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Gravestorm

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  1. Towers of the Forgotten War has been declared against the Brotherhood's army! Is your hero a seasoned warrior? In that case, you'll have a chance of surviving the legions of Veriun Dead… But you're going to need effective protection if you want to break into the living-dead's territories. Go and see your temple master for access to the Realm of the Gods, where you will learn what is expected of you. Two new areas and dungeons (for level 190 + characters) are accessible. They're home to the Brotherhood of the Forgotten's living-dead monsters. 4 sets and 12 items of equipment can be crafted using resources from these new areas. Spell Variants 378 new spells have been added in total for all classes (21 new spells per class). These spells are unlocked between levels 101 and 200. From level 101 upwards, players can choose between 1 spell and its variant. This choice can be modified at any time outside combat. Spells unlocked between levels 1 and 100 now only have 3 grades, and they evolve automatically without the need to invest spell points. Spell points learned from scrolls will be automatically converted into Kolossokens (added to the characters' inventory). Each class now has 4 elemental paths. The characters' characteristics will be reset when update 2.45 is released. We have modified the spell system to make it easier, more accessible (no more spell point investment) and to give players more options so they can have a choice mechanism that allows them to improve their versatility and adapt to various situations. Omega Levels These levels are infinite and once you're there, you can gain cosmetic (ornaments and auras) and useful (pods, marketplace and merchant mode slots) bonuses. The character's Omega level is visible on their ornament (this option can be deactivated) and in the majority of interfaces which display a character's level. Experience accumulated after level 200 will be retroactively transferred to a new Omega-level experience gauge. A Devblog article about this is available at the following address: Monster Aggression System Monsters now have a field of vision of 3 cells, so if a character stays in this field of vision for longer than 3 seconds and the monster is aggressive, a fight will be started. An icon is displayed above the monsters to show that they're about to launch an attack if the character remains in their field of vision. Aggressive monsters gradually move towards characters on the map. In version 2.44, aggressive monsters were aggressive towards all characters. Non-aggressive monsters in version 2.44 are now aggressive towards characters whose level is at least 50 levels below that of the monster, or lower. Characters talking to NPCs are immune to monster attacks. Characters' movements are now more reactive on maps containing aggressive monsters. The Plantouflage Potion now protects against aggressive monster attacks. Its effects disappear when the character moves. It can be made by Alchemists. Super aggression has been removed on the following monster families: Wabbits (not including Skeletal Wabbits) Dreggons Moon Kanniballs Koalaks Enchanted Lakes Wild Canyon Kaliptus Forest Dark Jungle Fungi Bearbarians Greedovore Petrified Forest Monsters Fangs of Glass Monsters Tears of Ouronigride Monsters Peat Bog Monsters Cave Monsters We have activated super aggression on the following monster families: Bandits Boowolves Cania Bworks Trituns Servants of the Unspeakable Cania Ruffians Cursed We have updated the monster attack system to significantly improve movements through areas containing aggressive monsters and to strengthen the game's exploration mechanic by making certain areas dangerous when the level of the monsters is considerably higher than that of the characters. Tactical Mode The graphic appearance of tactical mode has been improved. The colors and background elements used now fit better with the area's appearance. An option has been added to use tactical mode only by default (its appearance has also been improved). Globally Pre-Sentient Mount A new monetized feature (available soon in the shop) allows you to put your mount on autopilot (Dragoturkey or Seemyool). With this ability, you can select a destination on the world map or minimap for your mount to travel to. It will then head there automatically, crossing through each of these maps. This feature is not available in areas where navigation is intentionally complex (in labyrinths, for example). Quests The Brotherhood quest series is coming to an end… Adventurers can go back and talk to Jalcas to be given a new mission that will take them to Srambad city. The requirements for the final quests are slightly higher compared to the rest of the series (your character must be at least level 50). Characters who have completed the Oh, Happy Spray! and Time to Die quests can confront Rainikron and Hyrkul again using Meriana's Orbalantyr. Castaway Island quest: Captain Haddock'n'roll now asks for a Kokonut Slice rather than a Kokokonut to validate the fourth quest objective. Don't Let the Son Go Down quests: the quest compasses that show where Cabotine's Tomb is have been corrected so they now direct you to the right place. A Breach in Bonta quest: the requisitioned pick item is now linked to the character. Adventurers who are currently completing the quest and who got rid of the pick can get a new one from Bonta's Miners' Workshop. Shu Polish quest: the first quest objective has been modified. Now it is complete once the blibli wax has been made using the weathered alembic, and not once you've returned to Kerub. You therefore need to make the wax if you want to progress through the quest. Discordesque Breadache quest: Dark Bread (quest items obtained from fighting Dark Bakers) can now only be obtained if the first quest objective is underway. Characters will be able to get rid of any useless Dark Bread by speaking to NPC Nush Atten. A Flighty Thief quest: the demonic rose scissors you get from Seria the florist are now indestructible and cannot be exchanged. Severed Demonic Roses can no longer be obtained when they're not necessary for the quest. Seria takes back any scissors and severed roses (without payment) that characters would like to get rid of. Last Contact, Speaker for the Dead and Burin's Dane quests: the kama rewards obtained at the end of these quests now depend on the character's level. Lack of Skins quest: the quantity of Goblin Skins Bworkupine asks for has dropped significantly. You now have to take 3 skins to the NPC to validate the quest objective. Lack of Mussels quest: the quantities of Goblin Skins and Trool Bones Bworknroll asks for have been reduced (from 10 to 5). The Future’s Made of Trool Dung quest: the main objective is now to defeat a Tamed Trool. The quest level has been lowered (from 100 to 80). The rewards earned have been modified accordingly. Don't Shoot the Messenger quest: The quest monsters from Gerard Shelph and Lolito's quest are no longer as tough to beat and inflict less damage during combat; Gerard doesn't summon his Morongrel as often. The Lovely Hermit quest: the quantity of Wild Sunflower Oil and the number of Little White Bow Meows Monabella asks for have been reduced. The quest level is now 120. Pandavignon quest: to be more consistent with the area's bestiary, NPC Moku asks adventurers to defeat larvae rather than field plants. The quest level has been raised to 20. Who Kicks the Kicked Ass's Ass? quest: the requirement for crafting windsoles is now to have reached level 50 in at least one profession (instead of level 100). The Gob Fair quest: the Belligerent Goblin monster is not as tough and inflicts less damage in combat. Ivory Dofus quest series: it is now possible to go back and speak to dragon Dardondakal once you have completed the quest series. The name of the Ancient Homing Hand monster is now correctly displayed during fights against Nebgib. The name of the Xelor's Dial monster is now correctly displayed during fights against Agent Nick Utter. The A Kros to Bear quest has been deactivated (interactions between the DOFUS and Krosmaster games are no longer supported). Progress in the following quests is no longer hindered by speaking with NPC Antyklime Ax: Get Carting, Bread and Butthurt, Anti-Fight Club. Bunch of dungeon keys The bunch of keys reset now takes place on a set date (not 7 days after having completed a dungeon), every Tuesday at 7 a.m. (French time). Mounts and Breeding The Seemyools' Vitality bonus has been removed. We have made this change to improve balance between the Dragoturkey and Seemyool bonuses. Paddock icons are correctly removed from the world map when the character quits their guild. Mount-related interfaces close if the mount is released. In the stable interface, the mounts are no longer removed from the list nor do they become invisible in the paddock if the character is trying to convert them into certificates but has no available pods in their inventory. In the past, you had to close and reopen the interface to refresh the list and leave the map to make the entity reappear. Professions Harvests and actions in the queue are still there