 level groups, instead of 3.
    • These quests now offer experience, based on your character's actual level. The experience offered is very advantageous.
    • They now offer 2 Modulox Tokens (instead of 1).
    • A new Relic Fragment can now be purchased with Modulox Tokens.
  • The "Boss Hunt" quests obtained from Hunters have changed:
    • They require the player to defeat a specific boss (and not a selected either). This boss is different everyday and is the same for all players.
  • The experience from Hunter quests have been revised upwards.


These changes reduce the interest in "Pit Tormentor" and "Flaxhid's Sanctuary" quests, which offered way too much experience, but propose healthier alternatives by way of Hunters and quests with adjustable levels.

This new repeatable quest feature helps direct players toward the same content, making it easier to find a group, while varying the activities from one day to the next.

As with the battlefields, we hope that these systems allowing you to gather around specific objectives at key moments will provide you with a much more enjoyable community experience.

Miscellaneous

  • The objectives of the quest "Ferocious Training" can be retroactively fulfilled if the dungeons have been completed in at least level 31 Stasis mode before obtaining the quest.
  • Whenever Tovak (an NPC follower) follows the player, they need only return to the Ouginak camp for Tovak to take up his original spot. If the player wants Tovak to follow them again, they can speak with Tovak in the Ouginak camp.
  • Unearthed Agony and Crystal-Heart Agony have been added to the list of Bosses the player must battle to complete the "Bosses Hunt" quests in their respective level groups.
 

Classes

 

The Huppermage and Enutrof classes have been updated.

  • Huppermages are taking advantage of the freshness of spring and adding some to their gameplay mechanics. Although fundamentally the same, these will be less costly, more immediate, and more powerful.
  • Enutrofs are taking advantage of spring, as they do everything, to give themselves a second full revamp. They'll discover more fluid, simpler mechanics, while gaining more identity and becoming more effective.


General

  • A new option allows the player to configure their preferred display mode for the following area of effect types: Auras, the Enutrof's Mines, and the Xelor's Hour Cells. The two modes available are "left-click to show" and "hover over to show."

Huppermage

Rune Mechanic
  • Runes no longer generate a Mastery bonus/penalty.
  • The last Rune generated by the Huppermage also grants them a 10% Mastery bonus to the Rune's element.
Elemental Spells - damage has been increased for all elemental spells.
  • Energy Flux
    • Steals Fire Mastery (2 turns) from the target in addition to its other effects.
    • Damage has been increased by 20%.
  • Resonance
    • AP cost reduced from 4 to 3.
    • Now limited to 3 casts per turn.
    • Damage has been rebalanced due to the updated cost.
  • Light of Dawn
    • No longer applies Incurable.
    • Damage has been increased by 5%.
  • Downpour
    • Steals Water Mastery (2 turns) from the target in addition to its other effects.
    • Is now cast in a line.
    • Can no longer teleport the target onto the Will-o-the-Wisp.
    • Now limited to 3 casts per target.
    • Damage has been increased by 40%.
  • Walloping
    • The critical hit reduction applied to the target has been replaced by a 5% critical hit gain (for 2 turns) for the caster.
    • Is now cast in a line.
    • Damage has been increased by 30%.
  • Vestige
    • The AP loss has been replaced by a 7% critical hit steal on targets in the area of effect.
    • Damage has been increased by 30%.
  • Collapse
    • AP cost reduced from 3 to 2.
    • Steals Earth Mastery (2 turns) from the target in addition to its other effects.
    • No longer reduces the target's Armor.
    • Now limited to 3 casts per target.
    • Damage has been rebalanced due to the updated cost.
  • Backband
    • AP cost reduced from 4 to 3.
    • The Armor steal has been replaced by an Earth Shield applied to the Huppermage per target hit if the Huppermage has an Earth Rune.
    • Damage has been rebalanced due to the updated cost.
  • Rift
    • Replaces Eclipse. Rift is a single-target ranged damage spell costing 4 AP, which applies an Earth Shield to the Huppermage while consuming an Earth Rune.
  • Diurnal Butterflies
    • AP cost reduced from 3 to 2.
    • The spell requires an Earth Rune to push back by 1 cell, or a Water Rune to attract by 1 cell.
    • Having a Fire Rune doubles movements caused by this spell.
    • Now limited to 3 casts per target.
    • Damage has been rebalanced due to the updated cost.
  • Dancing Shadows
    • AP cost reduced from 4 to 3.
    • Damage has been rebalanced due to the updated cost.

