1.80 - Update 1.80 27 Junho 2023
Retornar à lista1. Major Changes
- Artifacts are joining the account entity. They can be found in the "Quest Items" tab in the inventory.
- In addition to artifacts, several quest items are involved:
- Climbing Gear
- Pass to the Jellix Dimension
- Wa's Throne Room Key
- Spell Scroll: Mastery of Weapons
- Spell Scroll: Fluctuation
- Spell Scroll: Mass Charm
- Spell Scroll: Marrow Bone
- Spell scrolls let you use the associated spells for all characters on the account. They are automatically credited to accounts with characters who have completed the associated quests (Huppermage School and Ouginak).
- Transportation is joining the account entity.
- A new three-player dungeon has been added in Amakna: Miss Ugly Tower (level 51–65). A quest can also be completed.
2. Combat
- Safeguards have been added to the game's fights. The purpose of these safeguards is to prevent cases where not all the effects occur at the end of complex procedures (especially several enemies dying in quick succession).
- Empty passive slots are no longer automatically assigned when creating an automatic spell page while adjusting your character's level.
3. Classes
- New alternative skins are available for the following classes:
- Feca
- Pandawa
- Xelor
- New hairstyles are available for the Eliotrope class.
- When logging in for the first time, characters from the four classes above must change skins.
3.1. Cra
- Cras have a natural bonus of 1 Range point.
- Roly-Poly gives the right number of MP when the spell is cast more than once in a single turn.
- Raining Arrows
- The spell is no longer limited to 1 use max per target.
- The spell's damage has increased.
3.2. Eliotrope
- Removing the Portal Disciple bonus portal using the Interstellar or Transitory passives does not restore any max WP.
- Only free portals are taken into account when an Eliotrope casts the Exodus spell on a target. If no free portals are within 4 cells or less of the target, no effects will be applied. The spell cannot be cast on a target that is on one of the team's portals.
- The number of remaining turns is shown on the portal when the Spacetime passive is equipped.
- Tremblor
- If the state bearer ends their turn in the Eliotrope's melee range, the state is removed.
3.3. Osamodas
- The Gobgob's two auras (solar and lunar) properly disappear when it dies.
- Damage from the Zordfish summons's Zuccession spell is correctly increased when landing a critical hit.
3.4. Ouginak
- Assimilation
- Indirect damage is decreased by 20% instead of 15%.
- Canine Art
- Indirect damage is decreased by 20% instead of 15%.
- 30% of indirect damage is converted into Armor instead of 40%.
3.5. Sacrier
Changes have been made to the Sacrier class. Its mechanics are satisfactory, but we wanted to go even further to diversify the class's gameplay options.
So, we focused on passives. They offered significant damage bonuses, which made using them a necessity for performance. We've reworked them to enrich Sacriers' gameplay without restricting them to a specific role. The class's natural mechanics have been rebalanced accordingly.
General
- Sacriers have a natural bonus of 200% of level as HP.
- Fury
- Sacriers always gain 1 Fury point for 0.8% of HP lost.
- Sacriers gain 0.5% damage inflicted per Fury point for a maximum of 50%.
- Bold Punishment
- Bold Punishment now has only 25 levels.
- Bold Punishment gives 2% damage inflicted and removes 4 Elemental Resistance per level.
- At the maximum level, Bold Punishment gives 50% damage inflicted and removes 100 Elemental Resistance.
- The state increases by 1 level per damage suffered.
- Bloodthirsty Punishment
- Damage suffered at end of turn or when the state is removed is considered to be a Flame Return.
- Flame Return
- Flame Returns cannot kill the Sacrier if they have more than 1 HP.
- Several sources of Flame Returns have been added.
- Flame Returns can gain in strength with some passives.
- Each Flame Return suffered causes a counter state to increase:
- The state stacks up to level 25.
- Starting at the 10th level, the Sacrier consumes their Flame Returns if a Punishment is active:
- Bold Punishment: 4% damage inflicted (1 turn) per level
- Bloodthirsty Punishment: Healing: 4% of missing HP per level
Spells
The values shown are those at level 200.
- Punition
- Damage has decreased from 210 to 162
- Insanity
- The spell's range is now 0 to 3 (non-modifiable)
- The attraction occurs around the targeted cell
- This simple change adds a very interesting movement option that wasn't yet present in the Sacrier kit.