after being interrupted by a fight (monster or Resource Protector attack, for example). In the professions interface, the experience received from collecting fish is correctly displayed. In some cases, when collecting resources, the character wasn't able to move to the resource and received an error message telling them this action was impossible. This issue has been fixed. In the item tooltips, the names of artisans and smithmages are correctly placed after the list of effects. Experience earned from crafting a Hunting Knife has been increased. Smithmagic New "PA"-type runes have been added for heals and Air, Water, Fire, Earth and Neutral fixed resistances. Transferring items by dragging and dropping them in the smithmaging interface now works correctly. Battles When a character didn't receive an item after battle, they didn't get any kamas either; this issue has been corrected. The probability of a critical hit can now be as low as zero (previously, it could only go as low as 1%). Previewing experience gained as part of a group and with the Idols is working correctly (the potential gains displayed were sometimes abnormally high). Previewing spell areas of effect has been improved for spells that require specific targets. For the Sadida Earthquake spell, for example, the area of effect for damage dealt around trees will now be displayed. Damage previews work correctly when a target sacrifices allies and is targeted (with the Venomous Brockhard, for example). When a summons dies at the beginning of its turn when it was under the control of its summoner, the summoner gets their spells back correctly on their own game turn. A specific animation is now played once a trap has been triggered. It will be shown to all fighters. When using a resurrection spell (for example, the Osamodas' "Spiritual Leash"), characters are now given priority over sidekicks. The order of priority for resurrections has therefore become: characters > sidekicks > summons. In the fight list interface, the fight-style pictogram is now correctly displayed. The AP gain display in the fight log when casting Ecaflip's Roulette spell contains the correct value (2 AP). The damage sharing effects applied to a single target will no longer cancel out the damage interception effects. Collectable Spells Summoning of Chaferfu: This spell cannot be cast during the first turn of a fight. Summoning of Arachnee: This spell cannot be cast during the first turn of a fight. Cra Destructive Arrow: The damage penalty has been increased: 50 → 60 (at the highest grade) Absorptive Arrow: The number of casts per turn becomes 3 at all levels of the spell (previously 2 at grades 1 to 5). The number of casts per target becomes 2 at all levels of the spell (previously 1 at grades 1 to 5). Magic Arrow: the AP cost has been reduced: 4 → 3 The spell's element of attack is now Air. The spell's damage has been reduced. The maximum number of stackable effects has changed: 1 at grades 1 and 2; 2 at grade 3. Slow-Down Arrow: The number of casts per target is now 1. The number of casts per turn is now 2. The cell now needs to be full for the spell's effects to come into play (there must be an entity on the targeted cell) The global recast interval has been removed. Explosive Arrow: The number of casts per target is now 1. The number of casts per turn is now 2. The cell now needs to be full for the spell's effects to come into play (there must be an entity on the targeted cell) The global recast interval has been removed. Ecaflip The Lucky Devil State has been removed. Spells that were modified by this state have been changed. Clover: The spell now works differently: Applies a Critical Hit bonus of 200%, but reduces weapon damage by 20%. AP cost: 1 Range: 0 Duration: 2 turns Recast interval: 2 turns at rank 1, 1 turn at rank 2 and 2 casts per turn at rank 3 Feline Spirit The reduced duration of the effects applied by the Feline Spirit spells works correctly: it is correctly applied as many times as the Feline Spirit spell was cast in the previous turn (it only used to be applied once regardless). Ecaflip's Luck: The spell now works differently. Damage suffered is reduced by 50% for 1 turn Damage suffered is increased by 50% in the following turn. Bluff: Inflicts Air-type damage. Inflicts Water-type damage as a Critical Hit. Increases the rate of Critical Hits: 5 → 25% The number of casts per turn is now 3 (previously unlimited). Heads or Tails: The spell now works differently. Inflicts Earth-type damage and increases the damage inflicted by the target during 1 turn if it's an enemy. The number of casts per target has been reduced: 3 → 2 The number of casts per turn is now 3 (previously unlimited). Perception: The spell now works differently. The target is healed by 4% of their health by a nearby enemy and can detect invisible entities in the area of effect. The maximum range has been increased: 0 → 4 The cell now needs to be full for the spell's effects to come into play (there must be an allied entity on the targeted cell) Underdog: The spell now works differently. Applies a shield around the target. The shield's value is greater on the caster. The duration has been reduced: 2 → 1 Summoning Claw: The Kitten spell now works differently. It now displays cowardly behavior. The damage from the Catatack spell has been increased The Range of the Catatack spell has been increased: 1 → 4 The number of casts per turn for the Catatack spell has been increased: 1 → 2 The Rotten Luck spell can no longer be assigned (it can no longer heal allies) The recast interval of the spell has been reduced: 5 → 4 All or Nothing: The order of application of effects is reversed on an ally: Heals at the time of casting Damage during the following turn. Roulette: The spell now works differently: Summons a Roulette that gives everyone a random bonus at the beginning of its caster's turn. The effects applied by the summons are the same as those previously applied by the Roulette spell, except the Flight penalty which has been replaced by a Lock bonus. Roulette is a static summons: it doesn't move and cannot lock. There can only be one Roulette per team (the previous one is killed). Recast interval: 4 turns AP Cost: 2 Range: 3 Wheel of Fortune: The resistance penalty has been removed. Smell: The MP bonus and penalty is now 2. Playful Claw: The spell now does Water damage as a Critical Hit. Claw of Ceangal: The spell now works differently: Inflicts Air-type damage. Pushes the target back 2 cells, then moves towards it. AP Cost: 2 Range: 1 Felintion: The restriction to cast in a line has been removed The restriction to cast diagonally has been removed This heal has been removed The number of casts per turn is now 2 (previously unlimited) The range is now modifiable Reflex: The range has been increased: 3 → 5 The erosion has been reduced: 15 → 10 Eliotrope The Portal state has been removed. Spells that exploited this state now have specific effects when cast through a portal. Insult: The heal effect has been removed The spell's damage has been increased Now applies a Lock penalty if cast through a portal May affect allies Stacking limit: 1 Affliction: The heal effect has been removed The spell's damage has been increased Therapy The AP cost has been increased: 2 → 3 Now attracts the target if cast through a portal The spell's damage has been increased Wakfu Ray Heals now depend on the caster's intelligence and heal bonuses Now heals allies within the area of effect even if they are not in the Portal state. Distribution The damage distribution effect has been removed The value of the heal effect has increased Lightning Fist Now pushes back for 1, 2 and 2 cells at grades 1, 2 and 3 and the Portal state is not required Pushes back 2, 3 and 4 cells at grades 1, 2 and 3 if cast through a Portal. Snub Now unbewitches the target if cast through a portal The spell's damage has been reduced Parasite If cast through a portal, the target suffers more damage at the end of their turn. The duration of the effect has been reduced: 2 → 1 Ridicule Now removes MP if cast through a portal. Eniripsa Wounding Word: The AP cost has been increased: 3 → 4 The damage has been increased. Heals are now given up to 100% of the damage inflicted. Forbidden Word: Heals are now given up to 100% of the damage inflicted. Word of Youth: This is now cast in a straight line only. Blaring Word: Heals are now given up to 100% of the damage inflicted. Turbulent Word: No longer heals allies The AP cost has been increased: 2 → 3 The damage has been increased. Puzzling Word: The increase and reduction of power has been removed Whirling Word: Heals are now given up to 100% of the damage inflicted. Thunderous Word: No longer heals allies Regenerating Word: AP cost is reduced from 3 to 2 Lifting Word: The AP cost has been increased: 3 → 4 Word of Recovery: Damage depending on the unhealable vitality of the target has been removed No longer removes the Stimulated state. Enutrof Living Bag: When the Living Bag is attacked by an ally, the ally is healed. Living Shovel: When the Living Shovel is attacked by an ally, the ally is healed. Clumsiness: The amount of MP reduction has been limited to 2. Shovel of Judgement: MP reduction is now 3 The stacking limit is now 1 