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Gravestorm

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About Gravestorm

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  • Dofus Server
    Echo
  • Dofus Class
    Sram
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    Brakmarian
  • Dofus IGNs
    Gravestorm

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    Remington
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    Sram
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    Brakmar
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    Graviex

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  1. 1. In order to balance the class items within their sets, some effects are moved. The goal is not to have all the spells of the same elemental way on a single item, and conversely have no item that does not improve any elemental spell. Eliotrope: Cape / Ring: Lightning Fist and Curative Palm are changed with Snub and Cabal. Boots / Belt: Stretching and Contraction are changed with Offence and Affront. Eniripsa: Hat / Boots: Turbulent Word and Mischievous Word are changed with Regenerating Word and Regenerating Mark. Enutrof: Hat / Ring: Ghostly Shovel and Ghostly Spade are changed with Reducing Key and Armlock. Feca: Cape / Ring: Bubble and Swelling are changed with Burning Glyph and Perception Glyph. Osamodas: Ring / Boots: Dragonic and Aquatic Wave are changed with Gobball and Sacrificial Fire. Sram: Hat / Boots: Tricky Blow and Cut-Throat are changed with Deviousness and Pitfall. Foggernaut: Boots / Ring: First Aid and Rescue are changed with Surge and Short-Circuit. Xelor: Boots / Ring: Xelor's Punch and Gear are changed with Temporal Paradox and Time Rift. Masqueraider: Belt / Ring: Plastron and Ginga are changed with Apostasy and Brincaderia. 2. Following the last modifications to the spells and their variants, the bonuses granted by the class objects are modified: Cra: Hat: Absolute Acuteness: Cooldown reduction becomes AP cost reduction. Ecaflip: Ring: Corollary: AP cost reduction becomes a 1 Range bonus. Eliotrope: Cape: Rigid Portal is renamed to Flexible Portal: The bonus becomes 1 Range bonus. Boots: Exodus: Cooldown reduction becomes AP cost reduction. Eniripsa: Boots: Rallying Word: Linear constraint deactivation becomes a 1 Range bonus. Ring: Uniting Word: 2 Range bonus becomes Modifiable Range activation. Enutrof: Belt: Carnivore Spade: AP cost reduction becomes a 2 Range bonus. Huppermage: Belt: Sun Lance: Linear constraint deactivation becomes Line of Sight deactivation. Ring: Elemental Cycle: Casts per turn increase becomes Line of Sight deactivation. Osamodas: Boots: Favouritism: AP cost reduction becomes a 2 Range bonus. Ouginak: Hat: Stripping: AP cost reduction becomes Line of Sight deactivation. Ring: Tetanisation: AP cost reduction becomes a 1 Range bonus. Pandawa: Belt: Brewing: Cooldown reduction becomes a 2 Range bonus. Ring: Filthipint: AP cost reduction becomes a 1 Range bonus. Rogue: Hat: Latent Explobomb: Line of Sight deactivation becomes a 2 Range bonus. Cloak: Latent Water Bomb: Line of Sight deactivation becomes a 2 Range bonus. Boots: Latent Grenado: Line of Sight deactivation becomes a 2 Range bonus. Belt: Obliteration: AP cost reduction becomes a 2 Range bonus. Fulmination becomes the new spell Crossover: The bonus remains Line of Sight deactivation. Ring: Latent Seismobomb: Line of Sight deactivation becomes a 2 Range bonus. Fuze: Cooldown reduction becomes Line of Sight deactivation. Sacrier: Hat: Attraction: The bonus no longer affects the spell Attraction but the spell Mutilation. Casts per target increase becomes a 1 cast per turn increase. Belt: Nervousness: Linear constraint deactivation becomes a 20% Critical Hit bonus. Penitence: Range bonus goes from 3 to 2. Desolation: AP cost reduction becomes a 20% Critical Hit bonus. Ring: Coagulation: AP cost reduction becomes a 1 cast per turn increase. Aversion: Line of Sight deactivation becomes a 15 Damage bonus. Sadida: Hat: Repotting: Casts per turn increase becomes a 2 Range bonus. Cape: Shake: Cooldown reduction becomes AP cost reduction. Ring: Plaguing Bramble: Casts per turn increase becomes a 15 Damage bonus. Sram: Cape: Toxines: Cooldown reduction becomes Line of Sight deactivation. Boots: Malevolent Trap: AP cost reduction becomes a 2 Range bonus. Insidious Trap: Linear constraint deactivation becomes a 2 Range bonus. Ring: Miry Trap: Range bonus becomes Line of Sight deactivation. Foggernaut: Boots: Seizing: AP cost reduction becomes a 15% Critical Hit bonus. Ring: Recursiveness: Cooldown reduction becomes AP cost reduction. Xelor: Hat: Conservation: Cooldown reduction becomes AP cost reduction. Cape: Desynchronisation: AP cost reduction becomes a 2 Range bonus. Boots: Knell: Cooldown reduction becomes a 2 Range bonus.
