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oldxelor

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About oldxelor

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  1. oldxelor

    Dofus Beta 2.47.13:1

    CRA Erosive Arrow: The erosion value is reduced: 15% → 10% Applied erosion is no longer increased as a critical hit. Assailant Arrow: The cost in PA is increased: 3 → 4 A cross effect area of size 1 is added The effects of the spell are reviewed: it now provides 150 Power for 1 turn per entity included in the area of effect, cumulative 3 times. The constraint to launch online is removed Sentinel: The cost in PA is increased: 2 → 3 The effects of the spell now apply to the current turn and end at the end of the launcher's turn. Judgment Arrow: The maximum range is increased: 7 → 9 Tyrannic Arrow: Damage for each item can now be triggered only 3 times per turn. The damage is increased. ECAFLIP Summoning Claw: The summoning's health points are increased to Rank 3. The damage is reduced to Ranks 1 and 2. Extra Effect: Summon now increases Summoner's Power for 2 turns on each attack. The Power gain can not be untapped and is not removed if the summon is killed. Danger : The minimum range is reduced: 1 → 0 The spell's functioning is reviewed: Now causes water damage to summons, and heals entities that are not summons. The launcher is not affected. The stimulus interval is increased: 1 turn → 2 turns. Reflexes: The erosion value is increased: 10% → 13% Applied erosion is no longer increased as a critical hit. Audacity of Ecaflip: The thrust is reduced: 3 boxes → 2 boxes The damage is increased. Infortune: Do not bring the thrower closer to his target. Extra Effect: Gives 1 MP to the caster for the current turn. May now cause damage to allies. Kraps: The cost in PA is reduced: 5 → 4 The damage is reduced accordingly. The push distance is increased: 2 → 3 Clover : The spell's functioning is reviewed: Now applies its bonus to Critical Hits and its weapon damage penalty on the current turn. Apply his penalty to Critical Strokes the next turn. The AP cost of the spell is now immediately refunded. The raise interval is increased: 2, 1 and 0 rounds → 4, 3 and 2 rounds at ranks 1, 2 and 3. Pile or Face: No longer increases enemy damage. Extra Effect: Now, when the spell is cast, its damage is reduced on the next turn. Good star : Effects can now be triggered only 3 times per turn. ELIOTROPE Commotion: Is now launched online. The damage is increased. Beam: Damage is increased Offense: The range is increased: 5 → 7 Stretching: The cost in PA is increased: 2 → 3 Correction : Do not bring the launcher closer to the target. Added effect: Now pushes the target 2 spaces Cabal: The area of effect is now a cross of size 1. No longer affects the enemies. Virus: The cost in PA is reduced: 5 → 4 The damage is reduced in consequence. Coalition: The cost in PA is increased: 1 → 2 ENIRIPSA Selective word: Now requires a target. Vivifying Word: No longer consume the boosted state. PM bonus duration is increased: 2 → 3 turns. The PM Bonus is withdrawn if the target loses the Stimulated state. Stimulating word: The duration is reduced: 4 → 3 turns. Word of friendship: The raise interval before the summon can be summoned again is increased: 2 → 3 rounds The duration of the glyph set at the death of the summon is increased: 2 → 3 rounds The invocation no longer heals the vials posed by Word of Seduction. Affection Word: The raise interval before the summon can be summoned again is increased: 2 → 3 rounds The duration of the glyph set at the death of the summon is increased: 2 → 3 rounds The invocation no longer heals the vials posed by Word of Seduction. Sacrificial word: Increases the healing received by the target ally by 25% for 2 turns. Galvanizing word: The spell's functioning is reviewed: now applies the Stimulating Word effects to all allies (except the caster) for 3 turns. The spell's recovery interval is increased: 2 → 5 rounds. The cost in PA is increased: 3 → 5 Word of solidarity: No longer requires line of sight. The minimum range is reduced: 1 → 0 Word of Seduction: The cost in PA is reduced: 4 → 3 The damage is reduced in consequence. Furious word: The constraint to launch online is removed. ENUTROF Striking Currency: The scope becomes editable Shovel launch: The cost in PA is increased: 4 → 5 The damage is increased accordingly Extra Effect: Removes Scope to target for 1 round. The number of rolls per target is reduced: 2 → 1. The number of rolls per turn increases to 2. Max Cumulative Limit: 1. Spade throw: Now remove 2 MPs in zone. Max Cumulative Limit: 2. Bog: The cost in PA is reduced: 5 → 4 The damage is reduced in consequence. The number of rolls per turn is increased: 1 → 2 Musette Animated: At the time of the summoning, now heals the allies in its area of effect. Damage sharing now works with