The damage has been increased. Bribery: The spell now works differently: On allies: applies the Pacifist state and heals 40% of the target's vitality. On enemies: applies the Pacifist and Invulnerable states for 1 turn Living Chest: The Living Chest now works differently: No longer gives you additional loot at the end of a fight. No longer increases Prospecting Can lock enemies Detects invisible entities and inflicts 100% of its missing vitality in an area of effect Its resistance has been reviewed: 20% resistance in all elements. Its amount of MP has been reduced: 5 at all grades When it is attacked by an ally, the ally is healed. The summon's range has been reduced: 6 → 2 Feca Bubble: The AP cost has been reduced: 3 → 2 The damage has been reduced The amount of loss of Range has been increased: 2, 2 and 3 → 2, 3 and 4 Huppermage Runic Treatment: The heal value has been increased: 4% → 5% Journey: The AP cost has been increased: 3 → 4 MP Reduction has been removed A character carried by a Pandawa can no longer enter a Huppermage's elemental state (in particular via elemental shield). Iop Destructive Sword: The Critical Hit penalty has been increased: 3 → 20 The Critical Hit duration has been reduced: 3 → 2 Range has been increased from 3 to 5 The Stacking limit has been reduced: 4 → 1 Poutch: Renamed "Massacre" Damage is no longer applied to the target The damage has been increased for entities in contact with the target: 20% → 50% The activation of this spell no longer appears in the fight log. Duel: The AP cost has been reduced: 4 → 3 Damage depending on the unhealable vitality of the target has been removed Now makes the caster and its target Invulnerable to long-range damage. Does not work on allies. The spell's recast interval is now 4 at all grades (compared to 3 at grade 6 previously) The spell now removes 100 MP instead of 10 Precipitation: The AP bonus is now 5 at all grades (compared to 6 at grade 6 previously) Sword of Fate: Damage depending on the unhealable vitality of the target has been removed The spell's damage bonus has been increased. Brokle: This spell has been replaced by "Outpouring". Inflicts Water-type damage and moves the caster closer to the target. The caster gains shield points. AP: 3 Range: 1 to 3 in a line 2 casts per target, 3 casts per turn. Osamodas Canine: No longer increases allies' MP The damage has been increased Dragonic: No longer increases allies' MP The damage has been increased Animal Link: The effects of the transformations have been changed: Tofu: The Vitality and Lock penalty have been removed. The MP bonus now only applies to the Osamodas Gives 2 AP to all of the Osamodas' Tofus Gobball: The MP and Flight penalty have been removed. The damage reduction bonus now only applies to the Osamodas Gives 2 AP to all of the Osamodas' Gobballs Dragon: Penalty on Damage inflicted has been removed The AP bonus only applies to the Osamodas' Wyrmlings. Black Tofu: This summon's MP has been increased: 8, 9, 10 → 9, 11, 13 Fossil: No longer reduces damage suffered by allies or increases their Lock. The damage has been increased Whip: The spell's effects have been changed: On enemies: inflicts damage in the element of the caster's Transformation. On allies: applies an effect depending on the caster's Transformation: Wyrmling: Heals the target Toad: 100 to 200 Strength (between rank 1 and 3) Gobball: 20% reduction of damage suffered Tofu: +2 MP Spell is no longer restrained to linear-only. The number of times this spell can be applied has changed to 1. Takeoff is now the Podgy Tofu variant. Sacrificial Fire is now the Gobball variant Natural Defence is now the Geyser variant. Geyser: New spell Obtained at level 62 Inflicts Water-type damage and increases the caster's power AP : 3 Range: 1 to 5 1 cast per turn. Black Toad: New spell Obtained at level 50 Summons a Black Toad that inflicts Water-type Damage. The less MP it uses during the current turn, the more damage it inflicts. AP: 3 Range: 1 to 3 1 cast per turn. Slimy Toad: New spell Obtained at level 69 Summons a Slimy Toad that inflicts Water-type damage AP: 4 Range: 1 to 3 3 turns to recast The Dragon's Breath icon is now correctly displayed in enchantments Resuscitated summons can correctly cast their shared spell (Dragoheal, Gobball Attraction, Tofu Transposition) Ouginak Animal Form: The Vitality bonus has been removed. The final damage bonus has been increased: 10 → 20% When a monster with the Prey state dies from the effects of the Bloodhound spell, the Power bonus is correctly applied to the Ouginak. Pandawa Boozer: Becomes the Blow-Out variant Blow-Out: New spell Can enter the Drunk state while casting sober spells. Gives the caster a lock bonus AP: 2 Duration: 2 turns 3 turns to recast. Hangover: Renamed "Debauchery" Can now be cast if the Pandawa isn't Drunk Terror: The Critical Hit penalty has been increased: 7 → 15 Karcham: Can now throw the carried target. Throwing requires a line of sight and can only be cast in a line. The carried entity can cast spells without a line of sight. Critical Hit has been removed. The carried target's Range bonus has been removed. Bamboo Milk has been replaced by "Propulsion": Throws the carried entity. Inflicts Fire-type damage to enemies and pushes back around the targeted cell. AP: 3 Range: 3, 4 and 5 to grades 1, 2 and 3 2 casts per turn Vertigo The spell now works differently: Throws the carried entity and improves its lock. Attracts entities aligned with the targeted cell. AP: 2 Range: 4, 5 and 6 to grades 1, 2 and 3 Cast in a straight line Stabilisation Critical Hit has been removed. Chamrak has been replaced by "Eviction": Inflicts Earth-type damage to enemies and teleports the target behind the caster. AP: 2 Range: 1 1 cast per target, 2 casts per turn Tipple: The AP withdrawal penalty has been increased: 12 → 30 The stacking limit is now 1 Drunkenness: The barrel casts its "General Round" spell when it is thrown. The barrel no longer heals enemies Zatoishwan's Wrath The critical hit has been removed The spell's duration has been reduced from 3 and 4 to 2 The spells' cooldown has been reduced from 4 to 3 Rogue Deception: AP withdrawal is increased at grade 3: 1 → 2 Carbine: The spell now reduces MP. Overload: The AP cost has been increased: 2 → 4 The area of effect has been removed (now the spell can only affect one bomb) The Load, Unload and Overload states are applied one turn earlier Countdown becomes the Magnet variant. The spell now works differently: On a bomb: Automatically explodes at the end of the caster's next turn and applies Erosion in an area of effect. On an ally: Increases damage. Sacrier A Devblog article on the changes made to this class is available here: https://www.dofus.com/en/mmorpg/news/devblog/tickets/794964-sacrier-revamp-2-45 Punishments have been replaced by a Suffering system: When the Sacrier uses an offensive spell, their Suffering increases: they do more damage but their Vitality is reduced. When the amount of Suffering is at 6 or more, they gain a better damage bonus and change appearance. When they use a defensive spell, their Suffering decreases and their vitality improves. At -6 and below, they gain a damage reduction bonus and change appearance. Attraction: Obtained at level 1 Unchanged Fury: Obtained at level 1 Now inflicts damage depending on the amount of Suffering Increases Suffering by 1. Absorption: Obtained at level 1 The spell is now an Earth element spell. Reduces Suffering by 1 Stase: New spell Obtained at level 3 The spell is now an Water element spell Inflicts Water-type damage and removes 2 MP. Reduces Suffering by 1. AP: 3 Range: 1 to 3 2 casts per target, 3 casts per turn. Motivating Pain: Obtained at level 6 No longer inflicts damage on the caster. The power bonus has been removed. The more Suffering a caster accumulates, the more damage will be inflicted by the spell Increases Suffering by 1. The AP cost has been reduced: 4 → 3 Flying sword: Obtained at level 9 The Swift appearance has been removed The sword now changes appearance, characteristics and attack when the Sacrier changes appearance: Robust: from -6 to -10 Bloodthirsty: from 6 to 10 The Bloodthirsty sword now needs a target to attack (but still inflicts damage in an area of effect) Assault: Obtained at level 13 The element of attack is now Earth. Mutilation: New spell Obtained at level 17 Increases caster's Suffering by 2 AP: 2 Recast time: 3, 2 and 1 at grades 1, 2 and 3 Transposition: Obtained at level 22 No longer requires the "Swift" state Light Speed: Obtained at level 27 The recast interval has been reduced: 3 → 1 This spell now requires a full cell and teleports to the cell right in front of it. The damage is inflicted on the target and along the trajectory. Nervousness: New spell Obtained at level 32 Inflicts Water-type damage. The damage is increased depending on the amount of Suffering. Increases Suffering by 1. AP: 4 Range: 1 to 5 2 casts per target, 3 casts per turn Sacrifice: Obtained at level 38 Unchanged Projection: Obtained at level 44 The damage is no longer Theft of Life. The range has been reduced: 5 → 1 Now teleports the caster behind the target Berserk: New spell Obtained at level 50 During the first turn, when the caster takes damage, they gain power. The maximum amount of power gained depends on the level of Suffering of the caster. Does not work if the caster is at negative Suffering by the end of their turn. AP cost: 3 Range: 0 Cooldown: 3 turns Life Transfer: Obtained at level 56 The recast interval has been reduced: 2 → 1 (at the highest grade) Punishment: Obtained at level 62 No longer applies the Gravity state No longer requires the Bloodthirsty state. Torture: New spell Obtained at level 69 Inflicts Air-type damage. Reduces damage by 15%. Reduces Suffering by 1. AP cost: 4 Range: 1 1 cast per target, 2 casts per turn Max effect stacking: 1 Influx: New spell Obtained at level 77 Inflicts Fire-type damage around the caster. Attracts targets. AP: 4 Range: 0 Area of effect: 2-cell cross. 