• Sky
  • Blueberry
  • Slate
  • Blackcurrant
  • Watermelon
  • Strawberry
  • Orange
  • Banana
  • Apple
  • Emerald
  • Chocolate
  • Charcoal


  • Content count

  • Joined

  • Last visited

Community Reputation

429 Excellent

1 Follower

About Happida

  • Rank
    Dragon Pig
  • Birthday 04/12/84

Contact Methods

  • Website URL

Profile Information

  • Gender

Dofus Details

  • Dofus Server
  • Dofus Class
  • Alignment
  • Dofus IGNs
    Happida, Pirate-Bay, Fu-rinkazan

Recent Profile Visitors

1912 profile views
  1. As far as I've seen it's only limited by the number of runes. And as Owyn says, each rune deals its own 10 base damage, in its own element, and is modified by stats separately.
  2. Runic Overcharge is 10 base damage per rune, and the damage increases with +damage and power just like usual. What do you mean by "can it stack"?
  3. That's unfair. It's not any easier to repeat achievements on different characters on the same account, than do it on characters on different accounts. Yeah the XP modifier helps with leveling, but in exchange you can't level up the characters at the same time. Theoretically now the achievement rewards are now limited by the number of subscriptions, but people could just subscribe one account at a time to get achievements repeatedly, if they wanted.
  4. I'm looking for help with Temple of Doom, mini dungeon for Bonta quest #86 (maybe Brakmar too?). I have only one character and am on Echo.
  5. Sure, just make them revive each other :D
  6. Other than low level characters who scrolled many of their spells, we're not really losing anything from the spell point change. Level 200s especially are gaining access to all spells at highest levels. I do hope they'll add more rewards to make kolossokens worthwhile though.
  7. It's a skeleton. It's not meant to have skin :p
  8. For some classes, builds, and situations it's not that much of a clear choice, and the dynamic could always change depending on new gear, spells, and monsters. But as long as it's cumbersome to switch mounts, most people will still stick to only one.
  9. I don't think the difference of 100HP will make people who have the choice go back to dragoturkeys anyway. To make dragoturkeys more appealing, they should make it easier to switch between mounts. It's such a hassle to go to a paddock, clear the mount inventory, look for the one you want to use among the mounts you're breeding, figure out which of the button on the interface you should click because you don't use it that often, and then get back to the dungeon you were doing to do or the mob you were going to fight. So of course most people just pick the "best" mount and stick with it.
  10. I agree that Clumsiness nerf seems harsh, but it was one of the best spells in the game before, and that makes it a low-hanging fruit. The fact that it costs only 1AP and does not deal damage and thus trigger effects such as those in Koutoulou and Avarice makes it a still very good spell. Sadidas have always had more MP removal spells than Enutrofs, but have not been the go-to MP remover in hard fights because their spells are less efficient and flexible.
  11. Thanks! I remember fire Courant Quadramental working that way when I tested it, but maybe it was only Manifestation. The other two spells seem much more interesting with your information.
  12. The new system is you have to move or stay far from monsters to avoid aggro. The "immunity" is supposed give you a little time when you don't have to move, but it won't be extended if you stay still.
  13. The shield points given have increased from about 50 points to about 180 points. Yay!
  14. Wééééééééééééécursivité!
  15. Here are my notes on the Huppermage spell variants so far: Direct Damage Spells Huppermage originally had 3 spells in each element: single target 3AP single target 4AP with additional effect AOE 3AP with HP steal, 1 use every other turn Their variants follow a similar system: single target 5AP, higher damage single target 4AP with additional effect single target 2AP with HP steal, 1 use per turn These spells still apply states, generate runes, and trigger elemental combo effects like the originals. The new additional effects on the category 2 variants are earth: -critical (+critical on ally), air: retreat, water: advance, fire: swap position. Air, earth, and fire builds have more long range options than before, although many of them are linear only. Water builds still have only short range spells. Air spells have earth variants and vice versa. Water spells have fire variants and vice versa. So you can now have up to 6 spells in one or two elements, at the cost of having fewer spells in other element(s). State Based Spells Courant Quadramental (Quadramental Current?): variant of Polarity. 2AP, 6 range, one use per turn. Similar element-dependent effect as Polarity, but the earth pushback effect is only 1 cell and on entities adjacent to the target instead of the target itself, water attraction effect is also only 1 cell on entities within 1 cell of the target instead of the the target itself, and air symmetrical teleportation is for entities within 2 cells of the target instead of the caster. A fire target swaps with its closest entity (similar to Koutoulou effect). Morph: variant of Elemental Drain. 4AP, 4 range, 1 use per target. Deals about 40, 46 crit damage on target in the same element. This spell buffs itself depending on the element of the target: strength increases its use per target limit by one, air increases its range by 1, water lowers its AP cost by 1, and fire increases its base damage by 20. Each effects last two turns and can stack twice. Unlike Elemental Drain it doesn't consume the state or steal stats. Cycle Élémentair (Elemental Cycle?): variant of Contribution. 1AP, 8 range, 2 uses per target. Changes elemental state of the target, earth -> water -> fire -> air -> earth. Boucle Élémentair (Elemental Loop?): variant of Imprint. 2AP, 3 range, 2 uses per target. Deals low damage on the target based on elemental state, and then changes its state like Cycle Élémentair. Rune Based Spells Manifestation: variant of Runification. Triggers the targeted rune (like Runification but just for one rune) up to 5 range away. If the cell is empty, creates 3HP summon and at the same time applies the same effect as Courant Quadramental (Quadramental Current?). The summon dies at the start of next turn and applies elemental state to nearby enemies. Piègé Élémentair (Elemental Trap?): variant of Propagation. 3AP, 6 range modifiable. Creates a trap on top of the target rune which when triggered, applies a single target version of Propagation's rune target effect (earth -1 ub, air unable to lock, water gravity, fire half received healing). Surcharge Runique (Runic Surcharge?): variant of Runic Healing. 3AP, 5 range, 2 uses per turn. Consumes all your runes and deal their damage on the target. Répulsion Runique (Runique Repulsion?): variant of Journey. 1AP, 2 uses per turn. Consumes all your runes. Targets next to you are pushed back 2 cells per rune consumed. Other Spells Gardien Élémentair (Elemental Guardian?): variant of Elemental Shield. Summon with 4MP and deals damage to a linear target, in the same element as the target's state, or neutral if it has none. The summon gains 250% power whenever the huppermage performs a unique elemental combination. This buff is infinite, so it can stack up to 1000% power.
  • Recent Status Updates