  2. In the coming weeks, we will perform a balancing update that will affect all classes. Given the extent of the update, a BETA server will be set up in the coming days to allow you to test the changes. Here is the list of changes: Weapons: Archaic Bow: Casts per turn is reduced: 2 -> 1 Srambad Daggers: Casts per turn is reduced: 2 -> 1 Conditions are lowered: 551 Strength and Chance -> 450 Strength and Chance Corrupted Spear: Casts per turn is reduced: 2 -> 1 Dagger Doo: Casts per turn is reduced: 2 -> 1 Creizy-Stufh Wand: Casts per turn is reduced: 3 -> 2 Koutoulou Bow: Critical Hit Bonus is reduced: 10 -> 5 Catseye Bow: Range is reduced: 8 -> 7 Necrotick Bow: Range is reduced: 8 -> 7 Critical Hit Bonus is reduced: 7 -> 4 Cra: Frozen Arrow: Damage is increased. Repulsive arrow: Maximum Range is increased: 5 -> 7 Minimum Range is reduced: 2 -> 1 Concentration Arrow: Area of Effect is increased: 2 -> 3 Damage is also applied to targets affected by attraction. Damage is reduced. Withdrawal Arrow: Range is increased: 5 -> 7 Arrow of Judgment: AP cost is reduced: 5 -> 3 Damage is reduced. Casts per target is increased: 1 -> 2 Casts per turn is increased: 2 -> 3 Erosive Arrow: Range becomes modifiable. Damage is increased. Plaguing Arrow: Range is reduced: 8, 10, 12 -> 5, 6, 7 Absolute Acuteness: AP cost is reduced: 5 -> 4 Cooldown is reduced: 4 -> 3 Sentinel: AP cost is reduced: 4 -> 2 Cooldown is reduced: 4 -> 3 Poisoned Arrow: MP Reduction is reduced: 2, 3, 4 -> 2, 2, 3 Explosive Arrow: Damage is reduced. Fulminant Arrow: Max effect accumulation is now 10 Damage is reduced. Slaughtering Arrow: AP cost is increased: 3 -> 4 Damage is increased. Devouring Arrow: The spell now applies Air Damage immediately that depends on the number of Devouring Arrow charges on the target. Reprisal: Applies the Gravity State. Atonement Arrow: No longer applies the Gravity State. Minimum Range is reduced: 8 -> 6 Ecaflip: Yowling: Casts per turn is now 2. Godsend: AP cost is reduced: 3 -> 2 Heals and Damage bonuses are reduced: 25% -> 15% Roar: AP cost is reduced: 2 -> 1 Pussycat: The spell now heals when cast and then at the beginning of the next 2 caster turns. Peril: Cooldown is reduced: 2 -> 1 The effects of the spell no longer affect the caster. Rough Tongue: Damage is increased. Range is increased: 3 -> 5 Lucky Star: AP cost is reduced: 3 -> 2 Cooldown is reduced: 2 -> 1 Heals are increased: 5% -> 7% The spell now heals when cast and triggers whenever moved. Pawpads: Minimum Range is reduced: 2 -> 1 Pushing is now done before the Damage. Perception: Range is increased: 4 -> 6 Bravado: Damage no longer affects the caster. Pushback Damage bonus is increased: 50 -> 100 Max effect accumulation is now 2 Corollary: AP cost is reduced: 5 -> 4 Range is increased: 2 -> 3 Misadventure: Minimum Range is now 0 Damage is increased. Kraps: Minimum Range is removed. The damage is now effective in the center of the Area of Effect. Wheel of Fortune: Power bonus now only affects spells. Feline Spirit: Reduction of the duration of active effects is removed. Damage is reduced. Damage no longer affects allies. Lapping Up: Damage is reduced. Claw of Ceangal: Linear constraint added. Ecaflip's Audacity: Damage is reduced. Misfortune: Range is now modifiable. Travel distance is increased: 1 -> 2 Eliotrope: Parasite: Damage is reduced. Affront: Damage is increased. Composure: Damage is reduced. Audacious: Damage is reduced. Lightning Fist: Damage is reduced. Insult: Damage is reduced. The effects no longer affect allies. Therapy: Damage is increased. Attraction is now done before the damage. No longer needs to be cast through a portal to attract. Sinecure: Damage is reduced. Correction: No more damage to allies. The attraction is now done before the damage. Rigid Portal is renamed to Flexible Portal: AP cost is reduced: 2 -> 1 Casts per turn is increased: 1 -> 2 Spell damage bonuses when cast through a Flexible Portal are reduced. Contraction : AP cost is reduced: 3 -> 2 Cooldown is reduced: 3 -> 2 Exodus: Cooldown is reduced: 2 -> 1 Conjuration: If the spell is cast through a portal, the damage increase effect is instantaneous and applied whenever the target crosses a portal. Damage bonus is reduced: 25% -> 20% Convulsion: Area of Effect is now a diagonal cross. Eniripsa: Agonising Word: Damage is now applied by the caster and no longer the target. Fixed damage is now taken into account only once in the calculation of damages. Also works now if the main target is an enemy. Furious Word: Damage is now applied by the caster and no longer the target. Fixed damage is now taken into account only once in the