- Colonnades
- Damage has increased from 105 to 135
- The Armor gain has increased:
- 100 to 150
- 0.025 to 0.05 for each of the Sacrier's missing HP
- The spell is now limited to 1 use per turn
- Smashes
- Base damage has decreased from 108 to 100
- If the target has Armor:
- Damage is increased 50%
- This change gives the Earth branch a very interesting offensive option in some situations.
- Aversion
- Additional damage is inflicted if the Sacrier is stabilized, rather than the target
- This change preserves the spirit of the spell while making it fairer across the various content.
- Motion Sickness
- Motion Sickness has been replaced by a new Air spell
- It was a special spell that struggled to find its place in Sacriers' current gameplay. Some of its effects can be found in the more suitable passives. This change also lets use give Sacriers a new movement tool to enrich this part of the gameplay.
- Projection (New Spell)
- 2 AP, 1 to 2 Range, in a straight line, non-modifiable
- 54 Air damage (enemies)
- Teleports the caster symmetrically relative to the target
- 3 uses per turn
- Light Speed
- The spell's cost is now 3 AP, 1 WP instead of 4 AP
- The spell is now limited to 1 use per turn
- Sacrifice
- Now requires line of sight
- No longer applies Sacrifice in an area of effect
- The Sacrier can apply Sacrifice in a 2-cell circle area of effect if they cast the spell on themself
- The spell is now limited to 1 use per turn
- The Sacrifice state lasts 1 turn less
- Since Sacrifice is such a powerful tool, we thought it was too easy to use and too difficult to counteract.
- Burning
- Burning has been replaced by a new Neutral spell
- This spell's effects were interesting and can be found in a passive, but we thought a new spell could bring more richness to Sacriers' gameplay.
- Blood Transfer (New Spell)
- 1 AP, 1 WP, 1 to 4 Range, non-modifiable
- The caster suffers 10% of current HP as damage
- The targeted ally is healed by the same amount
- Switches places with the targeted ally
- If the spell is cast on the Sacrier:
- Converts 50% of current Armor into healing
- 2 per turn, 1 per target
- This new spell gives Sacriers a flexible but costly transposition option, as well as a way to transfer health to an ally in danger.
Passives
- Passive 1 – Placidity
- -2 max WP
- At start of turn, as long as the Sacrier has not used MP to move:
- Healing: 5% of missing HP for each movement spell
- Passive 2 – Tattooed Blood
- HP bonus for the Sacrier:
- 800% of level
- -2 Range to their movement spells
- HP bonus for the Sacrier:
- Passive 3 – Wakfu Veins
- Movement spells cost 1 less WP but 1 more AP
- When moving an enemy with a spell:
- 31 Light damage
- When moving with a spell:
- Flame Return: 5% of current HP
- Passive 4 – Mobility
- For each movement spell (up to 3):
- 1 MP (1 turn)
- 100% of level as Dodge (1 turn)
- At start of combat, Lock is reduced to 0
- For each movement spell (up to 3):
- Passive 5 – Blood Pact
- When falling below 20% max HP (1 time per turn):
- 10% of max HP as Armor
- 1 WP
- After going above 40% max HP (1 time per turn):
- 10% of max HP as Armor
- 1 WP
- -30% max HP
- When falling below 20% max HP (1 time per turn):
- Passive 6 – Libation
- Natural WP regeneration is disabled
- Every 4 Flame Returns:
- 2 WP
- Passive 7 – Transcendence
- In Bold Punishment:
- Adds Melee Mastery to Dodge
- In Bloodthirsty Punishment:
- Adds Melee Mastery to Lock
- Punishments cost 1 extra WP
- In Bold Punishment:
- Passive 8 – Blood Trail
- When the Sacrier suffers a Flame Return:
- 100% of level as Lock (1 turn, stackable)
- 100% of level as Dodge (1 turn, stackable)