2 casts per turn Convalescence: Obtained at level 80 Resets Suffering The caster cannot gain Suffering and takes 10% additional damage for 1 turn AP cost: 3 Range: 0 Cooldown: 3 turns Decimation: Obtained at level 92 Inflicts Earth-type damage. The damage is increased depending on the amount of Suffering. Increases Suffering by 1. AP: 4 Range: 1 to 4 Cast in a straight line Does not require a line of sight Blood Bath: The way it works has been reviewed Obtained at level 100 Inflicts Fire-type damage in an area of effect. Reduces Suffering by 1 for each enemy present in the area. AP: 5 Range: 0 Area of effect: 1-cell square Ritual Bloodletting becomes the Blood Bath variant Steals Fire-type health in close combat. Reduces Suffering by 1. No longer inflicts damage on the caster Unleashed becomes the Nervousness variant AP cost reduced from 4 to 3 The damage is no longer Theft of Life, the spell no longer removes Flight. The damage is increased depending on the amount of Suffering. Increases Suffering by 1. Pain Shared has been renamed Punishment and becomes the Mutilation variant Applies the Gravity state in an area of effect. Inflicts 2% of the caster's HP in damage for each unit of Suffering. The spell no longer affects the caster. Sadida Doll summons are now summoned directly without needing to transform a tree, but: The summon's range has been reduced. The AP cost has been increased. The recast interval has been increased. They don't summon a tree after they've died. The doll summons' variants work in the same way as they did in version 2.44. Paralysing Poison: The poison now has a set value and no longer depends on the AP used by the target. Poisoned Wind: The spell now works differently. Kills the targeted doll to turn it into a Leafy Tree. AP: 2 Range: Infinite 3 turns to recast Tree of Life: Also heals Sadida summons for the duration of the effect. The recast interval has been increased: 3 → 4 Only heals allies when attacked Sram Double The double can now be controlled but only lasts 2 turns. At the end of the 2nd turn, it dies and changes place with its summoner. The recast interval becomes 6, 5 and 4 at grades 1, 2 and 3 of the spell. Chakra Impulse Has been renamed Miry Trap: the spell now works differently. Places a trap that inflicts Water-type damage on a cell Allies near the target are healed by up to 50% of the damage inflicted. AP: 3 Range: 4, 6 and 8 at grades 1, 2 and 3 Does not require a line of sight 2 casts per turn Mass Trap The trap's activation zone is now on a single cell Damage is inflicted in a 2-cell circle. The restriction to cast in a line has been removed The damage has been increased Invisibility of Others Has been renamed Cruelty: the spell now works differently. Inflicts Water-type damage and increases the caster's MP. 3 AP Range: 5, 6 and 7 at grades 1, 2, 3 Cast in a straight line 2 casts per turn Chakra Concentration Now works on all of Sram's traps, even if they don't inflict damage. Can now only be cast linearly. Trap of Silence Has been renamed Perfidious Trap: the spell now works differently. Places a trap. Once activated, enemies who end their turn in its area of effect will suffer Air-type damage. The trap's activation area is one cell, but the forbidden area is a 2-cell circle. AP: 3 Range: 4 modifiable Does not require a line of sight 1 cast per turn. Jinx: The spell now works differently. Inflicts Water-type damage and reduces the chances of a Critical Hit. AP: 4 Range: 1 to 4 2 casts per target, 3 casts per turn Foggernaut Anchor: No longer applies the Telluric state nor removes the Magnatron state. Evolution: When a turret enters the Evolution III state, the other turrets in Evolution III go back to Evolution II (instead of returning to Evolution I) Tide: The power penalty and pushback damage bonus have been removed. The spell now inflicts Air-type damage on enemies. Vapour: No longer applies the Ardent state Now removes critical hits from targets. Periscope: No longer applies the Aquatic or Magnatron state Surge: No longer applies the Ardent state. The damage penalty has been increased and is now applied directly The duration has been reduced: 2 turns → 1 turn The stacking limit has been reduced: 3 → 1 Ambush: Inflicts Air-type damage. Earth, Fire and Water-type damage have been reduced. The AP cost is now 5. Xelor Rewind: Now only works on allies (including the caster). Xelor's Sandglass: The spell now removes 2 AP from the target even if it is not in the Telefrag state. The spell's effects are now in an area of effect if the target is in the Telefrag state. Time Theft: The spell's AP withdrawal has been removed. Temporal Dust: The area of effect has been reduced: the spell now only affects one cell If the target is in the Telefrag state, the spell's damages will be inflicted in a 2-cell circle and the targets will be teleported symmetrically. No longer removes the Telefrag state The range is now modifiable Xelor's Dial: becomes an Accomplice variant Accomplice: New spell Obtained at level 13 Summons a static Accomplice that doesn't have any spells. It is killed if another Accomplice is summoned. Is not included in the summons count. AP: 2 Summon's range: 3, 4 and 5 at grades 1, 2 and 3 1 cast per turn Masqueraider Coward Mask: The Flight bonus has been replaced by an MP bonus Critical hit has been removed Psychopath Mask: The Power bonus has been replaced by a close combat damage bonus Critical hit has been removed Classic Mask: Renamed "Intrepid Mask" Critical hit has been removed Mask changes now no longer affect other allied Masqueraiders. Picada: The spell no longer requires a line of sight The spell is now only cast in a line The damage has been increased Reinforcement: The spell also inflicts Fire-type damage The damage has been reduced. Furia: No longer moves the caster closer to their target. The AP cost has been reduced: 4 → 3 Ardour: The Power bonus has been removed Critical hit has been removed Capering: The Power bonus has been removed. Boliche: The Pushback Damage bonus has been removed The AP cost has been reduced: 4 → 3 Masquerade is now a Trance variant. It now requires the Psychopath state. Grimace: New spell Summons a Grimacing Mask The Mask locks opponents and shares damage suffered with the Masqueraider As long as the mask is alive, it and the Masqueraider suffer 50% additional damage When an opponent suffers an AP or MP lost while trying to leave the Mask's lock zone, the latter earns shield points. 3 AP 5 turns to recast Diffraction is now a Grimace variant. Apostasy: New spell Inflicts Fire-type damage and moves the caster away from the target. AP: 3 Range: 5, 6 and 7 at grades 1, 2 and 3 2 casts per target, 3 casts per turn Guilds & Alliances In the alliance interface, the check box to activate or deactivate AvA is correctly greyed out during fights. The interfaces that list guild members and guild customization are updated when a member's guild rights change. The KOTH interface has been improved: the alliance control gage is now correctly displayed when there is a draw on the same map, the draw text lists the alliances in question, tooltips have been added and texts have been correctly repositioned. In the list of Guild Perceptors and alliance combats (Perceptors and prisms), when a fight is underway it is possible to enter this fight as a spectator by clicking on the symbol at the end of the row. Teleportation between spouses no longer circumvents the entrance restrictions for guild houses or houses with an unlocking code. House sharing with the guild is correctly blocked for guilds that have not yet reached level 10 and have been around for less than 2 months. Guild and alliance renaming and emblem change services could sometimes be abnormally blocked for some guilds and alliances. This issue has been fixed. Interfaces The majority of game interfaces can now be moved around. The level up interfaces have been improved graphically. The interfaces for the shop, to feed a pet and to manage guild rights no longer prevent you from carrying out other actions when they are open. The character number display per server type has been simplified. The character creation button has now been integrated in the list of characters. You'll find it after the last character in the list. During character creation, the spells interface ("Find out more" button) correctly disappears when you chose another class. The icon to expand the class presentation video has been changed and the pause/restart function has also been