Light Spells
  • Shiny Orbs
    • The spell's base range has been reduced (from 1-6 to 1-4).
    • The spell's area of effect is reduced when cast on a Will-o-the-Wisp; the spell deals damage in a 1-cell cross. The spread will look different.
  • Moonbeam
    • Is now Earth-based (instead of Light Arrow).
    • No longer spreads to the Will-o-the-Wisp. Steals 30% of damage dealt to targets in the area of effect.
  • Light Sword
    • Its health steal is raised from 20 to 30% for each Rune owned. The spell will now inflict two damage lines for the same damage as before in one spell.
  • Light Arrow
    • Is now Water-based (instead of Glistening Halo).
    • Now limited to 1 cast per target.
  • Glistening Tears
    • The Huppermage deals 60% more damage on a critical hit (up from 25%), but has a 20% lower critical hit rate for 1 turn.
  • Mirage
    • The spell teleports the target before inflicting damage.
    • The effect "Immune to the location of damage received" will only last for the Huppermage's turn.
  • Glistening Halo
    • The spell no longer places a mark that deals area-of-effect damage around the target. The spell now reverses the target's Lock and Dodge values. It also deals Light damage if the target is an enemy.

Active Spells
  • Solar Stronghold
    • The damage reduction for Solar Stronghold is now based on the Huppermage's level.
    • This reduction varies from -250 for level 1 up to -1,200 for a level 200 player.
  • Will-o-the-Wisp
    • Costs 1 AP. The spell can be cast two times per turn. Range is 1-3 and cannot be modified (no line of sight required).
    • On empty cell: Places a Will-o-the-Wisp and gives it the last Rune generated by the Huppermage.
    • On a Will-o-the-Wisp: Recovers the Will-o-the-Wisp, a random spell of the same element as the Rune (that the Huppermage doesn't already have in their deck), the saved Rune, and 2 AP.
    • The number of Will-o-the-Wisps on the field depends on the Huppermage's Control.
  • Visio Imperum, renamed to Principio Valere
    • Costs 2 AP. Now takes 2 turns to recharge. Range is 0-5 and cannot be modified; no line of sight required.
    • Principio Valere's effect on the target is based on the last Rune generated by the Huppermage.
    • Fire: Applies level 5 Incurable, as well as Sharing: Heals received by the target also heal in a 2-cell circle around the target (1 turn).
    • Water: Teleports the target to the nearest Will-o-the-Wisp (no more than 6 cells away).
    • Earth: Stabilizes the target (1 turn).
    • Air: Is teleported to the targeted cell.

Passives
  • Dynamo
    • Damage given by the passive has been lowered (from 15 to 10 at level 1, and from 20 to 15 at level 2 of the passive).
  • Antithesis
    • Increases the number of casts per target of Light Arrow by 1.
  • New Breath
    • No longer removes Elemental Resistance.
    • Whenever the Huppermage has an Air Rune, Air damage now applies several levels of the state "New Breath" dependent on the passive's level.
    • New Breath increases damage received by the target from the state during the Huppermage's next turn.
  • Fullness
    • Abundance is limited to 40 levels (down from 50).
  • Soul Development
    • No longer heals the Huppermage based on Earth damage dealt. No longer deals damage to the Huppermage based on Light spells cast.
    • Reduces the QB cost of Light spells by 10-15% (instead of 15-20%).
    • Increases the Solar Stronghold damage reduction by 15% (30% at level 2).
    • Unlocks the Eclipse spell.
  • Eclipse
    • The spell costs 2 AP and is cast from 1-4 Range (modifiable).
    • Eclipse removes a large amount of Armor in a 1-cell cross area of effect: from -100 (at level 1) to -3,000 (at level 200).
    • Now takes 4 turns to recharge.
  • Pulsation
    • The state "Flux and Reflux" lasts until the Huppermage's next spell. When the next spell is cast, its damage is increased and the Huppermage gains Resistance for 1 turn.
Enutrof