- Flame Returns are increased by 20%
- When the Sacrier suffers a Flame Return:
- Passive 9 – Smasher
- If the target has more % HP than the Sacrier:
- 25% health stolen
- Otherwise:
- Flame Return: 15% damage inflicted
- If the target has more % HP than the Sacrier:
- Passive 10 – Clinging to Life
- After suffering damage, if the Sacrier reaches 100 Fury:
- 20% of max HP as Armor
- 50 Elemental Resistance (1 turn)
- The Sacrier cannot go above 20% max HP (1 turn)
- After suffering damage, if the Sacrier reaches 100 Fury:
- Passive 11 – Blood Flow
- When the Sacrier heals themself, the impact of Healing Resistance is halved
- -50% Armor received
- Passive 12 – Dangerous Game
- If current HP <35%:
- 100% Heals received
- Otherwise:
- -75% Heals received
- If current HP <35%:
- Passive 13 – Vision
- 1 Range to movement spells
- If there are no fighters adjacent to the Sacrier:
- -100% Armor received
- Passive 14 – Burning Armor
- Flame Returns turn into Armor
- At start of turn:
- The Sacrier suffers remaining Armor as damage
- Passive 15 – Wakfu Pact
- HP bonus for the Sacrier:
- 400% of level
- For each WP used:
- Flame Return: -5% current HP
- HP bonus for the Sacrier:
- Passive 16 – Sacrier's Heart
- In Bold Punishment:
- Melee Mastery is added to Distance Mastery
- Distance Mastery is added to Melee Mastery
- -2 Range
- In Bold Punishment:
- Passive 17 – Executor
- 1 Range to movement spells
- If there is a fighter adjacent to the Sacrier:
- -100% Heals received
- Passive 18 – Pillar
- At end of turn, per adjacent enemy:
- Heals: 10% of the caster's missing HP
- 30 Elemental Resistance (1 turn)
- -1 max MP (1 turn)
- At end of turn, per adjacent enemy:
- Passive 19 (New Passive) – Burning
- At end of turn, if an enemy is adjacent to the Sacrier:
- 100% of level as Flaming
- If no enemies are adjacent to the Sacrier at the start of the turn:
- Flame Return: receives the Flaming effect
- At end of turn, if an enemy is adjacent to the Sacrier:
- Passive 20 (New Passive) – Motion Sick
- If a fighter is moved by the Sacrier:
- -2 MP (1 turn, not stackable)
- If a fighter is moved by the Sacrier:
3.6. Foggernaut
- Turrets' Alignment Shots and Distant Shots can no longer target invisible or untargetable enemies.
- Turret
- The spell is no longer limited to 1 use per target
- Turrets' Evolution is still limited to once per turn
- Level-4 Turrets can be healed
3.7. Xelor
- The order in which the Sandglass and Hammhour spells are obtained has been reversed.
- After the current hour has gone around the dial, an aura is added to indicate the level of Distortion that will be applied.
- Distortion
- The damage increase after going around the dial has decreased to 50%
- The maximum achievable is still 200%
- Cog
- Cog charges are consumed when the Cogs are activated
- Sinistro
- Sinistro charges are now obtained with every move or position switch caused by the Xelor, like Cog.
- The Sinistro's area of effect is now a 1-cell cross
- To allies in the area of effect:
- Healing: 2% of missing HP per charge
- 1 AP for 5 charges
4. Monsters
- The Badgoat can no longer stabilize a fighter several turns in a row while ignoring the Destabilized state.
- The Orrok's Explosion spell's range has decreased and its damage has changed.
- Improvements have been made to the Ereboria passage special challenge (Foggernauts/Creepers).
- The starting positions against Foggernaut archmonsters have changed.
- Archmonsters no longer disappear at the end of the challenge.
- A rare issue where archmonsters would disappear in the middle of the placement phase has been fixed.