modified. When creating a character, the class choice icons are no longer greyed out and the arrow showing the selected class has been moved. When you try to create a character despite not having any slots available, an explanatory interface will now be displayed. In the shop, the "Ogrines" icon is correctly displayed on each item. The tooltip shown when hovering over a paddock gate or house door now correctly changes size to match the text displayed. The outer edges of the tooltips have been enlarged to make them more legible. The territories interface tooltip is now correctly displayed and moves with the window. The item recycling interface is now correctly aligned with the inventory. The spell icons are correctly positioned in the sidekicks interface. In the server list, if the status of an unlisted server is updated, this server is added to the list. In the character creation interface, the class names no longer overflow out of their text box. Information displayed by the client now correctly updates when a characteristics reset service is purchased. In the character creation interface, the class selected by default depends on the characters the player has already created. When creating the first character, the default class is chosen at random from all the available classes. The default text displayed in the search field is correctly removed when text is entered quickly. In the Alignment interface, the character's wings no longer cover the other texts in the interface. The weapon tooltip is correctly displayed in the spell shortcut bar. The Sidekicks' characteristics are correctly displayed in the Sidekicks interface. In certain situations, the spell effects displayed in the spells' tooltips are superimposed, making the texts illegible. This issue has been fixed. In the inventory, the bank and merchant mode interfaces, the "All" category is now selected by default (the last category consulted will still be retained after these interfaces have been closed). The living item appearance selection interface updates correctly when the item levels up, even if the interface is open. In the dropdown list used to filter interface information, the selected filter no longer has a specific background color. The choices displayed in the dropdown list used to filter territories in the conquest interface are no longer abnormally greyed out. The vertical scroll bar in the Ankabox inbox has been moved inside the interface. In the set interface and in the bestiary loot list, the number of slots displayed corresponds with the number of items. Empty item slots no longer appear. Arrows that point at certain elements of the interface in the tutorial now move with the interfaces. The characteristics point attribution interface is correctly centered when it opens to the left of the characteristics window. When creating a character, customization of faces and colors is applied only to the class and sex of the chosen character. If the player selects another class after having customized a character's appearance, this new class will be displayed with the default appearance. In the character creation interface, the right and left arrows (which allow you to switch between the classes) also work on the first and last class in the list. The random generation of colors when creating a character is unlimited (the suggestions no longer cycle though the same values). The main new features of the update are highlighted the first time players open the 2.45 client. Achievements The Achievements of characters on the same account (played on the same server) are now pooled. Achievements can be unlocked for each character but item rewards (primarily resources) from Achievements from the "Dungeon", "Monster" and "Event" categories can only be obtained once per account and per server. We have made this change to considerably limit the excessive generation of resources by players who create characters specifically dedicated to completing certain Achievements. This feature doesn't apply to the Heroic and Epic servers. Three Achievements have been added for the capture of wanted alignment monsters. "Forest Animals" Achievements are now correctly validated in all game areas containing monsters that must be defeated. You can now get kamas from Beginner, Novice, Amateur, Plebe, Minion, Recruit, Cadet, Junior, Hopeful, Senior and Veteran Achievements. The objective to complete the Fleel a Pulse Achievement has been added to the Show Them Who's Boss Achievement. The objective to complete the Bury your Ush in the sand Achievement has been added to the Final Destination Achievement. The objective to complete the Colousses (Score 300) Achievement has been added to the The Prestige Achievement. The objective to complete the Ush Galesh (Score 300) Achievement has been added to the The Idol Identity Achievement. The objective to complete the Colousses's Meowsoleum Achievement has been added to the Behind Me, I Leave a Trail of Fire Achievement. The objective to complete the Ush's Plateau Achievement has been added to the I Am Legend Achievement. In at the Deep End Achievement: the amount of kamas received as a reward for this Achievement is now fixed. It no longer depends on the character's level. In the Achievements interface, if a certain type of reward is not offered (0 kamas, 0 XP, or no items), this type of reward is no longer shown with an empty cell. Monsters and humanoid NPCs stay in their submersible suits when fighting in underwater areas. Kolossium Characters who don't fight often enough in the Kolossium will now be given a temporary "not listed" status (they will no longer appear in the rankings on the official website). This status will be removed when the character assessment system judges that the character has taken part in enough fights recently. This change allows us to pro-actively remove from the rankings those characters who have been inactive in the Kolossium or who don't want to risk losing their place in the listings. The NPC Glad Yator's shop (in the Kolossium building) now sells: 2 new Dragoturkey and Skeleton Seemyool Harnessings (in exchange for a very large amount of Kolossokens). The "Draw Attention", "Mum's the Word", "Thumb Your Nose", "Raised Fist" and "Rub Hands" attitudes (which you could previously only get using Krosmaster Kroz). When a group is unable to register for the Kolossium due to a temporary ban, the reason is correctly displayed to all members of the group. Kolossium fight spectators are now correctly displayed in the inventory (instead of a question mark). Spell Scrolls Spell scrolls can no longer be bought in NPC Glad Yator's shop (they are no longer in use as spells now evolve without spell points). Any character who uses spell scrolls now gets 1000 Kolossokens. Items and Equipment The Ivory Dofus's effects are not correctly removed when the target is under the influence of Sacrifice and suffers damage. The effect is not reactivated until Sacrifice has worn off. The Ivory Dofus's effects also don't work when used with the Ataraxia (Reinforced Protection variant) and Determination (Jump variant) spells. Diploset's effects are correctly displayed in game. Monsters In the area for unsubscribed players around Astrub, the size of the monster groups has been changed: a group containing a single monster, a group containing between 2 and 3 monsters and a group containing 4 to 8 monsters. The reason for this change was to have more groups available for beginners who fight alone or in small groups. Moowolf: the monster's power correctly evolved when it is confronted in a group: it was evolving when confronted with 1 to 5 characters instead of 4 to 8 characters. Count Harebourg: the caster no longer misses their turn as the result of a critical failure of the Black Tofu summoning spell. Levitrof: the Toe Busker spell can no longer be activated twice in the same turn when the Levitrof starts its turn on a glyph or a bomb wall. One-Armed Bandit: the monster's level has been increased to match that of other monsters in the same family. In Astrub Forest, the monster has been replaced by the Bestdressed Bandit. Dalbweel: the effects of the Eriktion spell can no longer be stacked more than 2 times. Elemental Water Bwork: the monster's AP withdrawal bonus has been removed. Dark Rose: the monster can now appear in the Astrub Fields. The likelihood of it appearing has increased. Its health points have been reduced. Prespic: Its MP have been reduced. The duration of its invisibility has been reduced. The monster no longer uses the Riposte spell. The Ancient Hand spell can only be cast once per target and twice per turn. The monster's Wisdom has been reduced. Invisible Chafer: The duration of its invisibility has been reduced. Its behavior is now aggressive. Chafer Sneak: the Camouflage spell cannot be cast on the first turn. The spell's duration and recast interval have been reduced. Chafer Pikeman: The monster's MP has been reduced. The Unhealthy Euphoria spell no longer improves Vitality but increases damage. The duration of its effects has been reduced. Chafer Scout: The monster's MP has been reduced. The Fire Arrow spell can only be cast in a line. Chafer Sergeant: the monster's MP has been reduced. Kardorim: The monster's MP has been reduced. The