invocations. Fantomatic Spade: The scope becomes editable. Strolling: Extra effect: Reduces the effects of the target by 2 turns. Obsolescence: The number of rolls per target is increased: 1 → 2 The number of rolls per turn is increased: 2 → 3 The damage is reduced. Key of Arms: The value of the treatment is reduced: 15% → 12% Vivacity: The value of the treatment is reduced: 12% → 10% Last resort : Targeted summoning is no longer killed. The cost in PA is increased: 2 → 3 Decadence: The cost in PA is reduced: 3 → 2 Anime Chest: The Invocation Tally value is reduced: 30, 65, 100 → 30, 50, 70 at ranks 1, 2, 3. Reducing Key: The critical hit is removed. Toolbox : The Pacifist state now also applies to target invocations. Spade Rolling: Effects can now be triggered only 3 times per turn. Carnivorous spade: Effects can now be triggered only 3 times per turn. The damage is increased. FECA Glare: The cost in PA is reduced: 5 → 4 PA Do not withdraw from the leak. Extra effect: Attracts 1-cell targets to the caster. Rush is renowned in Pavois The function of the spell is reviewed: Now places a static summon that has 1 VP but is invulnerable to ranged damage. Becomes the variant of Barricade Maneuvering: Becomes the Bastion variant. Fence : Extra Effect: Applies the Gravity state for 1 turn to the target. If the target suffers Barrier damage, the Gravity state is removed. The color is changed to be more easily identifiable on some tactical modes. Atonie: The range is increased: 5 → 7 Aegis Life points of the summon are increased by 20% The invocation is renowned in Égide Gravitational Glyph: The color is changed to be more easily identifiable on some tactical modes. Stormy Attack: Adding a cross-effect area of size 1 Glyph Inflamed: The damage is reduced. Fortification: The duration is increased: 2 → 3 turns The stimulus interval is increased: 3 → 4 turns. Glyph of Blindness: PA shrinkage is reduced: 4, 5, 6 → 3, 4, 5 at ranks 1, 2, 3. Ataraxia: Extra Effect: Applies the Gravity state to the targeted ally. The Gravity state is removed if the ally suffers damage. Frisson: The damage is increased. Squall: The damage is increased: Puffiness: Damage is increased HUPPERMAGE Dard: The spell's operation is reviewed: Now causes damage Water and Earth. Set the state Water then the state Earth. Lay a rune Earth. Celestial wave: The operation of the spell is reviewed: Now causes damage Earth and Air. Set the state Earth then the state Air. Put an Air Rune. Cataract: The operation of the spell is reviewed: Now causes damage Fire and Water. Set the Fire state and then the Water status. Put a water rune. Tison: The operation of the spell is reviewed: Now causes damage Air and Fire. Set the Air status and then the Fire status. Put a Fire rune. Demonstration : The range is increased: 5 → 8 The scope is now editable No longer requires line of sight. Morph: Extra effect: modifies the element of the target by following the cycle Water -> Earth -> Air -> Fire -> Water Elemental Loop: The spell is replaced. New spell: Places a rune at the target location. The element of the rune is the same as that of the last laid rune. PA: 2 Range: 1 to 6 Does not require line of sight. Restart interval: 1 turn. Becomes the Contribution variant Elementary cycle: Becomes the variant of Footprint Thunderstorm : The scope becomes editable Telluric Blade: The damage is increased. Quadramental current: The operation of the spell is reviewed: Now applies a penalty to the target for 1 turn based on its elemental state: Water: 40% erosion Air: -5 Range Earth: -3PM Fire: -4PA The cost in PA is reduced: 2 → 1 Cumulative max: 1 The initial restart delay is removed. Runic Treatment: The cost in PA is reduced: 3 → 2 Imprint: The stimulus interval goes to 2 turns. IOP Conquest: The health of the summon is increased: 500 → 700 The constraint to launch online is removed. Pressure: The erosion value is reduced: 15% → 10% Applied erosion is no longer increased as a critical hit. The damage is increased. Fracture: The erosion value is reduced: 20% → 13% Applied erosion is no longer increased as a critical hit. The damage is increased. Surfing: The cost in PA is increased: 3 → 4 The damage is increased in consequence. Shield gain is increased: 3% → 4% Cleaver: Shield gain is increased: 3% → 4% Destructive Sword: The penalty for Critical Strikes is removed. Extra Effect: Now draws 2-bin targets to the launcher. No more damage to the allies. Intimidation: Thrust distance is reduced to rank 3: 4 → 3 squares. Sword of Judgment: The operation of the spell is reviewed: Fire damage is no longer in flight and is equivalent to Air damage. Air damage is reduced, but the damage of the spell is globally increased. Conviction: The operation of the spell is reviewed: Now causes Air damage directly. Causes Fire damage on the initial target when the spell is cast on another target. Fire damage is increased