Main Mechanics
 
  • There are now three levels of mine rarity (bronze, silver, and gold).
  • The Enutrof no longer discovers mines at the start of the battle, but must find them using his own skills. All mines found are bronze mines.
  • At the start of each of the Enutrof's turns, all mines on the field gain a rarity level, and the rarest mines vanish: bronze -> silver -> gold -> vanish.
  • When a gold mine vanishes or is consumed by an Enutrof's spell, the Enutrof gains 1 WP.
  • The mines' effects are as follows:
    • Bronze: The next spell removes 50 Elemental Resistance from the target.
    • Silver: The next spell removes 100 Elemental Resistance from the target.
    • Gold: The Enutrof gains "Treasures". The next spell removes 100 Elemental Resistance from the target.
  • The Enutrof benefits from the effects of a mine when he/she walks over it. He/she keeps these effects even if he/she moves to another cell with no mine.
  • When the Enutrof uses the effects of a mine, the mine is consumed and a bronze mine is created on the targeted cell (even if there is a target on the cell).
  • Be careful though: Mines must be spaced at least two cells apart. A mine cannot be created if a there is another mine too close to it.
  • Effects allowing for the creation of mines, as well as the "Treasures" mechanic, will be explained in the spell details.

Fire Branch
  • Fusion
    • 2 AP
    • 1-2 Range
    • 4 casts per turn
    • Deals Fire damage in a 2-cell line
    • If the spell is cast diagonally: Fire damage over two cells diagonally
  • Meteor
    • 3 AP
    • 1-3 Range (cast in a line and diagonally)
    • If the spell is cast in a line: Fire damage over a 1-cell diagonal cross
    • If the spell is cast diagonally: Fire damage over a 1-cell cross
  • Ember
    • 4 AP
    • 2-4 Range (cannot be modified, no line of sight required)
    • The spell can also be cast on oneself
    • Fire damage in a 1-cell square ring
  • Firedamp Explosion
    • 2 AP; 1 WP
    • 1-4 Range
    • 2 casts per target
    • Applies Firedamp Explosion: At the end of the target's turn, target deals Fire damage in a 2-cell circle around itself
    • Collects the targeted Mine and repositions it under the Enutrof
  • Hot Magma
    • 6 AP; 1 WP
    • 1-2 Range with no line of sight (cast in a line)
    • 1 cast per turn
    • Fire damage over a 1-cell cross
    • If the Enutrof has the Treasures state, consumes Treasures to remove 3 Range from targets in the area of effect

Water Branch
  • Purge
    • 2 AP
    • 3-8 Range
    • 3 casts per target
    • Single-target Water damage
  • Rascalry
    • 3 AP
    • 3-5 Range
    • Single-target Water damage
    • Removes 5 Critical Hit from the target for one turn
  • Cutting
    • 3 AP; 1 WP
    • 2-4 Range (cannot be modified, no line of sight required)
    • 1 cast per target
    • Single-target Water damage, multiplied by four if the target is a Summons
  • Tax
    • 4 AP       
    • 2-5 Range
    • 2 casts per target
    • Single-target Water damage
    • If the Enutrof has the Treasures state, consumes Treasures to remove 4 MP from the target
  • Refinement
    • 5 AP; 2 WP
    • 3-6 Range (cannot be modified)
    • Heavy single-target Water damage
    • If the Enutrof has the Treasures state, consumes Treasures to remove 4 AP from the target

Earth Branch
  • Shovel of Judgement
    • 2 AP
    • 1-3 Range (cast in a line)
    • 3 casts per target
    • Single-target Earth damage
  • Killer Spade
    • 3 AP
    • 1-4 Range (cannot be modified, cast in a line)
    • 2 casts per target
    • Armor-piercing single-target Earth damage
  • Shovel Kiss
    • 4 AP; 1 WP
    • 1 Range (cannot be modified, cast in a line)
    • 2 casts per target
    • Removes 1 MP from the target; gives 1 MP to the caster
    • Single-target Earth damage
  • Shady Shovel
    • 4 AP
    • 1-2 Range
    • Single-target Earth damage
    • If the Enutrof has the Treasures state, consumes Treasures to steal 200% of damage dealt
  • Shovel Shaker
    • 5 AP; 1 WP
    • 1-3 Range (cannot be modified, cast in a line)
    • Single-target Earth damage
    • If the Drheller is aligned with the target within a 4-cell radius, it strikes back (for 40% of the damage)

