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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.
The area in which monsters attack has been gradually reduced over the years (and is now down to a single cell around each monster), but the monster attack mechanic has not changed since the game first came out. Update 2.45 will introduce a new system for managing monster aggression which we hope will be less frustrating and easier to understand. Our primary goal: Making exploration exciting Monster attacks in DOFUS are generally seen as a useless constraint. While there may be valid criticisms of the way in which it is currently applied, we still believe that a good monster aggression system is an interesting gameplay mechanic. DOFUS presents an open world in which characters can move about freely without strict constraints (e.g. there are very few level restrictions on character access to various areas). However, it is difficult to make exploration exciting when characters can move through any area right from the beginning of the game. We like the idea that certain areas may be dangerous for beginning characters, that venturing into those areas represents a significant risk, and that by leveling up, characters can gradually become powerful enough to explore ever more dangerous areas. Having areas that are dangerous for low- to mid-level characters is a good way to make discovering the different areas of the game a more gradual process. It also allows us to ensure that not just any character (unless they are willing to accept a higher level of difficulty) can have access to quests or resources that are primarily intended for higher-level characters. Whenever possible, we want to avoid imposing strict constraints on access to different areas based on character level; we prefer to make virtually all areas accessible to all characters, as long as they are willing to face the associated risks. How the new system works We wanted to make the attack system more dynamic. From now on, standing still will put characters in danger, and running will be the best way to avoid aggressive monsters. Here's how monster attacks will work in the new system: Detection: Monsters have a field of vision (between 2 and 4 cells; these parameters may continue to change). When a character enters this field of vision, an attack may occur. Evaluation: By default, virtually all monsters in the game will be able to attack characters if the difference between the monster's level and the character's level is sufficiently large. If this difference is greater than 50 levels, the monster will attempt to attack the character (e.g. a monster at level 140 will attempt to attack a character at level 80). The number of levels that triggers an attack may change based on the results of our tests and your feedback. Attempted attack: If the target evaluation condition is met, and if the character is within the monster's field of vision (i.e. within a few cells of it) for more than 3 seconds, then a battle will start. As soon as a monster detects a potential target that it might choose to attack, a small symbol will appear above it to warn players that it's time to get out of there! The field of vision for attack purposes is determined by the leader of a group of monsters. A character who keeps moving should therefore be able to easily avoid monster attacks. We intend to take full advantage of this more flexible new system to make certain areas of the game dangerous for characters who aren't attentive enough, or who aren't supposed to be there in the first place (too big a difference between the monsters' level and that of the characters). This system resolves the problems that players sometimes encountered in tunnels and narrow areas: it will no longer be necessary to wait for monsters to move, as long as you don't stay in one place on the map for too long if the monsters there are inclined to attack your character. When a group of monsters is potentially about to attack your character, a specific symbol will appear when moving the cursor over that group of monsters. Highly aggressive monsters Certain monsters will always be aggressive (such as Wabbits or Bworks), regardless of the character's level. This mode will be used in areas where we want exploration to be more difficult and dangerous. Most monsters will only be aggressive towards characters whose level is far too low for the given area. This approach lets us discourage exploration (without banning it outright) in areas that are not appropriate for the character's strength and abilities. With the current parameters (with the rule that triggers attacks when there is a 50-level difference between monster and character), characters at level 150 or above will no longer be attacked by the majority of the classic monsters. Monster movement Monsters' behavior outside of combat will also be modified: monsters will persistently (but slowly) try to approach characters walking through their part of the map. It will therefore be important not to stop in one place for too long on a map that has monsters that might attack your character. The frequency of monsters' movement outside of combat has not changed. Future changes The parameters described in this article may change in the course of the tests you'll be running in the beta phase for Update 2.45. We welcome your feedback on your experience with the new system. Questions Can harvests be interrupted? Harvests can