if the spell is used a second time on the initial target. Endurance: The cost in PA is reduced: 4 → 3 Pugilat: The damage bonus is reduced: 20 → 15. Fury: The damage bonus is reduced: 40 → 30 OSAMODAS Black Tofu, Plump Tofu, Albino Tofu: Their damage does not increase any more during the turns of play. Whip: The Transformation Tofu effect is reviewed: Now repels the target instead of swapping places with. The movement distance of the 4 effects is increased: 3 boxes → 4 boxes. Boady Toad: The Invading Toad's Bave spell no longer causes damage if the primary target is an ally. Replacement: The stimulus interval is increased: 2 turns → 3 turns. Protective Balm: The cost in PA is increased: 2 → 3 AP. Flight: Does not cause more damage around the target. Damage caused around the launcher is increased. Do not kill the target invocation anymore if it's a Tofu. Relay : Addition of a revival interval of 2 turns. Natural Resistance: No longer kill the targeted invocation. The stimulus interval is increased: 2 → 3 turns. Becomes the variant of the Gobball spell. Animal Communion: Becomes the variant of Geyser. Sacrificial fire: Becomes the variant of Spiritual Leaves. Tourbillon: Damage is increased OUGINAK Cerberus: Damage is increased at ranks 1 and 2. Jaw: The constraint to launch online is removed. Calcaneus: The attraction distance is increased: 1 box → 2 boxes Aboi: Damage is increased Tracking: The push distance is reduced: 3 boxes → 2 boxes The range is increased: 1 → 2 The throw becomes online only. Tibia: The push distance is reduced to rank 3: 3 boxes → 2 boxes Hunt : The damage is increased. Beat: The constraint to launch online is removed. Caninos: Do not reduce the power anymore. Ferocity: The Power bonus is replaced by a Shield bonus. Charogne: The erosion value is reduced: 20% → 13% Affection: The retry interval is reduced: 3 → 2 turns. Amarok: The damage is increased. Prosecution: The spell's functioning is reviewed: give 2 MPs to the allies instead of closer to the Prey. Rogne: Extra Effect: At casting, add 40 thrust damage and 20 tackle for 2 rounds. PANDAWA Burning Circle: The damage is reduced. Consolation: No longer works on enemies. Care value is increased: 5% → 7% Cascade: The range is reduced: 6 → 5 Bistouille: The damage is increased. Stretcher: Care value is increased: 7% → 10% WILY Stitching: The targeted bomb can no longer provide Kaboom's bonuses. ExploBombe Latente: The initial combo bonus is increased: 40% → 60% Sismobombe Latente: The initial combo bonus is increased: 40% → 60% Tornabombe Latente: The initial combo bonus is increased: 40% → 60% Latent Water Bomb: The initial combo bonus is increased: 40% → 60% Smart : Apply shield points on targeted bombs. Musket: The cost in AP goes to 2. The damage is reduced in consequence. Crossing: The range is increased: 5 → 7 Boomerang Daggers: The cost in PA is reduced: 5 → 4 The damage is reduced accordingly. Resquille: The withdrawal of PA is increased: 1, 1, 2 → 2, 2, 3 at ranks 1, 2, 3. Adding a stacking limit to 1. Megabomb: The cost in PA is reduced: 4 → 3 The stimulus interval is reduced: 4 → 3 Invocation resistances in all elements are increased: 10% → 20% Scrap: The damage is increased. Magnetic trap: The cost in PA is reduced: 3 → 2 Ambulant bomb: The number of MPs of the summon is reduced: 9 → 7 Blunderbuss: The erosion value is reduced: 25% → 17% Applied erosion is no longer increased as a critical hit. Sealing: The damage is increased. The constraint to launch online is removed. Roublabot: The range of his Stroller, Vacuum and Detonation spells are increased to the top: 3, 5, 7 → 5, 6, 7 in ranks 1, 2, 3 SACRIER Positive Suffering: The basic damage bonus applied to certain spells is reduced: Spells at 3 AP: 6 → 3 damage per charge Spells at 4 AP: 8 → 5 damage per charge Spells at 5 AP: 10 → 7 damage per charge Negative Suffering: The Vitality bonus is reduced: 6 → 4% Vitality per charge. Coagulation: The spell's functioning is reviewed: Now applies shield points to the caster based on its number of negative charges at the end of its turn. The cost in PA is increased: 2 → 3 The stimulus interval is increased: 1 → 3 Reply: The initial approach distance is increased: 2 → 4 boxes. Do not bring the caster closer to the target when it is damaged. Now, when the caster suffers damage, it causes 25% of this damage to the target for 1 turn. Velcro Sword The Tackle of the Summon is reduced. At level 200, she goes from 100 tack to 60. Desolation: Care no longer applies if the spell is cast on an ally. The cost in PA is increased: 3 → 4 PA The damage is increased in consequence. Projection : The cost in PA is reduced: 3 → 2 PA The damage is reduced in consequence. SADIDA Inoculation: The range is reduced: infinite → 8 The spell now requires a line of sight. The throw becomes online only. The spell's relaunch interval is now shared among all Sadida