Active Spells
  • Mine Mover
    • 1 AP
    • 3-8 Range
    • 2 casts per turn
    • Reveals a Bronze Mine on the targeted cell
  • Phone A Frhend
    • Summons a Drheller (random skin from the 5 available skins) which has 8 AP
    • All the Drheller's spells cost 4 AP:
      • Minedog - Reveals a Bronze Mine on the targeted cell
      • Furrow - The Drheller gives itself 3 MP for the turn in progress
      • Drheller Claws - Attracts the target 2 cells
      • Tunnel - Switches positions with an ally or picks up a Purse
      • Rocky Road (unlocked w/ the Drhellzertank passive skill) - Consumes a Mine to regenerate 10% of the Enutrof's max HP
      • Unlock Drhellzerker for the Enutrof - Transforms AP into MP. +30% Dodge. The minimum range of spells is now 1. The maximum range of spells is now 3.
  • Debt (formerly Reaping)
    • 2 AP
    • 1-4 Range
    • 1 cast per turn
    • Gives the target a debt: an indebted target has -100 Elemental Resistance
    • If cast on the target a second time: target drops a Purse (applies the Broke state) and the indebtedness lasts an extra turn
  • Clumsiness
    • 1 AP
    • 1-4 Range
    • 1 cast per target; 2 casts per turn
    • Removes 3 MP from the target
  • Prime of Life
    • 2 AP; 1 WP
    • 0 Range
    • 1 cast every 3 turns
    • Transfers the Enutrof's Lock value to their Dodge value for 1 turn
    • 2 MP for a turn
  • Seismic Wealth
    • 3 AP
    • 0 Range
    • 1 cast every 4 turns
    • 5% damage dealt (3 turns) per Mine (max 40%) over an 8-cell circle

Passives
  • Treasure Tracker
    • The Enutrof starts combat standing on a Silver Mine
    • Increases the Enutrof's Dodge by 20% (30% at rank 2) and increases their natural Prospecting by 15-30
  • Geology
    • At the start of a turn, the Enutrof uncovers a Bronze Mine on their cell if there are no other mines in a 2-cell radius
    • At rank 2 of this passive, reduces the minimum Excavation Range to 0
  • Not Dead Yet
    • In Enutrof form: Increases the range of spells cast in a line by 2
    • In Drhellzerker form: The Drhellzerker gains 200 Melee Mastery
  • Trade Secrets
    • On indebted targets: the Enutrof deals 15% extra damage, 20% at rank 2
    • When Reaping a target, the Enutrof gains 1 MP (2 MP at rank 2)
  • Enutrof's Blessing
    • When the Enutrof consumes 1 WP, they recover 4% of their missing HP (8% at rank 2 of the passive)
    • Reduces the recast time of Seismic Wealth by 1 turn
  • Enutrof Force of Will
    • Removing 1 MP steals 50 (150 at rank 2) Lock and Dodge for 1 turn
    • The Enutrof also gains 20 Willpower
  • Drhellzertank
    • Having the Treasures state gives the Enutrof 50 Elemental Resistance
    • Unlocks the Rocky Road spell for the Drheller
    • In Drhellzerker form: The Enutrof gains 20% Lock (30% at rank 2)
  • Faking It
    • If the Enutrof is KO'ed while on a Mine, they are faking it (and come back to life the next turn)
    • They also gain a large amount of Armor when switching to Drhellzerker mode
  • Credit Interest
    • When an indebted target is KO'ed, a Silver Mine appears on its cell, as well as on the cell of the character that killed it, as long as there are no other Mines in a 2-cell radius.
    • Broke drops two Purses instead of one
    • At rank 2 of the passive, Debt can be cast twice per turn
  • Greed
    • Doubles the damage gain per Mine of the Seismic Wealth spell (note: its max does not increase)
    • Reduces the recast time of Prime of Life by 1 turn
    • At rank 2 of the passive, Prime of Life gives the Enutrof 3 MP instead of 2

Sacrier
 

Overhaul of the "Clinging to Life" passive:

  • When the Sacrier is at 100 Angrrr (less than 20% of its max HP) after taking a hit, he gains a fixed amount of Armor, 2 AP, 20% Damage inflicted and loses 1 MP for a turn. This effect can only occur once per fight.
  • At the passive's 2nd level, the Sacrier earns 50 Resistance if he has 100 Angrrr, and his Flame Return heals him instead of inflicting Damage.