calculation of damages. Also works now if the main target is an enemy. Pernicious Word: Damage is now applied by the caster and no longer the target. Fixed damage is now taken into account only once in the calculation of damages. Also works now if the main target is an enemy. Seductive Word: Base HP of the Vial is reduced: 500 -> 200 Self-Sacrificing Word: Heal penalty is reduced: 50 -> 25% Resounding Word: Damage is increased. Life-Giving word: AP cost is reduced: 2 -> 1 Whirling Word: Damage is reduced. Word of Silence: AP Reduction is reduced: 3, 4, 5 -> 2, 3, 4 Regenerating Mark: Now Heals only allies. Range becomes modifiable. Rallying Word: Linear constraint is removed. No longer removes the Stimulated State and no longer kills the Lapino. Uniting Word: Range is increased: 4 -> 6 Enutrof: Loafylactic: AP Reduction is reduced: 3 -> 2 Damage is reduced. Max effect accumulation is increased: 1 -> 2 Spade of Judgment: Pushback Distance is now 2 cells. Damage is now done on the central cell. Damage no longer affects allies. Miserliness: AP cost is reduced: 5 -> 4 Spade Kiss: Fire Damage is also applied when casting the spell. Vivacity: Can not be cast in Gravity State. AP cost is reduced: 3 -> 2 Carnivore Spade: AP cost is reduced: 4 -> 3 Life steal now only applies to enemies. Feca: Tetany: Damage is reduced. Dazzling: Damage is increased. Ataraxia: Casts per turn is now 2 Inertia: AP cost is reduced: 4 -> 3 Perception Glyph: Damage is increased. Fulminating Glyph: Damage is increased. Roaming Glyph: Damage is increased. Excursion Glyph: Linear constraint is removed. Huppermage: Telluric Wave: Damage is increased. Flamethrower: Damage is increased. Striking Meteor: Damage is increased. Storm: Damage is increased. Stinger: Damage is reduced. Cataract: Damage is reduced. Range is increased: 1 -> 2 Linear constraint is added. Volcano: Damage is no longer a steal. Damage is reduced. Hurricane: Damage is no longer a steal. Damage is reduced. Stalactite: Damage is no longer a steal. Damage is reduced. Celestial Wave: Damage is reduced. Tectonic Breach: Damage is no longer a steal. Damage is reduced. Elemental Cycle: AP cost of the spell is now refunded, so it is free if it targets an occupied cell. Casts per target is now 3. Casts per turn is now 4. Propagation: The effect on the runes is removed: the spell now only allows to propagate an elemental state to enemies near the target. AP cost is reduced: 2 -> 1 Cooldown is reduced: 2 -> 1 Global Cooldown is removed. Elemental Trap: AP cost is now 2 When triggered, trap effects now apply in an Area of Effect of 2 cells. Runic Repulsion: Area of Effect is increased: 1 -> 2 Quadramental Current: Area of Effect is increased: Air: 2 -> 3 Water: 2 -> 3 Earth: 1 -> 3 Pushback Distance is increased for the Earth effect: 1 -> 2 Morph: AP cost is reduced: 4 -> 3 Max effect accumulation is reduced: 2 -> 1 Manifestation: Area of Effect is increased: Air: 1 -> 3 Water: 2 -> 3 Earth: 1 -> 3 The application of the elemental state is now done well at the death of the manifestation even if it is killed before the start of the next turn and the size of its Area of Effect is increased: 2 -> 3 Sun Lance: Linear constraint is removed. Telluric Blade: Critical Hits bonus and penalty is increased: 5% -> 20% Elemental Guardian: Its Quadramental Ray spell no longer has a cast limit (but retains the limit of 1 cast per target) Its cost in AP is increased: 2 -> 3 The Elemental Guardian gains shield each time the Huppermage generates an elemental combo. The cumulative shield limit is 1 per elemental combo type. (but if the shield disappears or is broken, it can be reapplied) Iop: Virtue: AP cost is reduced: 4 -> 3 Strengthstorm: Damage is increased. Tumult: Enemy damage included in the Area of Effect is increased. Massacre: The spell no longer causes damage to allies. Agitation: The Dodge bonus is replaced with the Unlockable State. Outpouring: Range as well as the approach distance are increased: 3 -> 5 Damage is increased. The value of the shield points is increased: 2% -> 3% Minimum Range is now 0: the spell can be cast on itself to get a shield. Conquest becomes the variant of Intimidation. Threat becomes the variant of Outpouring: The value of the shield points is increased: 3% -> 4% Minimum Range is now 0: the spell can be cast on itself to get a shield. Endurance: The value of the shield points is increased: 5% -> 6% Minimum Range is now 0: the spell can be cast on itself to get a shield. Cleaver: Damage is increased. Minimum Range is now 0. Pygmachia: No more damage to the caster. Area of Effect becomes a circle of 2 cells. Damage bonus