on the same team. Repotting: Can not be started in the first turn. The stimulus interval is increased: 2 turns → 3 turns. Multiple briars: No longer affects launcher invocations. Poisoned Wind: The invoked tree is no longer leafy. Altruism Vegetal: The PM bonus to the caster is removed. Added Effect: Now heals the caster for 12% of its maximum vitality. Aggressive Brambles: Extra effect: if the target is an enemy, the caster gains 1PM. Also works on infected targets Harassing Bramble: Extra effect: Removes 2 MP from enemies in the area of effect. Mad and Mads Transmuted: The duration of the Infected state is reduced: Infinite → 2 rounds. Blocker and Transmitted Blocker: The number of MPs of the summon is increased: 4 → 5 The elemental resistances of the invocations are increased: 12%, 16%, 20% → 20%, 25%, 30% at ranks 1, 2, 3. Sacrified and Sacrified Transmuted: Added effect: The invocation now applies the Infected state to its target. Voodoo curse: Damage for each item can now be triggered only 3 times per turn. SRAM Toxins: The operation of the spell is reviewed: Target enemy suffers Air poison for 2 turns. If the target is trapped while under the effects of Toxins, the poison damage is increased and its duration is reset. There can only be one enemy under the effects of Toxins. If the spell is cast on another target, it is removed from the original target. Misdirection: The erosion value is reduced: 15% → 10% Applied erosion is no longer increased as a critical hit. Throat cutter: The range is increased: 5 → 7 Double: The summon now dies at the end of his 3rd turn of life. Add an indicator at the beginning of the Sram's turn, the turn where the Double will die. Plotter: The summon now dies at the end of his 3rd turn of life. Add an indicator at the beginning of the Sram's turn, the turn where the Double will die. Trappers: Once the spell is cast, the Scope bonus is now removed at the end of the turn. (instead of being removed on the first throw) Mass trap: The damage is increased. Guet-Apens: The range is increased: 3 → 5 Fragment trap: The cost in PA is reduced: 5 → 4 Drift trap: The cost in PA is reduced: 3 → 2 The scope becomes editable. Insidious trap: The number of rolls per turn is increased: 1 → 2 Scope is increased: 4, 4, 4 → 4, 5, 6 at ranks 1, 2, 3 The scope becomes editable. Calamity: The cost in PA is reduced: 5 → 4 Dark trap: The cost in PA is reduced: 4 → 3 STEAMER Transition: The cost in PA is increased: 3 → 4 Harmattan: The constraint to launch online is removed Assistance: The cost in PA is increased: 1 → 2 The move now works on all allies. The treatment still only works on the turrets. Torpedo: The cost in PA is reduced: 4 → 3 The push distance is reduced: 4 → 3 Corrosion: The range is increased: 6 → 8 Surge: The cost in PA is reduced: 3 → 2 The range is increased: 3 → 6 The constraint to launch online is removed. Periscope: The damage is increased. Short circuit: The size of the effect area is increased: 2 boxes → 3 boxes. The stimulus interval is reduced: 2 turns → 1 turn. Selpaint: The damage is increased. Foene: Effects in case of push damage can now only be triggered 3 times per turn. The triggered damage is increased. The triggered damage is no longer increased in Critical Strike and can no longer be increased by the Critical Damage of the caster. XELOR Dial of Xelor: The retry interval is reduced: 4 → 3 turns. Hourglass of Xelor: The withdrawal of AP is no longer cumulative. Time Distortion: The damage is increased. Time Suspension: The range is increased: 4 → 6 The scope is now editable. Temporal Instability: Added effect: The entities in the glyphs are now in the Intaclable state. The stimulus interval is increased: 3 turns → 5 rounds. Pendulum: The cost in PA is reduced: 5 → 4 The damage is reduced in consequence. Time Fault: The stimulus interval is reduced: 3 → 2 Time Shield: Extra effect: The target also returns to its previous position when it is attacked. Premonition: The range is increased: 2 → 5 Can now be launched on a busy cell. Obscure Ray: The damage is reduced. Glas: No longer returns the target to its original position and no longer reduces its damage. The operation of the spell is reviewed: Now remove 5 PA in zone. Mummification: The duration of the Telefrag state is reduced: 2 turns → 1 turn. MASQUERAIDER The value of the points of Shield is now indexed on the level of the launcher and no longer the Vitality of the launcher. This change is not yet effective in Beta but should soon be applied. Armadur: No longer requires line of sight. Boliche: The push distance is reduced: 4 → 3 The damage is increased. Comedy: The scope is now editable. Catalepsy: The damage passes in flight of life. The damage is increased. Grimace: Summoning no longer increases the damage done by herself and her Summoner. Its PM number is increased: 4, 4, 4 → 4, 5, 6 at ranks 1, 2, 3.
  2. oldxelor