be interrupted by monster attacks. You will have to be careful when sending a low-level character to gather resources in significantly higher-level areas. However, the delay between detection by a monster and the start of an attack should be long enough for attentive harvesters to avoid most attacks. We allow aggressive monsters to interrupt harvests in order to prevent characters (using the action queue) from harvesting freely on maps that have monsters which are supposed to attack them. Why aren't there any consumables or Achievements to make characters immune to monster attacks? We believe that attacks by aggressive monsters can be a useful mechanic for making exploration more exciting. We don't want certain characters to be able to bypass this mechanic completely in areas where we want it to apply consistently. We do not rule out the possibility of eventually letting characters use Achievements or consumables to protect themselves from attacks, but we do not want to use these as generic mechanisms. How do monsters decide which characters to attack? A monster may detect multiple characters to attack in its field of vision. The first character it attacks will then be the first one it noticed; in case of a tie, it will attack the lowest-level character. Let's face it… these monsters are just not nice :]
With Update 2.45, we are adding a new Omega Level system to offer a new way for characters to progress beyond level 200. Goals This system's goals are as follows: Offer infinite progression beyond level 200 Showcase the experience earned beyond level 200 with cosmetic rewards Offer useful bonuses for moving up Omega levels Not increase the power of characters beyond level 200 How It Works Once level 200 is reached, your characters will unlock a new progression gauge (the Omega levels). These levels will not increase the characters' power, but they will unlock cosmetic and useful rewards. These levels are unlimited; they will be "quick" to unlock at first but will progressively require more and more experience. The secondary character bonus will apply in Omega levels. For example, if you have Character A at Omega level 50 and Character B at Omega level 10 on the same account, Character B will receive double experience until it reaches Omega level 50. Cosmetic Rewards Characters will be able to unlock two types of rewards at specific Omega levels: ornaments and auras: Characters' Omega levels will be visible in-game when mousing over a character (this option can be deactivated) and in most social interfaces. Useful Rewards For each Omega level, characters will earn useful bonuses (that have no impact on combat): 5 pods 1 market slot 1 slot in merchant mode Conversion of Prior Experience Experience points earned after reaching level 200 up until the release of Update 2.45 will be converted and applied to the Omega gauge. With the launch of Update 2.45, characters that had previously continued to acquire experience beyond level 200 may potentially reach Omega level X when they first log in. We decided to favor converting prior experience gains for several reasons: The Omega levels provide useful and cosmetic bonuses, but will not make certain characters (with huge amounts of experience) more powerful than the others. These levels are unlimited, so there is no risk that certain characters would have already attained the maximum Omega level immediately on the release of Update 2.45. We do not envisage competitive challenges surrounding the Omega levels, and therefore we didn't have any particular reason to start all players at Omega level 0. Q & A Are you planning a competition or specific rewards for characters that reach the highest Omega levels? No, we are not planning any competitions around Omega levels (other than the experience rankings already present on the official website), nor any specific rewards for characters that reach the highest Omega levels. The most effective ways to earn huge amounts of experience are generally based on extensive use of several accounts and an "industrial" repetition of identical content (the same dungeons with set class compositions to maximize gains, for example). We do not want to encourage the use of these methods by promoting them via competitions or exclusive rewards. Ideally, we would like for the most efficient methods to maximize experience gains in DOFUS to be much "healthier", but we are not in a position to achieve this in the short or medium term. This is a very long-term objective for us, one that we have already started to address via dynamic placements at the start of fights, and diversifying ways to earn experience. Will There Be Achievements for Attaining Omega Levels? We do not plan to add Achievements for attaining Omega levels. We feel that the current Achievements that reward attainment of classic levels are sufficient, and we prefer to limit Achievements to the most deserving activities (completing content and more difficult content). Do you plan to introduce power bonuses for Omega levels? We have no plans to add additional power with the Omega levels in the short, medium or long term. As with the spell variants that are obtained between levels 100 and 200, we do not want a considerable investment in experience after level 200 to be necessary to optimize your characters. We feel that attaining level 200 takes enough time for new players who progress "normally" (without multiple accounts and without outside help).