for each cast is increased. Accumulation: Casts per target is now 2. Max effect accumulation is now 2. Damage bonus if the spell is cast on yourself is increased. Fit of Rage: Damage is increased. Gathering: The spell no longer attracts the caster's allies. The spell now attracts at the time of the cast in addition to attracting each time the target is attacked. Zenith: Damage is increased. Friction: The spell now attracts at the time of the cast in addition to attracting each time the target is attacked. Fight Back: The spell now repels at the time of the cast and repels each time the caster is attacked by the target. Power: Cooldown is reduced: 4 -> 3 Osamodas: Protective Balm: AP cost is increased: 1 -> 2 Animal Communion: The increase in damage suffered is removed. Animal Union: Cooldown is reduced: 3 -> 2 Crop: Linear constraint added. Albino Tofu: The damage of its attack spell is reduced. Gobbly: Its attack spell now has a Max effect accumulation of 2 Its number of casts per target is increased: 1 -> 2 Its cast limit per turn is removed. Its Range is reduced: 4 -> 3 Albino Wyrmling: The damage of its attack spell is increased. Slimy Toad: Its attack spell now requires a target. Its cast limit per turn is removed. Added a cast limit per target of 2. Albino Toad: Its spell Crapoison is replaced by the spell Crapostillon of the Black Toad. Range of Crapostillon is increased: 1 -> 2 Damage is reduced. Black Toad: Its spell Crapostillon is replaced by the spell Crapoison of the Toad Albinos. Its cast limit per turn is removed. AP cost is reduced: 4 -> 3 Damage is reduced. Favouritism: AP cost is reduced: 5 -> 4 Ouginak: Carcass: Damage is reduced. Stripping: AP cost is reduced: 5 -> 4 Casts per turn is increased: 2 -> 3 Casts per target is increased: 1 -> 2 Vertebra: The duration of the poison is increased: 2 -> 3 Affection: AP cost is reduced: 4 -> 3 Range is increased: 3 -> 5 Reduced spell damage with increased rage. Carving Up: The reduction in the duration of the active effects is replaced by a reduction in Heals received by the target by 50% for 1 turn. AP cost is reduced: 4 -> 3 Damage is reduced. Tetanisation: No longer applies the Gravity State. MP penalty is increased: 3 -> 4. Range is increased: 1 -> 2. Determination: Apply the Gravity state on the targeted Prey. (in addition to the damage increase) Pursuit: AP cost is now 2. Watchdog: Damage is reduced. Pandawa: Karcham: Casts per turn is now 6. Chamrak: Casts per turn is now 6. Stain: Power penalty is no longer applied to allies. Bombance: Cooldown is reduced: 3 -> 2. Burning Circle: Damage is increased. Propulsion: Damage is also applied to the carried character if it is an enemy. Brandy: Heals are also applied to the carried character if it is an ally. No longer requires Line of Sight. Sherpa: Added a Lock bonus. Eviction: Casts per turn is increased: 2 -> 3 Casts per target is increased: 1 -> 2 Damage is increased. Brewing: Cooldown is reduced: 3 -> 2 Prohibition: AP cost is reduced: 3 -> 2 Hooch: Casts per turn is increased: 2 -> 3 Casts per target is increased: 1 -> 2 Absinthe: The Diagonal throw is replaced by a Linear throw. Damage is increased. Range is increased: 4 -> 6 Filthipint: AP cost is now 4 Casts per turn is now 2 Damage is reduced. Damage is now a steal. Stretcher: AP cost is reduced: 3 -> 2 Rogue: Fuze: operation reviewed The spell now has the same casting constraints as Detonation at level 3. If triggered with Fuze, the targeted bomb does no damage and can not remove AP or MP. The caster gains 3 AP. The bomb can still trigger other bombs or generate effects specific to certain spells (including Countdown and Overload) Works on Latent Bombs and Gluing Bombs. Latent Grenado: No longer requires Line of Sight. Latent Water Bomb: No longer requires Line of Sight. Latent Explobomb: No longer requires Line of Sight. Latent Seismobombe: No longer requires Line of Sight. Obliteration: Damage is reduced. Damage is increased each time an Explobomb explodes (including Gluing Explobombs). Max effect accumulation is now 5. The damage bonus is removed when the spell is cast. Arquebus: Unbewitching is now done before the damage. Seismobomb: Damage to the walls and the explosion is increased, they are now equivalent to those of the Grenado and Water Bomb. Fulmination, the Powder variant, is removed. Countdown, the Magnet variant, becomes the variant of Powder. Crossover is added as the new Magnet variant: Attracts the bombs in the Area of Effect to the target cell. Zone: size 3 star. Can be cast on an empty cell. Preview Strategy: No longer requires Line of Sight. Cadence: Area of Effect of the main