5. Items
New epic and relic sublimations are available. They can be crafted from new Handyman recipes:
Relic
- Sparkle
- At start of turn, if the bearer has no Armor: 20% damage inflicted, otherwise -10% damage inflicted
- Contact
- At end of turn, per adjacent enemy: 5% of max HP as Armor
- Face-to-Face
- At end of turn, if the bearer is facing an adjacent enemy: 10% of max HP as Armor
- Farsighted
- 30% damage inflicted on targets 7 or more cells away, otherwise -15%
- Distribution
- When the bearer heals an ally, 50% of healing is converted into Armor
Epic
- Steadfast II
- At the start of combat, if the state bearer has ≤10% Critical Hit: 40% indirect damage
- Elementalism
- At the start of combat, if the state bearer has 3 equal elemental masteries: 20% damage inflicted and heals performed
- Chaos
- At the start of combat, the state bearer's elemental masteries are decreased to 0
- 20% damage inflicted and heals performed
- Abnegation
- At the start of combat, converts half of Elemental Mastery into Healing Mastery at the rate of 1 to 1.3
- Engagement
- At the start of combat, if the state bearer has ≤0 Healing Mastery: 30% heals performed
- Iron Will
- At the start of combat, if the state bearer has ≤3 Range: 20 Force of Will
- Colossal
- At the start of combat, if the state bearer has more Block than Critical Hit: The Block is converted into Critical Hit
New sublimations are available (the values shown are for the level-2 sublimation):
- Blood Carapace
- At start of turn, converts 20% of current HP into Armor
- Level 6 max
- Armor Return
- On killing an enemy: 5% of max HP as Armor (2 activations per turn)
- Level 4 max
- Profit
- After performing an AP or MP reduction: +1 AP (1 max per turn for every 2 levels)
- Level 6 max
- Light Strength
- As long as the bearer has no Armor: 6% damage inflicted
- Level 6 max
- Vital Agility
- At start of turn, if HP ≥90%: 1 MP (1 turn)
- Level 2 max
- Vital Strength
- At start of turn, if HP ≥90%: 1 AP (1 turn)
- Level 2 max
- Vital Influence
- When HP are above 90%: 8% Critical Hit
- Level 6 max
- Evasion
- At start of combat: 100% of level as Dodge
- Level 6 max
- Flee
- When dodging an enemy (with losses): 1 MP (1 max per turn for every 2 levels)
- Level 6 max
- Interception
- At start of combat: 100% of level as Lock
- Level 6 max
- Interposition
- When locking an enemy: 100% of level as Armor
- Level 6 max
- Paradoxical Influence
- If a non-critical hit is performed with an elemental spell: 10% Critical Hit on the following turn
- Level 4 max
- The characteristics of Valdain's Sword have changed.
- You can get the Bitter-Hammer family's epic from the family's dominant monster.
- You can use all recipes for imperfect and fragile essences in the Small Tanner's Workshop and the Tanner's Workshop.
6. World
- The water clocks used to explore time rifts have been visually updated. They are now more discreet and better integrated into the environment. To activate them, you must step on them while in possession of Xelor's Sandglass.
- Treasure chests linked to artifacts can be found (again) in Ereboria. They came from an island whose name must not be spoken.
- The Chafer King properly appears, and the fight can be started in all cases, even if a player leaves the room.
- Killing level-135 to -155 monsters properly increases the counter for the "Syncroportal (Re)Activation" repeatable quest.
- The machines in front of each dungeon have been removed.
- Instead, a shared machine for each island or group of territories has been placed near the destination zaap.
- This change is in line with the Ereboria and Shustuft Crust machines. The aim is to enhance immersion and make accessing machines simpler.
- The regeneration potion has been removed from the Mineral Tower machine.
- Orrok
- Totems are no longer destroyed when only a single monster is left in the fight.
- Stalagmotes
- The earthly crystal is no longer destroyed while an ally is still on the battlefield.
- Badgeroxes
- The acid crystal is no longer destroyed while an ally is still on the battlefield.
- Striches
- The boss's smashing poison works properly.
7. Interface
- Replacing the bag in a hero's inventory no longer replaces the main character's bag instead.
- You can change the colors of the combat positioning cells and the server status text.
- The text indicating the population of each team in battlefields no longer extends beyond two lines.
- The loading interface sound has been updated.
- Category icons in the marketplace have been updated, especially for miscellaneous resources, sublimation scrolls, and pet consumables.
- Old categories (linked to former smithmagic) have also been removed.
- In the passport, a marker is now shown on newly learned titles.
- An option has been added to show the spell bars in combat as a group in the main interface. This option is turned on by default.
8. Miscellaneous
- When a pet dies, the "X is weakened" message now appears only once.
- You can now feed a pet placed on a hero or a sidekick.
- The Trade and Recruitment chat channels now require at least one character on the account to have reached level 50 to be used.
- The experience bonus has been removed from Demonic Pacts. This means experience is no longer affected by Pacts at all.
- Characters no longer store experience, but they obtain it directly at the end of fights.