    Dofus Beta 2.47.13:1

    For the next update, we plan to apply improvements to all classes of the game. Our goal is to iterate on previous balances to offer more diversity in the choice of spells and the construction of the ". builds "for each class. This means improving the less popular spells when they are judged to be too inefficient. And it also means balancing down some spells too effective so they are less essential, as far as possible. To support these balances, a BETA version has been put in place: it starts now and will last all summer. The duration of this test period should be very conducive to exchanges and adjustments will be made based on your remarks. To this end, we have added a new section on the forum that will allow us to easily collect your opinions and respond to them. For each class, a topic has been created and everyone can participate. We simply ask you, as usual, to remain courteous and respect the rules of our forums. To participate, go to the BETA section . Here is a list of the class changes applied in this version 2.48. You can consult the complete list on the forum . GENERAL Reduction of the erosion applied by spells that also do damage (pressure, blunderbuss, misbehavior for example): we wish in this way to reduce the ability of some classes to do both heavy damage and erosion in the same turn of play. Limit number of triggering of certain spells: this concerns spells that heal or cause damage if a certain action is performed (Foene, Spade Roll, Voodoo Curse for example). We have generally reduced the triggering of these effects to 3 in order to better control the total damage that can be caused by these spells in the same turn. Revision of the value of the shields: the value of the points of shields is now calculated according to the level of the launcher and no longer according to its vitality. In this way, the characters no longer need to optimize their vitality if they want to maximize the shields generated, which should allow more diversity for classes that have spells applying shield (Zobal in mind). Note: this modification is still being tested internally, it will be applied during BETA. Revised the calculation of healing splashes: these are the spells that heal according to the damage caused. (Eclatant word, Distribution, Perfusion for example) The care generated is now proportional to the final damage (after reduction) and no longer to the initial damage. In this way, we want to make this effect more intuitive by bringing it closer to the operation of life thefts and reducing its power over entities that reduce damage. Note: this modification is still being tested internally, it will be applied during BETA. CRA In order to reinforce the Water Way, we reviewed the Flèche Assaillante's operation by increasing the size of its area of effect and applying a Power to Launcher bonus per affected entity. Among other improvements: Sentinel now takes effect from the casting of the spell and no longer with a delay turn and Judgment Arrow gains Scope. ECAFLIP The main change is probably Clover's: the spell now applies 200% critical hits for the current turn, and takes 200% critical hits on the next turn with a 2-round raise, and its AP cost is refunded. It will no longer be possible to have 100% chance of critical hits or 0% chance of critical hits all the time. We are aware that this potentially makes the spells whose element changes into a normal hit and critical hit (player claw for example) more complicated to use and we will remain attentive to this problem during the BETA. Other spells are also affected by modifications of which: Peril changes of operation, Enrageed Kitten gives Power to its invoker, Audace does not push more than 2 boxes. ELIOTROPE The Commotion spell now goes online: the effectiveness of this spell was too great given these casting constraints, making it easy to relocate entities within portal attack range. In return, the damage of the spell is increased which should improve the damage capabilities of the Earth track. Modifications have also been made on the following spells: Correction whose side effect is reviewed, Stretch with increased AP cost or Cabal whose effects pass into the zone. ENIRIPSA We have reduced the effectiveness of the Stimulating Word, Friendship and Affection Word spells to increase the impact of spells that remove the spells on stimulated allies and the death of the Lapino: we have reduced the duration Stimulating Word effects (4 → 3 rounds), and increased the delay before reinvocating the Lapino (2 → 3 rounds). In parallel, we have made improvements on globally little used spells: Invigorating Word (no longer consuming the Stimulated state), Sacrificial Word (increases the care received) or Word of Solidarity (no longer requires line of sight). ENUTROF We have added additional effects on some Earth spells to make them more interesting in more situations: Shovel Throw thus removes Scope while Spit Shot now removes MPs. On top of that, Shovel Throw becomes a 5 AP spell with significantly increased damage while Peat Bog increases to 4 AP to better complete this elemental path. We also revised down the values of Care of Arms as well as of Vivacity, as well as the Threat of the Vault. FECA The spell Rush is removed to be replaced by a spell (still to be named) that allows to invoke a static invocation invulnerable to damage at a distance. Rush was too redundant with Feca's other moving spells and we wish to enhance the Feca's protective abilities by adding this new spell that becomes the Barricade variant. (Maneuvering becomes the variant of Bastion) We have also, among other things, reviewed the damage of different Air spells in order to make this elementary way more effective. HUPPERMAGE The different spells at 5 PA seemed to us too poor tactically: not generating combos effectively, only interesting to cause damage. We have therefore reviewed them with bi-element: they thus cause damage in 2 elements, and generates the states of these 2 elements (according to a predefined order), always for 5 PA. We think that they will be more often useful, as well to cause damage as to generate basic combos. A new spell also appears, replacing Elemental Loop which was doubled with Elementary Cycle: this new spell allows you to