effect is removed. Damage is reduced. Casts per turn is increased: 2 -> 3 Casts per target is now 2 Gluing Explobomb: Casts per turn is increased: 1 -> 2 Overload: AP cost is reduced: 4 -> 3 Sacrier: Suffering: The Final Damage bonus applied to each level of Positive Suffering is removed. Coagulation: Increases the Lock and Heals taken. AP cost is reduced: 3 -> 2 Nervousness: Linear constraint is removed. Riposte: AP cost is reduced: 3 -> 2 Cooldown is reduced: 3 -> 2 The caster is still getting close to the original target (he was closer to the attacker before) The caster approaches the target at the moment of casting the spell (and each time it suffers damage at a distance) Penitence: The exchange of place is done at the time of the thrower (and whenever the ally suffers damage) Range is increased: 3 -> 6 Influx: Area of Effect is increased: 2 -> 3 Attraction distance is increased: 1 -> 2 Bloodthirsty Madness: Now removes 2 Suffering Charges. Life Transfer: Now removes 1 Suffering Charge. Perfusion: Now removes 1 Suffering Charge. Sacrifice: Now removes 2 Suffering Charges. Berserk: Now adds 2 Suffering Charges. Torture: Range is increased: 1 -> 2 Desolation: AP cost is reduced: 4 -> 3 Damage is reduced. Convalescence: The increase in damage to the caster is removed. It adds damage by 2% per charge of Negative Suffering for 1 turn. It reduces damage by 2% per charge of Positive Suffering for 1 turn. Aversion: No longer requires Line of Sight. Range is increased: 4 -> 5 Blood Pact: 30% of damage is returned to the caster. Sadida: Paralysing Bramble: MP Reduction no longer accumulates with the infected effect. Rise of Sap: Range is increased: 5 -> 7 Proximity Poison: AP cost is reduced: 3 -> 2 Area of Effect is increased: 1 -> 2 Repotting: AP cost is increased: 1 -> 2 Cooldown is increased: 1 -> 2 Puts a Tree on the target cell. Vegetal Influence: MP Reduction from Treant now depends on that of its summoner. The Trap Sylvester spell of the Treant no longer affects allies. The Trap Eve spell now applies the Infected State for 2 turns. Shake: Area of Effect is increased: 1-> 2 Cooldown is reduced: 3 -> 1 Inoculation: Also works on infected targets: the damage and the infected state are then applied in the area around them without consuming anything. Force of Nature: The increase in tree damage in the field is increased: 15 -> 20 The value of the Critical Hit is corrected (it was identical to the normal hit) The damage amplitude is increased (the average damage remains the same) Bane: Damage is reduced. Poisoned Wind: Cooldown is reduced: 3 -> 2 Vegetal Altruism: Caster gains 2 MP for 1 turn. Plaguing Bramble: Casts per target is increased: 1 -> 2 Casts per turn is increased: 2 -> 3 Now requires a Leafy Tree. Contagion: AP cost is reduced: 5 -> 4 Area of Effect of the spread of the infected state is increased: 1 -> 2 Damage is reduced. The Tree of Life: The target tree gains a 50% Vitality bonus for 2 turns. Cooldown is reduced: 4 -> 3 Voodoo Curse: Causes Water and Fire Damage at the time of application. Inflatable: Cooldown is now 5 at all levels (vs. 6, 5, 4 before) Madoll: Range is increased: 1 -> 3 Sacrificial: Range is increased: 2 -> 3 Ultra-Powerful: Range is increased: 2 -> 3 Sram: Insidious Trap: Linear constraint is removed. Contempt: Now removes the Invisibility of the caster. Toxines: Cooldown is reduced: 3 -> 2 Miry Trap: Now requires Line of Sight. Mass Trap: Casts per turn is increased: 1 -> 2 Poisoned Trap: Damage becomes Air. Jinx: Damage is now a steal. Malevolent Trap: AP cost is reduced: 5 -> 4 The number of enemies in the trap's area of effect now increases the base damage of the spell instead of reapplying them. Deviousness: Damage is increased. Cruelty: Damage is reduced. Repelling Trap (variant): Casts per turn is increased: 1 -> 2 Foggernaut: Anchor: Damage is increased. Mooring: Casts per turn is increased: 3 -> 4 Casts per target is increased: 2 -> 3 Assistance: The spell now heals the target turret for 25% of its HP. Armour-Plating: Cooldown is reduced: 2 -> 1 Max effect accumulation is now 1 Corrosion: AP cost is increased: 3 -> 4 MP Reduction is increased: 2 -> 3 Damage is increased. Torpedo: Range is increased: 3 -> 5 Hypertension: Abnormally no longer applies a Power bonus if cast on an ally. Bathyscaphe: Its Decompression spell also applies shield to the target. (same values as Bathyscaphandre) Short-Circuit: AP cost is reduced: 5 -> 3 Sonar: Do not push the caster again. Area of Effect is increased: 1 -> 2 Ambush: Damage is increased. Seizing: Range becomes modifiable. AP cost is reduced: 5 -> 4 Casts per turn is increased: 1 -> 2 