MP bonus from the Krepitus spell has been reduced. The spell now has an initial recast interval of 1 turn. Blue Piwi, Yellow Piwi, Pink Piwi, Red Piwi, Green Piwi and Purple Piwi: The Shelloogie spell's range penalty has been reduced. The spell now has a recast interval of 2 turns. The monster's MP has been reduced. Evil Dandelion: The monster's MP has been reduced. The monster's Wisdom has been reduced. The Savage Grass spell's area of effect and range have been reduced. Demonic Rose: the monster's Wisdom has been reduced. Dark Rose: the monster's MP has been reduced. Wild Sunflower: The range of the spell Barbed Root has been reduced. The range of the spell Wild Poison has been reduced. Scarecro: The monster's MP has been reduced. The area of effect of the spell Fly, you fool! has been reduced. The range and attraction of the spell Field Protection have been reduced. Boar: The monster's MP has been reduced. The monster's health points have been reduced. The monster's Wisdom has been reduced. Its pushback damage bonus has been reduced. Squirrol: The area of effect of the spell Windy Flurry has been reduced. The range of the spell Acorn Spot has been reduced and is now modifiable. The monster's dodge has been reduced. The monster's Wisdom has been reduced. Miliboowolf: The monster's MP has been reduced. The duration of the effects of the spell Sniff has been reduced. The recast interval of the spell has been reduced. Treechnee and Dark Treechnee The Summoning of Spimush spell now has an initial recast time of 1 turn. The spell's range has been reduced. The duration and recast interval of the spell Sylvan Motivation have been reduced. The spell is now cast only around the Treechnee. Its effects have been increased. The Blinding Leap spell now has an initial recast time of 1 turn. Its range has been reduced and is now modifiable. The spell no longer applies a range penalty. The spell has been renamed. The range of the spell Brush-Up is now modifiable. The spell can now only be cast one time per target and its damage has been increased. It now reduces the duration of active effects by 2 turns. The monster Troolaraj from the Bwork Village pit has been replaced by a Tamed Trool. To be consistent with the other monsters who can only be found in the dungeons in the dimensions, orichor has been removed from the loot dropped by Itsh, Sucatrose and the Queen of Fate (Ecaflip dimension monsters). Treasure Hunts Following the changes made to the monster attack system, treasure hunts that pass through areas populated by aggressive monsters no longer give multiplier bonuses. Multiplier bonuses (x2) haven't been removed from the cities of Bonta and Brakmar (because the treasure hunts that take place there are still more difficult). We are also applying this change because more and more players are exploiting the old feature by only going on treasure hunts that pass through areas with aggressive monsters and abandoning all other treasure hunts. It seems to us that winning treasure hunts without reward multipliers rivals other ways of gaining experience for characters who play alone. It is now forbidden to place the treasure hunt markers on any of the following types of map: dungeon, house, paddock, tunnels, prison, arena and Haven Bag. In some cases, during a treasure hunt, some of the directions to be followed were missing steps. This issue has been fixed. Pets and Mounts The following mounts can no longer be equipped when the character is in an underwater environment: Gobbalux Gobbalator Boonax Tofury Jumbow Meow You can now get the Platypus Hormone by fighting a Royal Blue Jelly. Maps and Areas The fight positioning slots in the fifth room of the Bworker's Cave are now more spaced out. The appearance of the Cra, Ecaflip, Eniripsa, Feca, Iop, Osamodas, Sacrier, Sadida, Sram and Xelor class temples has now been improved. The Eliotrope, Enutrof, Huppermage, Ouginak, Rogue, Foggernaut and Xelor class temples have been modified in order to add the Statue of the Class's God. The Sacrier temple has moved. It is now located at -3;-4. In order to improve the journey between Astrub and Amakna, the Crackler Mountain area has been modified and its appearance has been improved. The visuals of the Emerald, Crimson and Cawwot Dofus on the maps have been modified to correspond with the Dofus' new appearance. The symmetry of the PvP Arena XXVII and Arena X maps has been corrected. All rooms in the Oogah dungeon now contain monsters or passages to other maps in order to avoid situations where characters were unable to leave the dungeon without using a teleportation potion. Droopik now appears on the Ohwymi maps from which he was strangely absent. The Prison area and sub-area have been renamed Madrestam Prison. The Incarnam teleportation system is now reserved for characters leaving from and heading to the guided tutorial maps (in particular from the map dedicated to crafting the Idol). Animations and Characters Characters who haven't logged in since facial customization was introduced will once again have the chance to choose a face. This modification fixes the issue faced by characters whose head wasn't being displayed anymore. When a character plays the "Duelist" attitude from behind, their right arm is now the correct color. The cape is now correctly displayed when playing the "Laugh" attitude on a mount. The Measured Bow Meow pet now blinks at a reasonable frequency. The shield no longer disappears when playing the "Guild Standard" attitude. Miscellaneous Following feedback from some players, certain spelling corrections have been made to text in the game. The English reference for this topic in the forums: https://www.dofus.com/en/forum/13-typos-spelling-mistakes. The transformed characters (into an Al Howin Gobball, for example) can no longer take a dimensional portal. The Prospecting tooltip has been corrected and no longer mentions Prospecting thresholds. Bwak eggs can now only be used in the Crackler Mountain area. The browser version of DOFUS now uses the "/version" command. The price you pay NPC Nikos Monot to go to Minotoror Island has gone up. However, leaving this island via the same NPC is now free. As Bonus Scrolls have been obsolete for a few years they have now been removed from the game. As you can't get the Disciple of the Black Watchdog title now, it has been removed from the list in the title interface. The humanoid monsters and NPCs keep their scaphanders when fighting in the underwater areas.
  2. The BETA server has been updated yesterday, here are the changes made: Ecaflip: Bravado: Damage on a Critical Hit is reduced, Damage bonus on a Critical Hit is increased. Misfortune: Damage on a Critical Hit is reduced and the advancement effect on a Critical Hit is now 2 cells. Rough Tongue: The Range bonus and penalty is increased at levels 2 and 3. (4 at level 2 and 5 at level 3) Eliotrope: Insult: No longer causes damage to allies. Parasite: Damage at the end of the turn is reduced to match the initial damage. Coalition: The 2 AP bonus is no longer cumulative. No longer works on enemies. Flexible Portal: Damage bonus is reduced: 15% -> 5% Enemies can no longer pass through a portal on the first turn. Requires Line of Sight. Portal: Enemies can no longer pass through a portal on the first turn. Bullying: Can be cast on the first turn. Huppermage: Morph: Damage is reduced. The Damage bonus via the Fire State is reduced: 20 -> 10 The Range bonus via the Air State is increased: 2 -> 4 Iop: Cleaver: No longer causes damage to the caster. Duel: Cooldown is now 6 and 5 at levels 1 and 2. (Unchanged at level 3) Accumulation: Max effect accumulation is reduced: 2 -> 1 Osamodas: Favouritism: Cooldown is now 2. Spiritual Leaves: A resurrected summon correctly recovers the effects of the current transformation of the Osamodas. Rogue: Fuze: No longer causes the damage of the Gluing Explobomb. Sadida: Voodoo Curse: Damage (direct and poison) is reduced. Direct damage is correctly applied to infected targets. The damage of the spell is no longer abnormally increased when triggered by a bomb wall or a spell that has passed through an Eliotrope Portal. Proximity Poison: The animation is played correctly. Paralysing Bramble: Removes MP correctly from the main target. Vegetal Influence: The effects of Sylvester's Warlock are no longer removed when Treant dies. Inoculation: AP cost is increased: 2 -> 3 Casts per turn is now 1. Sram: Mist: Cooldown is increased: 3 -> 4 Foggernaut: Recursiveness: Works properly on allies. Trawler: The pulling distance changes to 2, 4 and 6 at evolution I, II and III to match the range of the Area of Effect. Seizing: Damage is reduced. Xelor: Temporal Dust: Works properly on allies. (They were not teleported properly) Time Rift: Now works only through the summons of the caster. Temporal Paradox: Now works only through the summons of the caster. Masqueraider: Bocciara: Damage on a Critical Hit is reduced. (It was abnormally high)
  3. 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.
  4. 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.
  5. They're still working on it, I guess they sometimes push features early to gather feedback. It's a bug.
  6. 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.