place a rune on the target box. The element of the rune is that of the last rune posed before her. The elementary Loop element change is transferred to Morph, which benefits from it in addition to its other effects. IOP We reduced the added damage of Pugilat which allowed to accumulate damages too high given its constraints to throw. Fury also sees its reduced damage to be more consistent with the Fate Sword values, the damage of which seems more appropriate to us: the charged spell has doubled damage. We have also changed the way Condemnation works to make it more interesting for the Air track while keeping its bi-elemental mechanics: it now causes direct Air damage to the target and Fire damage if the target is changed. OSAMODAS Tofus no longer gain damage over turns: Osamodas Air's role is mostly placement and minor damage (harassment), so the Tofus damage bonus was a legacy that was no longer really justified. We have also reviewed the effects of Tofu Transform Whip: the spell now repels enemies instead of swapping places. The placement / displacement / replacement capabilities of allies and enemies were too powerful with the swap effect, without any real counterpart. As a result, it made the game Osamodas Air too indispensable, reducing the interest of the other elementary ways. We still improved the functioning of Envol (which already partly fulfilled the role of the Air Whip) by making sure that it no longer kills the targeted invocation if it is a Tofu, so that it is less anti-synergistic with the Air route. OUGINAK The damage and constraints of casting Fire spells are improved to make this path more competitive. We also reduced the Tibia thrust distance to 2 squares in order to make the effect more stable (same number of squares of thrust if the target is in line or diagonally) and we also reviewed the push distance from Tracking to 2 cells to slightly reduce the movement capacity of Ouginak. Some spells have also been upgraded: Calcaneus (2 draw boxes instead of one), Caninos (no more draws Power), Affection (2 rounds of raises instead of 3) or Rogne (applies a bonus of tackle and immediate push damage in addition to triggered effects). PANDAWA We reduced Cascade Range (6 → 5) to slightly reduce the Pandawa's range of motion. Burning Circle damage was also reduced: it was too high given its relatively low throwing constraints. Other spells benefit from some improvements: Bistouille sees his damage increased while Brancard sees his care increased. WILY Etoupille no longer allows you to apply Kaboom's bonuses via the targeted bomb: this spell is a way to recycle bombs or earn APs at the cost of less bomb effects. Its use via Kaboom made it too effective to give many bonuses to the allies. Some spells have been improved overall: Ruse now applies a Shield on the targeted bomb, Crossing wins the Spell, Megabomb throwing constraints are reduced while his resistances are increased, Magnetic Trap goes to 2 AP. SACRIER The effects of Suffering (positive as well as negative) are reduced. With the reduction in the number of stages of Suffering last March, it becomes much faster to increase or reduce Suffering, making the bonuses much stronger because easier to reach. We also reviewed Coagulation, which now applies Shield to the caster based on its number of negative charges of Suffering: this should allow the spell to compete with Transposition. And Riposte now allows damage to the target when the Sacrier is attacked, instead of getting closer to the target. SADIDA Inoculation sees its constraints to cast drastically increased: the spell was too strong to quickly propagate the Infected state. It goes online and at 8 Max range. The duration of the Infected state posed by the Mad now goes to 2 turns and is desensitrable to coincide with other Infected state sources. In addition, we have improved the 2 dolls considered the weakest: the Sacrifie now allows to apply the Infected state to its target, while the Blocker now has more PM and resistance. SRAM Toxins was a lot too difficult to use and overall little played, we reviewed its operation to improve its synergy with the traps while differentiating it from Chakra Concentration: now, the poison lasts 2 turns and its damage is increased if the target triggers a trap (1 time per turn). Its duration is also reset when the target triggers a trap. The operation of the Double and the Plotter is slightly improved: they now die at the end of their third turn, which allows the Sram to make a last move just before their disappearance. STEAMER Support can now target allies which allows them to be teleported to the Steamer (care is not applied unless it is a turret) and the AP cost is increased (1 → 2). It should thus be useful in a lot more situation, making it interesting compared to Salt Armor. We have also improved other Steamer spells: Harmattan, Torpedo (reduced AP cost but reduced thrust distance), Corrosion (Increased Range), Selpaster (Increased Damage). XELOR The duration of the Telefrag state applied by Mummification is reduced to 1 turn: the state Telefrag is very powerful and the fact of being able to apply it on everybody 1 turn in advance without real counterpart (the spell being able to be launched end of turn) caused Momification to become too important in the Xelor panel, allowing Telefrag to be applied without having to actually generate Telefrag. By reducing the effect to 1 turn of duration, it remains useful when there is need to apply the Telefrag state to a given turn so it always fulfills its role of "Joker" and it becomes less general: to throw it at the end of the turn when it remains 2 AP to use becomes useless. An effect has been added to Temporal Instability to make it easier to use: the entities in the glyph are now in the Intaclable state. Given the power of this effect, the spell's recovery interval is increased (3 turns → 5 rounds) MASQUERAIDER We have improved the Grimace spell: the damage done to the summon and the caster is no longer increased and the number of MP is increased. This should make the spell more playable with less risk of turning against the Zobal. We also reduced the Boliche thrust distance while increasing its damage. Water: the spell allowed to make push damage too high given its low AP cost
  3. oldxelor