Casts per target is now 1 The spell now requires a target. Recursiveness: Cooldown is reduced: 3 -> 2 Xelor: Hand: AP cost is reduced: 4 -> 3 Damage is reduced. Xelor's Sandglass: Area of Effect AP Reduction and Damage no longer affects allies. Xelor's Punch: Now unlocks at level 9 Gear: Now unlocks at level 125 AP cost is reduced: 4 -> 3 Damage is reduced. Dark Ray: Now unlocks at level 92 Shadowy Beam: Now unlocks at level 195 Area of Effect Damage no longer affects allies. Range becomes modifiable. Drying Up: Casts per target is increased: 1 -> 2 Casts per turn is increased: 2 -> 3 Max effect accumulation is now 1. Secondary Damage no longer affects allies. Temporal Distortion: Casts per turn is increased: 1 -> 2 Time Theft: Damage is increased. Conservation: AP cost is reduced: 3 -> 2 Cooldown is reduced: 3 -> 2 The increase value of damage is reduced: 50% -> 30% Area of Effect is now a circle of 2 cells. Temporal Suspension: AP cost is reduced: 4 -> 3 Damage is reduced. The reduction of the duration of the active effects is now applied before the damage. Temporal Instability: Cooldown is reduced: 4 -> 3 turns. Desynchronisation: AP cost is reduced: 3 -> 2 Casts per turn is increased: 1 -> 2 Premonition: AP cost is reduced: 3 -> 2 Cooldown is reduced: 2 -> 1 Mummification: The effect of increased damage when a Telefrag is consumed is removed. The minimization of random effects is removed. Knell: operation reviewed Returns the target to its combat start cell (ignoring states that prevent movement) and halves its damage done for 1 turn. AP cost of the spell is reduced each time a Telefrag is generated. AP cost is 15 Cooldown is 3 Range is 0 to 3 Linear constraint. Temporal Dust: The spell now works the same way whether the main target is in the Telefrag state or not. Now teleports only the Telefrags that are in the spell's Area of Effect and deals Fire Damage to them. Area of Effect is increased: 2 -> 3 Preview Masqueraider: Armadur: Duration is increased: 1 -> 2 Cavalcade: Moving is now done before the damage. Damage is increased. Comedy: AP cost is reduced: 3 -> 2 Ginga: Power bonus is replaced by a 50% Melee Damage Reduction. Bocciara: Pushback Damage bonus is reduced: 100 -> 80 Capering: AP cost is reduced: 4 -> 3 Linear constraint added. Damage is reduced. Grimace: The mask shield bonus when an enemy leaves its lock zone is increased (10% -> 20%) and also applies to the Masqueraider. Inferno: Power bonus is increased: 100 -> 200 Max effect accumulation is reduced: 2 -> 1 Boliche: Damage is reduced. Diffraction: Cooldown is reduced: 4 -> 3 Apostasy: The caster now approaches the target instead of moving away from it. Range becomes modifiable. Brincaderia: Casts per turn is increased: 3 -> 4 Casts per target is increased: 2 -> 3 Damage is increased.
  3. They're still working on it, I guess they sometimes push features early to gather feedback. It's a bug.
  4. The servers have been updated today, here is the list of changes made: Miscellaneous: Lavasmith Dofus: The shield bonus is correctly applied when the character is carried by a Pandawa. The spell shortcuts now work correctly during the first fights of the tutorial. The spell shortcuts are correctly reset when a character is replayed on Heroic and Epic servers after a death. A case of unwanted disconnection from the game in the guided tutorial during combat has been corrected. The Captivating Shield no longer has the appearance of the Ancient Sufokia Shield. Cra: Striking Arrow: Max effect accumulation of the AP Reduction effect is now 1. Ouginak: Woof: The stacking limit now works correctly. Sacrier: Clobbering no longer increases Suffering if cast on an empty cell. Sram: The Epidemic animation is now correctly played on a Critical Hit. Contempt no longer works if the target is in the Gravity state. Repelling Trap: The cooldown is now 1 at levels 1 and 2. Eniripsa: Revitalizing Word heals the caster properly if its Coney is alive (healing wouldn’t be applied before if the Coney had been alive for more than 4 turns or if the Eniripsa was unbewitched). Class Sets: Helmeteo: the "Venison" spell is now correctly cast 2 times per turn with the hat class bonus. Boots Hanik: Now reduces the recast interval of the "Poisoned Wind" spell by 1. Sleepless Belt: The maximum casting bonus of the "Temporal Distortion" spell now becomes a +1 Range bonus for the "Souvenir" spell. Hatter Lily: The bonus of 15 damage of the spell "Xelor's Sandglass" now becomes a bonus of +2 Range for the "Slow Down" spell. The 15% CH bonus of the “Temporal Distortion" spell now becomes an increase of the maximum amount of casts per turn.