This passive was way too strong and went against Berserker gameplay, the principle of which is based on being better rewarded (more damage, capabilities) when a character takes risks, since it had eliminated any notion of risk.

This new version should require the Sacrier's opponents to pay attention when finishing him, otherwise they could be severely punished.

  • Light Speed: 1 cast per turn.
  • "Mobility" passive: no longer increases the range of Light Speed but allows it to be cast 2 times per turn.
  • ​Burning Blood: consumes 25% of Armor to inflict them (instead of 20%).
  • Colonnades: will generate 0.025 Armor for each of the Sacrier's HP lost (instead of 0.02).
  • Blood Pact: The area-of-effect damage reduction has been removed. It has been replaced by an effect that reduces the AP cost of Bloodthirsty Fury and makes it so the spell requires no line of sight.

Sram
  • Fog Trap will now give a Weak Point and Ambush gain, even if activated twice.
  • Fear will no longer consume the Shadow Master damage bonus because the spell does not cause damage under Invisibility.
Iop
  • The Iop will no longer be able to resist losing AP by placing a Bravery Standard.
Ecaflip
  • Fixed a bug that prevented the passive "Heads, I win; tails, you lose!" from reapplying its effects over several casts in a row.
Sadida
  • Overhaul of the class's visual effects: Sadida spells have new FX.
Ouginak
  • The particle of the Tracking and Prey states will no longer continue displaying after the fighter has left combat.
  • The Ruckus, Watchdog, and Pugnacity spells will no longer apply their effects to a Pandawa when they are carrying an Ouginak.

Foggernaut

  • The reduction of damage dealt applied by Blockage Flux to the Foggernaut's enemies will properly depend on the level of the Transfer passive skill.
 

Miscellaneous


Performance Optimization
 

The client now run Java 8 instead of Java 6. It is now no longer possible to launch WAKFU with a Java version lower than 8. However, the code isn't compiled in Java 8; it's compiled in Java 6. The Linux updater will now run a JRE.

The WAKFU launch parameters have been modified. As a result, you'll probably notice improved performance during your game sessions.

The WAKFU launch parameters have been modified. As a result, you'll probably notice improved performance during your game sessions.

The official support for Java 8 has allowed us to bring new life to our MVG launch options. The positive impact on your game client should be noticeable.

Combat

The damage will be correctly displayed above the minion and not on the cell where it has been summoned.

World

  • There are several new places to visit in Astrub:
    • It's now possible to go inside the Astrub Mines. You can harvest Shadowy Cobalt there.
    • An Ogrest's Cult hideout has been added to the Astrub Mines.
    • A court has been added in central Astrub where Fhenris's House used to be. Fhenris's House has moved to a secret location (secret for the time being).
  • Adds about 50 fishing spots for Salamons in the Wild Estate.
  • It will no longer be possible to face Boarnigen the Damasker in Bonta's Blibli Dungeon. This monster is now an Archmonster that occasionally appears throughout the nations. Its Fruity Bile and Boarange resources can now be obtained in the Mimi Chest in the Blibli Dungeon.
  • The invasion Treechnids on Moon Island will now have the right level.


Items

  • The Razor Tooth is now a mythical, level-49 item. Its characteristics have been rebalanced as a result. It can now be obtained in combat against Boarnigen the Damasker and lo longer with a recipe from the Mastery of Weapons.
  • It is no longer possible to interact with a profession blueprint if the recipe shown on the blueprint is already known.

Tutorial
  • The Wakfu Points are reset to the maximum once a player has spent them all.
  • The rewards shortcuts and battlefields are not locked during the tutorial.
  • It is no longer possible to block a character on an isolated cell during the last tutorial fight.
  • The "Begin a Duel" tutorial will no longer mention spell experience gains.

Graphics, Animation and Visual Effects (FX)
  • The "Moon Walk" boots will correctly display the wearer's second boot.
  • The "Chakra" spell sphere (Sram Double) will no longer pass under the cell.
  • The Godron mounts will no longer be invisible when worn on a back.
  • The "Yummy Bone" Ouginak screen will no longer pass under the cell.
  • The Pandawa's Ether spell will play a shorter animation whenever the spell is cast on Pandawas.