    Official "I Dropped a Dofus" Thread

    Grats you got 2 buyers for it already.
  4. oldxelor

    B>Ivory

    Bought for 120 close please
  5. oldxelor

    B>Ivory

    Paying in and around 115mk
  6. oldxelor

    2.47 Livestream

    It must most certainly be a setup error on the game client, where the encyclopedia gives access to all the features.
  7. oldxelor

    2.47 Livestream

    Here are the Volkornes bonuses, which you can also find on the BETA encyclopedia! Unsurprisingly, an AP as a global bonus. Name of the mount bonus Volkornes Volkorne Wild Purple Volkorne Wild Orchid Volkorne Indigo Wild Volkorne Wild Ebony Volkorne Indigo 70 Chance, 1 PA Volkorne Ebony 70 Agility, 1 AP Purple Volkorn 70 Strength, 1 AP Volkorne Orchid 1 AP, 70 Intelligence Volkorne Roux 60 Thrust Damage, 1 PA Volkorne Almond 1 PA, 80 Thrust Resistance Volkorne Ivory 1 PA, 30 PA withdrawal Volkorne Turquoise 30 Withdrawal PM, 1 PA Volkorne Plum 1 PA, 50 Resistance Critical Volkorne Emerald 1 AP, 7% Critical Golden Volkorne 150 Vitality, 1 AP Volkorne Jade 1 PA, 12% Earth Resistance Volkorne Rubis 12% Fire Resistance, 1 PA Volkorn Sapphire 12% Water Resistance, 1 PA Volkorne Amethyst 1 AP, 12% Air Resistance Purple Volkorn and Orchid 50 Intelligence, 50 Strength, 1 AP Volkorne Purple and Indigo 50 Strength, 50 Chance, 1 AP Volkorne Purple and Ebony 1 AP, 50 Strength, 50 Agility Volkorne Orchid and Indigo 1 AP, 50 Chance, 50 Intelligence Volkorne Orchid and Ebony 1 AP, 50 Agility, 50 Intelligence Volkorne Indigo and Ebony 1 AP, 50 Agility, 50 Chance Volkorn Almond and Purple 1 AP, 50 Strength, 60 Thrust Resistance Volkorn Almond and Orchid 1 AP, 50 Intelligence, 60 Thrust Resistance Volkorne Almond and Indigo 50 Chance, 60 Thrust Resistance, 1 AP Volkorn Almond and Ebony 50 Agility, 60 Thrust Resistance, 1 AP Volkorne Almond and Roux 1 AP, 40 Push Damage, 60 Push Strength Volkorne Almond and Ivory 20 Withdrawal PA, 60 Thrust Resistance, 1 AP Volkorn Almond and Turquoise 20 PM Retraction, 1 PA, 60 Thrust Resistance Volkorne Red and Purple 40 Thrust Damage, 1 AP, 50 Strength Volkorne Roux and Orchid 40 Push Damage, 1 AP, 50 Intelligence Volkorne Roux and Indigo 50 Chance, 1 AP, 40 Push Damage Volkorne Roux and Ebony 50 Agility, 40 Thrust Damage, 1 AP Volkorne Roux and Ivory 20 Withdraw PA, 1 PA, 40 Damage Push Volkorne Roux and Turquoise 1 AP, 20 PM Withdrawal, 40 Push Damage Volkorne Ivory and Purple 50 Strength, 1 AP, 20 Withdrawal PA Volkorne Ivory and Orchid 50 Intelligence, 20 PA Withdrawal, 1 AP Volkorne Ivory and Indigo 20 Withdrawal PA, 50 Chance, 1 AP Volkorne Ivory and Ebony 50 Agility, 1 AP, 20 Withdrawal PA Volkorne Ivory and Turquoise 20 Withdrawal PA, 1 AP, 20 Withdrawal PM Volkorne Turquoise and Purple 50 Strength, 20 PM Removal, 1 AP Volkorn Turquoise and Orchid 20 Withdrawal PM, 1 AP, 50 Intelligence Volkorne Turquoise and Indigo 20 Withdrawal PM, 50 Chance, 1 AP Volkorne Turquoise and Ebony 1 AP, 20 Withdrawal PM, 50 Agility Volkorn Plum and Purple 50 Strength, 1 AP, 35 Resistance Critical Volkorn Plum and Orchid 35 Critical Resistance, 50 Intelligence, 1 AP Volkorne Prune and Indigo 35 Resistance Critical, 1 AP, 50 Chance Volkorne Plum and Ebony 50 Agility, 1 AP, 35 Resistance Critical Volkorn Prune and Almond 60 Resistance Resistance, 35 Critical Resistance, 1 PA Volkorne Plum and Turquoise 35 Critical Resistance, 20 PM Removal, 1 PA Volkorne Plum and Emerald 1 AP, 35 Critical Resistance, 5% Critical Volkorne Emerald and Purple 1 AP, 5% Critical, 50 Strength Volkorne Emerald and Orchid 5% Critical, 1 AP, 50 Intelligence Volkorne Emerald and Indigo 50 Chance, 5% Critical, 1 AP Volkorne Emerald and Ebony 1 AP, 50 Agility, 5% Critical Volkorne Emerald and Almond 5% Critical, 1 AP, 60 Thrust Resistance Volkorne Emerald and Roux 40 Push Damage, 5% Critical, 1 AP Volkorne Emerald and Ivory 5% critical, 20 PA withdrawal, 1 PA Volkorne Emerald and Turquoise 5% Critical, 20 PM Removals, 1 AP Golden and Purple Volkorne 100 Vitality, 1 AP, 50 Strength Golden Volkorn and Orchid 50 Intelligence, 1 AP, 100 Vitality Golden Volkorne and Indigo 50 Chance, 1 AP, 100 Vitality