  5. Gamakna #5 News: Ankama Launcher: First half of 2018: Codes: GAMATOWER - Shigekax Mystery Box (Dofus) BWORKNA - Shigekax Mystery Box (Dofus Touch) GAMAPETS - Boule d'Ecaflip (Dofus Pets) AUROKNA - Charming Red Fairywork (Wakfu) GAROROPO - The Brotherhood of Oropo Pack (Krosmaga) MASTERKNA - 5 Season 4 Krosbox (Krosmaster)
  6. You'll get the rewards if you login during the timeframe, ̶n̶o̶t̶ ̶s̶u̶r̶e̶ ̶i̶f̶ ̶y̶o̶u̶ ̶g̶e̶t̶ ̶t̶h̶e̶m̶ ̶i̶n̶s̶t̶a̶n̶t̶l̶y̶ ̶o̶r̶ ̶n̶e̶e̶d̶ ̶t̶o̶ ̶w̶a̶i̶t̶ ̶f̶o̶r̶ ̶a̶ ̶s̶p̶e̶c̶i̶f̶i̶c̶ ̶d̶a̶t̶e̶ they'll be distributed on the 31st, you'll need to credit them like all gifts received for the account. The theme is made by Ankama, they won't be updating it with new game updates, I will though.
  7. Need to login between 2017-12-24 10:00 DUT and 2017-12-31 23:00 DUT to get the rewards of the first code. There's also an official Kwismas Theme for Dofus that won't be supported officially in the future.
  8. Codes DOFUSKWISMAS2017 10 Starry Fairywork 1 Colour Change Potion Linked to the account 1 Mimisymbic Linked to the account WAKWISMAS2017 1 Chocolate Fountain 1 Pretty Kwismas Tree KWISMASMAGA2017 200 Kamas TOUCHKWISMAS2017 10 Snowboole 10 Snowfall Fairywork 1 Magical Orb KROSMASTERGIFTS 5 Season 4 Krosbox
  9. As you have noticed, there has not really been any balancing on the variants since their release. And as some have already suspected, I inform you that there is no planned before January 2018. We told you otherwise and so I apologize for not meeting your expectations. Concerning the balances in question, it is a work that we started at the end of the update but that takes more time than we had anticipated: just reading and analyzing your feedback is already taking a lot of time but it it's not just about that. The update is new and it is still difficult to distinguish what works well from what works less well. To have a good vision of what the variants for each class bring, you really have to test everything. For example, if a spell may look bad at first glance, maybe it can still fit well into the class panel in certain situations or for specific builds. To be sure, the most reliable way is to test in real situations: play some atypical variants in dungeons or kolossium and make sure they are viable and balanced. If not, they enter the long list of spells to balance! This work must be quite meticulous and therefore takes a lot of time: we have to create the builds for each situation we want to test, get in real condition, analyze what is happening then think about improvements to be made, integrate them and finally retest them. Finally, I know you're hoping for a little more communication from us and I apologize for not being more available to talk to you. There are a lot of interesting things that are said/written and I would like to be able to provide some answers but it is a job that would take a lot of time (reading time, analysis, verifications, answers and follow up the discussion, to multiply by the number of discussions) and I made the choice to focus on the "balancing" part rather than the "communication" part. That said, and I repeat, your messages are read and taken into account. They save us a lot of time in the class analysis process that I explained earlier because they allow us to more easily target specific problems that can be addressed first. I would like to thank all the people who communicate us their returns in a constructive way, whatever the medium, it is largely thanks to you that the variants could leave without too much trouble! And I wish you a happy holiday season :smiley:
  10. https://www.dofus.com/en/forum/2-general-discussion/332034-dungeon-rusher-18-father-whupper
  11. The servers will be updated tomorrow, here is the list of changes made: Miscellaneous: The duration of curses and blessings (including on follower characters) is correctly displayed. Day of the Assassins Quest: The Frightened Magypus no longer locks during the fight against the Veriun Dead Assassin. The Solar is Right! spell no longer affects Claude McSee when the Sectarians are all dead. The resistances of the Claude McSee monster are modified and his Lock is increased. The resistances of the Charred Sectarian and Charred Sectarian monsters are modified. The effects of the Explosive Temper spell are modified: the damage and the pushback are done in a size 1 square area of effect and the Shield bonus is now 5% of the Vitality. The Range of the Charred Palm spell is increased and the casting in line is deactivated. The Range of both the Solar Assault and Lassolar spells is now infinite. The AP cost of the Sun King's Wrath spell is decreased by 1. Claude McSee gains 1 MP when he enters the Zenith state and 2 MPs when he enters the Nightfall state. Wild mounts can no longer consume autopilot potions. Class items that reduce the casting cooldown of some spells now work correctly. In the characteristics points attribution interface, only the spells that are effectively affected by the selected characteristic are displayed. Teleportation to the exit of the Larvae dungeon is fixed: the characters are now correctly teleported to [-2,-5]. The position of the Larvae dungeon is now displayed on the world map again. The Hero of Plants versus Veriun Dead Quest: the Necrose monster uses its Putrid Water spell even if the target is at close range with an ally of the Necrose. Kwismas Preparations Quest: the coordinates correctly indicate the Soft Oak Clearing and not the Ancestral Domain. When located inside Bethel's Tower, the map displayed is the one for the Silent Wrecks, not the world map. It is no longer necessary to have defeated Buck Anear in order to gain access to the Silent Wrecks. It is now possible to place a Perceptor in and teleport from the fifth room of Bethel's Tower. The characteristics of the turrets in the fight against the horde of Submerged Ones in the Beyond the Coast quest are