  7. In the December update we will give you the possibility to go beyond level 200 by earning Prestige levels. These levels will allow you to unlock new spells dedicated to each class, which we call variants. Objectives The spell variants system has the following main objectives: Offer new spells for each class: We would like to create more variety and versatility in the classes so that some of the secondary roles can evolve into primary roles for example. We would also like to create more variety in the pertinent elemental branches for all of the classes. To allow characters in the same class to distinguish themselves, to create original “builds” and add a significant degree of choice (the mechanism of a spell “deck”). At present, the system’s unlimited spell points don’t make it possible to have an element of choice concerning spells, since all of the characters in the same class have access to the full range of its spells during combat. With the spell choice system, we increase the overall versatility of the classes, while obliging players to select spells between battles (not all of the spells can be used in the same battle). Giving players additional tools to help them adapt to the game’s difficulty. We want to make a wider variety of class builds possible and allow players to partially modify the capacities of a class to meet their requirements (specific Boss, quest battle, etc.). For example, we want certain classes to be able to increase their protection capacities to the detriment of damage inflicted, if their group lacks sufficient protection. To make the game more accessible to new players while also making it richer for experienced players. The variants will ultimately allow us to unlock the first spells for the simplest characters while simultaneously allowing us to offer spells with more tactical depth beyond level 200. How it Works Each “class spell” will eventually possess a variant (in the December update only the first 6 class spells will possess a variant). We plan for all spells to have a variant before the end of 2017. The spell variants are unlocked starting at level 200 (one new variant per Prestige level). The player must choose between the basic spell and its variant (the player cannot use a spell and its variant in the same battle). Some variants are simple spell variations but they can have a substantial impact (altering the range, AP cost, effect zone, etc.) while others may have radically different effects and introduce new game mechanics to the class. Removal of Spell Levels The idea of levels (or grades) for spells has been removed. Spells now evolve automatically based on the level of the character. We removed the concept of spell levels and spell points to be invested because this mechanism added unnecessary complexity without adding any richness to the game (it did not allow the player to make genuine choices because all of the spells could reach level 6). Additional spell points (obtained via spell scrolls) owned by characters will be automatically converted into Kolossokens when the update is released. The removal of spell scrolls (no longer obtained from the NPC but converted into Kolossokens) could lead to a decrease in the destruction of Kolossokens and hence lower their value. We will continue working on increasing the destruction of Kolossokens (to increase their value) but we will not be able to provide any significant modifications in time for the December update. However, a new surprise reward will be available in December in exchange for an exorbitant amount of Kolossokens! Flexibility The player can change their spell variants between each battle. By allowing great flexibility in the choice of variants, we want to encourage you to devise new, dedicated tactics for each battle. Ever had problems because your character doesn’t have enough positioning or protection skills to win a fight in a high-level quest? By picking certain spell variants you are given the possibility of making a “build” specifically tailored to a difficult fight. Common Spells Common spells (Spark, Release, etc.) will not have any variants. These do not have spell levels and evolve automatically (like class spells). In the long run, we would like to change the way they work. We haven’t added any new common spells for several years because they create big problems in terms of balancing since they give common abilities to all of the classes and are devoid of choice (each additional common spell can be used in combination with all the other existing spells). Ideally, we would like to add many more common spells, on condition that they introduce a genuine element of choice (for example, thirty or so common spells available but a maximum of 3 can be selected per combat). However, we would like to focus on adding new spell variants in 2017 before we look at changing the system of common spells. Tournaments and Competitive PvP To possess all of the spell variants for a class, a player will have to take their character past level 200. We realize that this additional progression phase might be seen as one more obstacle to attaining a very high-level, competitive PvP. This is why we are also paying careful attention to the amount of experience required to enter the Prestige levels. We don’t want it to take an unusually long time to obtain all of the spells for a class. We will make sure that battles in the Kolossium at a very high level allow you to earn enough experience to unlock Prestige levels in a reasonable fashion. Q & A Will it be possible to save several variant choices (as we do for custom sets)? We know that this sort of system will become more and more important as we continue to add new spell variants. We would like to see how the system works first so that we can determine the best way of saving your spell variant choices. How can a player prepare a tactical PvP response if we don’t know which variants our opponent will use beforehand? This is an issue that we are aware of and we will continue to work on this problem. Isn’t there a risk that the classes lose their identity with the addition of these new variants and become too flexible? We will make sure that the new variants reinforce the minor or secondary roles that are already present in the classes. In some cases the variants could lead to new roles, but we will work to ensure that the identity of the class is preserved. Will spells have more than one variant? Based on your feedback, we could envisage the introduction of a second variant for each spell class.
  8. 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)
  9. 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.
  10. We've got not just one, but two pieces of good news for you as we start the week: the Advent Calendar you've all been waiting for is finally available, and Kwismas Island is opening its doors again! Ready to be buried under an avalanche of presents? Let's get started! The first snowflakes haven't even started to drift down, and already people are starting to hum Kwismas songs wherever they go. Luckily, it's only a matter of days until the World of Twelve welcomes all the magic of Kwismas for this wonderful season. Twelvians will be far too busy opening the loads of presents waiting for them in-game to waste time tickling their neighbors' ears with those holiday tunes! Starting on December 1st, you'll get a little taste of what's to come with the arrival of our traditional Advent Calendar! The rules are the same as every year: come up with the right answer to the 25 riddles we ask you, and you'll get all 25 gifts* contained in the calendar. Need a breath of fresh air? You've got from December 12th to January 9th, inclusive, to take in the refreshing (or even downright chilly!) climate on Kwismas Island! On the program this year: 3 zones, 3 dungeons (Itzting, Father Kwismas, and Father Whupper), and lots of achievements to unlock. Seasonal rewards like the Slayhound petsmount. A Kwismas dragoturkey And the famous riddle of the Slab Room that you can check out with your friends! Even if you hate the cold, you'll want to drop in for a visit this Kwismas season! * These gifts aren't compatible with mono-account servers Click Here to Advent Dofus Click Here to Advent Wakfu Click Here to Advent Dofus Touch
  11. 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.
  12. TABLE OF CONTENTS Links to different posts in this thread about official information regarding Dofus Cube/Dofus 3 First mention of Dofus 3, all ideas/objectives, mechanics and images shared in a conference. (November 27th, 2016) Some new artwork from Gamakna. (December 23rd, 2016) Video teaser with some new visual ideas, the name is now Dofus Cube. (September 1st, 2017) Information about the world and some lore from Tot's blog. (September 21st, 2017) Information about characters, combat and items from Tot's blog. (September 27th, 2017) Q&A about characters, combat, exploration and lore from Tot's blog. (October 1st, 2017) Information about the Wakfu gauge from Tot's blog. (October 5th, 2017) Information about exploration, the Bonta area and NPCs from Tot's blog. (October 13th, 2017) Information about the Haven Dimension from Tot's blog. (October 19th, 2017) Information about animations from Tot's blog. (October 25th, 2017) Information about Dofus Fragments from Tot's blog. (November 2nd, 2017) Information about 3D Decorations, Ambiances and Combat from Tot's blog. (November 22nd, 2017) Information about Spell Deck building from Tot's blog. (November 30th, 2017) Live feed of Dofus 3 news from the conference: Core Game The production has started 1 month ago. It is still being worked on to not be as childish as some people say. January, February or April, the release of a demo showing the game. The lore is related to Wakfu Season 3, takes place several decades after Dofus 2. Dofus 3 will be made by a new team of developers, Dofus 2 and Dofus Touch will still exist with the same team of developers. Change in payment model, will follow something like Dofus Touch. (F2P) Will be playable on several devices, PC, Mac, tablet, mobile, servers will be the same. The game will be focused on combat, combat will be similar to Final Fantasy Tactics. PvM and PvP will be separated/balanced, will let players advance in either one. Most content will be level based, adapting to the character's level. Fewer servers, rather the populated areas (like the Haven Dimensions, Dungeons, maybe even the whole world if there are a lot of players) will be managed by instances (like Incarnam in Dofus 2). Creation of "bots" in-game to farm resources, craft, etc. for the player (no fighting bots). Separate the Drops from Professions. Exchanging between players will be limited to some daily quota or between guild members. Hero System from Wakfu will exist (multi accounting with 1 character, like Sidekicks), multi accounting will be the base of Dofus 3. Esports. Objectives: Characters Unique characters, will have lots of customization for role players (even height). Characters will have lots of spells, but they will need to choose which ones they want to fight with (spell decks, something similar to the upcoming Spell Variants in Dofus 2). Characters will change appearance depending on which spells they use. Unsure about the groups of characters yet, thinking about 6, 8, or even more. Two more elements are added, Light and Dark. Iop visuals: Iop transformation to the Dark element with certain spells: Different types of Iop, depending on the spells used: Research on different templates of the characters, especially the customization aspect: The World Regular maps and the maps the character fights in will be different (not fixed maps, but random maps). Haven Bag dimension where players will start the game in, they will have houses to evolve and a zaap. Haven Bag Dimension: Haven Bag evolutions: Reduction of the size of the world, but an increase in Dungeons, each area will have one of the 6 bosses. Reduction of the size of the combat maps. Before entering a Dungeon, an estimated time of doing it will be shown. +-6 Mini-Dungeons per area, they will have 1 room, completing all Dungeons will yield a key to the normal Dungeon with 5 rooms, where one of the 6 end game bosses will be present, depending on the area. The maps will be interactive (items to break, traps). Areas of the game: Mini-Dungeons: 6 end game bosses to fight: Monsters: Human Arachnee Tower Dungeon: Dungeon visuals: Combat in the Dungeon: Something: Visuals Visual preference is minimalism and animations, rather than a static world. Some visuals: Bonta: Combat: Tot:
  13. 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
  14. 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:
  15. https://www.dofus.com/en/forum/2-general-discussion/332034-dungeon-rusher-18-father-whupper
  16. 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.