Golden Volkorne and Ebony 50 Agility, 1 AP, 100 Vitality Volkorne Jade and Purple 50 Strength, 6% Earth Resistance, 1 AP Volkorne Jade and Orchid 50 Intelligence, 1 AP, 6% Earth Resistance Volkorne Jade and Indigo 50 Chance, 6% Earth Resistance, 1 AP Volkorne Jade and Ebony 50 Agility, 1 AP, 6% Earth Resistance Volkorne Jade and Almond 6% Earth Resistance, 60 Thrust Resistance, 1 AP Volkorne Jade and Roux 6% Earth Resistance, 40 Thrust Damage, 1 PA Volkorne Jade and Ivory 1 AP, 20 PA Withdrawal, 6% Earth Resistance Volkorne Jade and Turquoise 6% Earth Resistance, 1 AP, 20 PM Removal Volkorne Jade and Plum 1 PA, 6% Earth Resistance, 35 Resistance Critical Volkorne Jade and Emerald 6% Earth Resistance, 5% Critical, 1 AP Volkorne Jade and Doré 6% Earth Resistance, 1 AP, 100 Vitality Volkorne Jade and Rubis 1 AP, 6% Earth Resistance, 6% Fire Resistance Volkorne Jade and Sapphire 6% Water Resistance, 1 AP, 6% Earth Resistance Volkorne Jade and Amethyst 6% Air Resistance, 1 AP, 6% Earth Resistance Volkorne Ruby and Purple 50 Strength, 6% Fire Resistance, 1 AP Volkorne Ruby and Orchid 6% Fire Resistance, 50 Intelligence, 1 AP Volkorne Rubis and Indigo 1 PA, 6% Fire Resistance, 50 Chance Volkorne Ruby and Ebony 1 AP, 6% Fire Resistance, 50 Agility Volkorne Ruby and Almond 1 PA, 60 Thrust Resistance, 6% Fire Resistance Volkorne Rubis and Roux 6% Fire Resistance, 1 AP, 40 Push Damage Volkorne Ruby and Ivory 6% Fire Resistance, 20 PA Removal, 1 PA Volkorne Ruby and Turquoise 6% Fire Resistance, 1 AP, 20 PM Removal Volkorne Ruby and Plum 6% Fire Resistance, 35 Critical Resistance, 1 PA Volkorne Rubis and Emerald 6% Fire Resistance, 5% Critical, 1 AP Volkorne Ruby and Gold 1 AP, 6% Fire Resistance, 100 Vitality Volkorn Sapphire and Purple 1 AP, 50 Strength, 6% Water Resistance Volkorn Sapphire and Orchid 6% Water Resistance, 1 AP, 50 Intelligence Volkorne Saphir and Indigo 6% Water Resistance, 1 PA, 50 Chance Volkorn Sapphire and Ebony 1 AP, 6% Water Resistance, 50 Agility Volkorn Sapphire and Almond 60 Thrust Resistance, 1 AP, 6% Water Resistance Volkorne Saphir and Roux 1 AP, 6% Water Resistance, 40 Push Damage Volkorne Sapphire and Ivory 6% Water Resistance, 20 PA Removal, 1 PA Volkorn Sapphire and Turquoise 1 AP, 6% Water Resistance, 20 Withdrawal PM Volkorn Sapphire and Plum 35 Critical Resistance, 1 AP, 6% Water Resistance Volkorn Sapphire and Emerald 6% Water Resistance, 1 AP, 5% Critical Volkorn Sapphire and Golden 6% Water Resistance, 100 Vitality, 1 AP Volkorn Sapphire and Amethyst 6% Water Resistance, 6% Air Resistance, 1 PA Volkorne Amethyst and Purple 1 AP, 6% Air Resistance, 50 Strength Volkorne Amethyst and Orchid 50 Intelligence, 6% Air Resistance, 1 AP Volkorne Amethyst and Indigo 1 PA, 6% Air Resistance, 50 Chance Volkorn Amethyst and Ebony 50 Agility, 1 AP, 6% Air Resistance Volkorne Amethyst and Almond 1 PA, 60 Thrust Resistance, 6% Air Resistance Volkorne Amethyst and Roux 1 AP, 6% Air Resistance, 40 Push Damage Volkorne Amethyst and Ivory 20 Withdrawal PA, 1 AP, 6% Air Resistance Volkorne Amethyst and Turquoise 1 AP, 20 PM Withdrawal, 6% Air Resistance Volkorne Amethyst and Plum 35 Critical Resistance, 6% Air Resistance, 1 PA Volkorne Amethyst and Emerald 5% Critical, 1 AP, 6% Air Resistance Volkorne Amethyst and Gold 6% Air Resistance, 100 Vitality, 1 AP Volkorne Prune and Roux 35 Critical Resistance, 1 AP, 40 Push Damage Volkorne Plum and Ivory 35 Critical Resistance, 20 PA Removal, 1 AP Volkorne Ruby and Sapphire 1 PA, 6% Water Resistance, 6% Fire Resistance Volkorne Ruby and Amethyst 6% Fire Resistance, 1 PA, 6% Air Resistance Golden Volkorne and Roux 100 Vitality, 1 AP, 40 Push Damage Golden Volkorn and Almond 60 Thrust Resistance, 100 Vitality, 1 AP Golden Volkorne and Ivory 20 Withdrawal PA, 1 AP, 100 Vitality Golden Volkorne and Turquoise 1 AP, 20 Withdrawal PM, 100 Vitality Golden Volkorne and Plum 1 AP, 35 Critical Resistance, 100 Vitality Golden Volkorne and Emerald 5% Critical, 1 AP, 100 Vitality
  8. oldxelor

    S>Ivorys

    120mk have 3 left 115mk if you pm me in game IGN shellyheals.
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