increased. Lavasmith Dofus: The Shield Point bonus correctly lasts 1 turn. The Lassolar spell is now active again on the Charred Sectarian monster. The icons for aggressive monsters are no longer displayed on monsters that are located inside dungeons. The experience gain preview on groups of monsters is correctly displayed for characters that have an OmegaLevel. In the Guild personalisation interface, the buttons to increase the spells are correctly hidden or displayed when the character gains or loses the right to handle the bonuses. The animations for the Gods' Fatal Blows are modified in order to fix the delay that could happen between the God's animation and the apparition of the graphical effect on the target. The display of the Pandawa Fatal Blow is optimised. Cra: Fulminating Arrow now works correctly if the first target from which the spell bounces off is an ally. Devouring Arrow now requires a target. Tactical Beacon no longer reduces the damage dealt by enemies. Eliotrope: Convulsion: The Critical Hit is fixed. Eniripsa: Regenerating Mark: The animation is fixed. Huppermage: Polarity: The Range at levels 2 and 3 is increased (1 and 2 -> 2 and 3). Morph: The damage bonus is correctly applied in the case of a Critical Hit. Iop: Fracture now applies erosion before it applies damage. Cleaver correctly applies its Shield bonus even if the target is killed. Violence works correctly when the Iop's class belt is equipped: the target is taken into account for the pushback damage and Lock bonuses (if the target is an enemy). Determination works correctly when the Iop's class cloak is equipped: the effects are applied on the target, be it an ally, an enemy, or the caster. Osamodas: A Global Cooldown is added on the new summons: Albino Tofu, Gobbly, Albino Wyrmling, Albino Toad, Black Toad, and Slimy Toad. Favouritism now only works with the Wyrmling, Gobbal, Tofu, and Toad summons. Whirlwind is automatically unlocked at level 180 and not at level 125 any more. The damage dealt by Aquatic Wave are corrected in case of a Critical Hit, they were below the damage dealt in case of a normal hit. Repulsive Fang: The Critical Hit is fixed. Pandawa: Zatoishwan's Wrath: The Drunk state can no longer be unbewitched. Bambooto: An animation is correctly played when a Pandawa perched atop a Bambooto is pushed. During a fight, when a Pandawa is carried by a Bambooto and said Bambooto is pushed: If the Bambooto is killed, the Pandawa stays visible, if the Bambooto is not killed, the Pandawa is correctly located on the cell the Bambooto was on before the attack. Rogue: The latent bombs no longer cause an extra bomb to appear during the next turn. Sram: Epidemic: the state icon now correctly appears on the first target. Malevolent Trap no longer takes into account the allies located in its area of effect. Foggernaut: Bathyscaphe: The turret no longer gives AP if it's not in Evolution III. Sacrier: The damage preview for the Sacrier's spells correctly takes into account the suffering charges. Xelor: The description of the Spontaneous Return spell is modified. The Xelor's class cape now reduces the AP cost of the Desynchronisation spell.
  12. We're currently level 54 with 85 members, 3 of which are level 200 and 65 of which are above level 100, the average member level being 142. We're also nearly 2 months old, only a few days left, looking into buying Paddocks and Guild Houses soon. Join our Discord if you're interested in joining.
  13. Turn 0: Ground zero of the experiment, the crew has entered the simulation in hopes of finding out the limits of time and space, we wish them good luck on their journey. Turn 21: After experiencing two disconnections from the simulation, the experiment seems to be going smoothly, servers are stable, the crew will continue. Turn 23: The crew is making progress, slowly but surely. Turn 50: Two more disconnects and apparently they have drastically slowed down the time, it is actually turn 70, hopefully nothing bad comes out of this. Turn 105: We finally have video of the experiment from the crew, it appears that we are making a huge breakthrough. Turn 138: We are still pushing the limits, one member of the crew seems to have disappeared from the simulation and is no longer responding, we will update when we know more about his situation. Turn 138: We have contact with the lost member of the crew, it appears that he is lost in Limbo with no signs of life, yet his equipment seems intact so we will try to show you his view. Turn 178: We have made brief contact with the lost member of the crew yet again, everything seems to be the same, will we be able to push the experiment even further beyond, or is this the end? Turn 178: The lost crew member is no longer advancing in time nor perceiving reality as it becomes distorted for the other crew members as well. Turn 178: The whole crew has been disconnected from the simulation, we are trying to restore access, hopefully we will succeed before the experiment ends prematurely. Turn 194: It seems that the disconnection desynchronised the time perception for each member of the crew, this is extremely dangerous as they no longer have contact with one another in addition to the ever increasing abrupt disconnections from the simulation, is it possible that we are creating alternate timelines? Turn 195: We do not seem to have control over the simulation anymore, the disconnections are becoming hard to... Turn 201: We have taken a great risk by unplugging the crew from the simulation and trying to restore access manually, sadly the percentage of success was very low and we have lost the team along with the whole experiment, these are very sad news for us, may their sacrifice be for the greater good of knowledge as we try to collect the last data from their equipment. Turn 250: Last retrieved video footage from the crew. Turn 407: Last retrieved footage from the lost crew member.