Background This time last year, we revamped the Sacriers, eliminating the Earth path, reorganizing elemental spells, and modifying Punishments, which were more effective when Sacriers have less than 50% their health points. We rapidly realized that these changes to the Sacriers (notably those involving the Punishments) unfortunately raised a few issues: Sacriers could change Punishments several times per turn, and this allowed them to perform multiple roles easily. The system that required Sacriers to have less than half their health points to take advantage of maximum power Punishments was not very intuitive and generated an overly strong threshold effect. For these reasons, we made considerable changes in how Punishments work last April, disconnecting them from the Sacriers' Vitality and applying a progressive bonus over several turns. This update allowed us to significantly improve the class without having to overhaul all spells in depth. It made the class function in a healthier manner by better separating the various roles that Sacriers can fulfill. However, this has moved the class further away from what had previously been its specialties, notably its "Berserker" side and the ability to manage and use their Vitality wisely. When creating spell variants (and this goes for all classes), we do not want to use mechanics that do not satisfy us as the basis for spells. This is why we wanted to clean up Sacrier spells before dealing with their variants. The Revamp This revamp aims to make the class more coherent with what it is supposed to be (its identity as a Berserker class) while improving how certain mechanics operate. Punishments Punishments have always been a cornerstone in Sacrier spells. Last year, we reduced their number to three: Swift for mobility, Robust for taking hits, and Bloodthirsty for damage. Today, we are leaving these vestiges of the past behind us: The Punishment system has been eliminated. Suffering = Power We are replacing it with a "Suffering" system: The more Suffering that Sacriers accumulate, the less life they have and the more damage they inflict. The less Suffering they have, the more life they have and the less damage they suffer. Sacriers can, depending on the spells they use, increase or reduce their Suffering. Their level of Suffering is determined by the spells they use: Very offensive elemental spells increase Suffering. Defensive elemental spells reduce Suffering. Sacriers can therefore decide whether they want to play a defensive or offensive role, by playing some spells instead of others. There are obviously some limits. Suffering varies from -10 to 10 and cannot go beyond these limits, with the following bonuses: Positive Suffering (1 to 10): Sacriers gain damage but lose Vitality with each increment of Suffering. At 6 and above, they change appearance and gain a better damage bonus. Negative Suffering (-1 to -10): Sacriers gain Vitality with each increment. At -6 and below, they change appearance and gain a damage reduction bonus. This system seems to us to be a good alternative to the Punishment system: Their roles are no longer determined by Punishments that take the place of other potentially more interesting spells. Sacriers' actions are what determine their role over time. Sacriers' damages are inversely proportional to their capacity to withstand damage (the less Vitality they have, the more damage they can cause, and inversely). As you must have noticed, the mobility bonus from the Swift Punishment has not been replaced in the Suffering gauge. While this Punishment played its role well (positioning/movement), it is a role that serves above all to complement both the class's offensive and defensive capacities. For this reason, we did not want to isolate it. Sacriers are therefore free to use mobility spells (including Transposition) at any level of Suffering. Spell Organization The elimination of Punishments therefore freed up 3 new spells, making it possible to bring back Earth! The 4 elemental paths have been reorganized to better integrate the Suffering system. Each path is structured as follows: 1 positioning or movement spell 1 "offensive" spell that increases Suffering 1 "defensive" spell that lowers Suffering The utility spells, for their part, are little affected by this revamp: The spell Transposition no longer needs a specific state to be cast. The spell Convalescence no longer needs a specific state to be cast. The spell Punishment no longer needs a specific state to be cast, and no longer applies the Gravity state. The spell Pain Shared has been replaced by a new spell that increases Suffering by 2 levels. The spell Pain Shared spell is now used as a variant. The spell Evasion now operates in a slightly different manner: It now applies Close Combat Invulnerability and always pushes back one cell in close combat attacks.