  17. 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.
  18. 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.
  19. The servers will be updated tomorrow, here is the list of changes made: Miscellaneous: Titles and ornaments unlocked via Achievements can correctly be unlocked several times per account. The colours of the default tactical mode are attenuated in order to offer a default tactical mode that is easier to read. The colours of several tactical modes that are specific to certain areas are also improved. The preview of the area of effect for the Greed spell is correctly displayed. Interactive doors (Dragon Pig labyrinth, Giant Kralove door, etc) can be opened and shut correctly. In the The Death of My Life quest, it is possible to get Clarisse back by going back where she used to be if she ever prematurely stops following the character. Day of the Assassins Quest: It is now possible for characters who have not yet defeated the Assassin to get back the Necronyx Sword from Gobannus the Smith if they do not have it in their inventory. Day of the Assassins Quest: The number of life points the Veriun Dead Assassin has is decreased; the effect of the Magypus Torpor spell now lasts 6 turns The icon for the Coulive cape is fixed. When you have an Incarnation equipped, the rank of the spells is correctly displayed depending on the Incarnation's level. The levels at which ranks are unlocked are no longer displayed. The two spells granted during the Furry Nearly Catastrophic quest can now be obtained again. It is now possible to finish the bow fight against the Chafers in the Scouting in the Cemetery quest as intended. Mounts no longer visually disappear from paddocks. In some cases, mounts could not be placed into stables; this issue should be fixed. Monster Aggression: During a trade with a Perceptor, the contents of the Perceptor's inventory is now automatically transferred in the character's inventory if that character is attacked by a monster (instead of being lost). Monsters no longer attack characters who are reading signs or interactive documents (however, they still attack characters who are reading a book from their inventory). The delay before monsters attack is increased and is now 10 seconds instead of 3 (this value could, over time, be reduced or increased). The concept of monsters that are systematically aggressive is removed. Monsters will now only attack characters that have too low a level (in the case when monsters have at least 50 levels more than the character). We are keeping this concept because we think that low-level characters must take "risks" if they wish to venture into areas that are of a much higher level than their own. Special Spells: The duration of the Cawott glyph is corrected and is now 8 turns again. Summoning of Chaferfu: Critical Hit is removed. The spell now has a 1 in 5 chance of summoning a Charferfu Lancer. Summoning of Arachnee: Critical Hit is removed. The spell now has a 1 in 5 chance of summoning a Major Arachnee. Cra: Casting Crushing Arrow doesn't cause it to be displayed twice in the chat. The icon for Striking Arrow is added. Ecaflip: The stacking limit for Ecaflip's Audacity is correctly applied. Eniripsa: Striking Word: The glyph is placed even if the target is killed by the spell's damage. The spell can now only place one glyph per target per turn. The glyph is no longer placed around allies. Seductive Word: The animation is fixed. The Critical Hit for Resounding Word works correctly. Enutrof: Hard Cash: The animation is fixed. Feca: The damage dealt by Fulminating Glyph is correctly displayed in the spell's tooltip. Reinforcement now has a minimal Range of 2. Huppermage: Morph: The effects are correctly played even if the target is killed. The stacking limit of the effects is now applied per element. As such, it is now possible to stack each bonus twice. The casting limit per target per turn is now 4. Osamodas: Slimy Toad: Toad Slobber no longer affects allies. Black Toad: The animation for Sialoquentoad is fixed. Sedimentation: The animation is fixed. Natural Defence: Range (3 -> 7) and Cooldown (4 -> 2) are fixed. Pandawa: Bamboo: If the Pandawa stays on their Bamboo, they correctly do not get the ability to carry back. Nausea: If the target is killed, the repelling effect is applied anyway. Sacrier: The Critical Hit for Blood Bath works correctly. Sadida: Casting the Bane spell no longer causes the line "Bane infection" to be displayed in the chat. The animation for Harmony is fixed, it should no longer play once for each target affected by the spell. Sram: Contempt: The animation is fixed. Foggernaut: Trawler: Range of Trawling is increased by 1. Hypertension: Correctly lets the player cumulate several Evolution III turrets (no longer abnormally puts the other turrets back in Evolution II) Recursiveness works correctly even when Compass has been cast on a turret. Xelor: When the effects of Time Rift come to an end, the Synchro correctly casts its End of Time spell if Temporal Instability has been cast before. The AP removal effect from Xelor's Sandglass works correctly even if the caster is under the effect of Mummification. Monsters: The summons of the Osamodas Dopple play correctly (they would abnormally pass their turn). Ougaa: the monster's power correctly increases when it is fought with a group: it used to evolve when fighting against 1 to 5 characters instead of the intended 4 to 8 characters. Larvicily: Its Spell Reflect is replaced by a Damage Reflect.
  20. Kwismas Island is open, no idea since when.
  21. The servers will be updated tomorrow, here is the list of changes made: Arenas are available (they were closed because some groups of aggressive monsters would attack different characters than the owner of the Soulstone). The Glad Yator NPC (in the Kolossium building) lets you buy Kolossoken Scrolls for 1,000 Kollosokens each. This temporary measure will allow you to gather Kolossokens on other characters. Old Spell Point Scrolls are transformed into Kolossoken Scrolls. An explanatory information bubble is added in the Bestiary for aggressive monsters. The Relief Boots class item is modified: The bonus that used to allow you to cast the Roaming Glyph spell twice a turn is now a bonus that removes the need for Line of Sight when casting the spell. Added the missing Emilie Yuh NPC in the Xelor Temple. The progression of the A Bad Case of the Simples Quest is no longer blocked when escorting Simples to the Sadida Temple. As the Tower Turns Achievement: The Achievement now allows you to earn the Scourge of the Veriun Dead Title. Characters who have already validated the Achievement can talk to the Voice of the Twelve NPC in order to obtain the Title. Breaking Heart Quest: It is now possible to escort the Crackler Shaman to the different stages of the quest, even if the following character has been lost. Living items of the ring, belt, boots, or amulet subtype now work as intended when they are fed. The level of the character is correctly displayed in the end of fight interface after gaining a level. The performance of the game servers are optimised when handling Challenges during fights. The preview of the area of effect of weapons is fixed (some weapons used to display an incorrect area of effect). Eniripsa: Pernicious Word is correctly unlocked at level 130 (and not at level 195). Self-Sacrificing Word now has 1 Max effect accumulation. Ecaflip: Levels 2 and 3 of Wheel of Fortune correctly unlock at levels 90 and 132 (an not at level 36). Enutrof: The increase in damage suffered applied by the Decadence spell works correctly. Feca: Lifelessness now steals Intelligence before dealing damage. Pandawa: Karcham no longer requires Line of Sight. The range of Propulsion is corrected for levels 2 and 3. It used to be 3 instead of 4 and 5. Rogue: Gluing Explobomb no longer deals damage to allies. Sacrier: Influx no longer deals damage to allies. Flying Sword no longer keeps its appearance and bonuses linked to the Sacrier's Suffering when said Sacrier gets back between the -6 to 6 Suffering levels. Flying Sword no longer needs a target to cast its Bloodthirsty Cutting Up spell. Motivating Pain correctly increases Suffering if the target dies. Ravages correctly brings the caster closer to his target even if said target dies. Foggernaut: The behaviour of the Bathyscaphe turret is corrected: It correctly gives Shield to its allies every turn. Its Decompression spell (AP gift) is corrected and no longer affects the whole map (but can still be cast at an infinite Range without the need of Line of Sight) The Trawler turret only removes MP when in Evolution III. Xelor: Premonition can correctly be cast while in Gravity state (but the spell will have no effect if the caster is in the Gravity spell at the moment when the spell takes effect).
  22. B> Castuc Cocktail for 6or moremk. Message me on Impsvillage (Gravestorm), Discord (Gravestorm#3334), Ankabox (-Gravestorm-), or in-game /w Gravestorm.