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Wish

Official Otomai Modification List Posted

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http://forum.dofus.fr/topic.php?lang=fr&id=93349

Translation is incoming. (translation assistance from Darkstorm, Inoku, and Yrona)

Here a first look at the modifications that we are sure to be able to add to the beta test of 1.20. These modifications are not final. Of other changes will be able to be brought during the beta test. We will follow with attention your remarks concerning these modifications.

List foreseen modifications for the beta version 1.20:

The six levels of all the class spell are available. The spell points of all the spells that were nerfed or of which the function was modified, are returned automatically at the time when the character is connected to the server. The points invest in the spells that were boosted are not returned.

In general, we reduced the random aspect of the spell, changing almost all critical failure rates from 1 in 50 to 1 in 100. We also eliminated almost all the fatal (AKA "Turn ending" critical failure. We want thus to increase the differences between the spells and the melee weapons. The usage of the spells becomes thus a lot reliable and less random than the usage of hand-to-hand weapons (they will retain their fatal critical failure).

We have also modified certain spells to allow their usage (within very short range) on allies. We hope this modification increases the interest in certain tactical spells, favors the team game between the players, and increases the number of tactical choices of the players in fights.

We have also modified the majority of spells with an infinite length, we have changed them in a manner where nearly all of their cooldowns will be longer than the spell length. This change limits the importance of unbewitchment, and increases the tactical interest of the game. To cast all "boost" spells of infinite length at the beginning of fights was not challenging from the standpoint tactical. The players henceforth will have to be concerned with cooldowns and play their boost spells at the right moment. This modification allows encouraging the players to use a variety of MORE IMPORTANT spells, in changeable approaches to tactics during the cooldown of their spells.

We are conscious that these modifications will oblige certain players to review their game habits, but we believe that these modifications improve the interest of the game, while promoting its tactical aspect.

These spell modifications increase the tactical interest of the game in PVP (player against player) but also in PVM (player against monsters). In any case, these modifications are not carried out to increase the interest of the PVP and to the detriment of the PVM. We are conscious that the majority of our players prefer to fight in PVM.

This will probably increase the amount of time of PVP fights, but we do not want to increase the average length of PVM fights. Thus, these modifications that in certain cases reduce the power of certain spells, are counterbalanced by a reduction of the number of hit points of the majority of the monsters in the game.

Leek pie

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

The number of casts per target during a same turn henceforth is limited to 1 at level 1, 2 at level 2, 3 at level 3, 4 at level 4, 5 at level 5 and 6 at level 6.

Damage is increased in spell levels 2, 3, 4, and 5.

Range is increased in spell levels 3, 4, and 5.

These spell points will be returned.

Striking

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Damages are less random to all the levels of the spell.

Release

The critical failure rate changes to 1/100.

Casts are limited to a usage once per 2 turns.

These spell points will be returned.

Moon Hammer

The critical failures are no longer fatal.

The minimal range of the spell changes to 1 square.

Cawotte

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Summoning of Arachnee

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

The spell now has a critical hit.

A critical hit cast summons a Major Arachnee.

Summoning of Chaferfu

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

The spell now has a critical hit.

A critical hit cast summons a Chaferfu Lancer.

Weapon Skills

The AP cost to cast Weapon skills changes to 6 to 5 at level 3, 6 to 4 at level 4, 6 to 3 at level 5, and of 3 to 2 at level 6.

The critical failure rate changes to 1/100.

Weapon skills critical failures are no longer fatal.

The length of the spell changes 4 turns.

Weapon skills are recastable after 6 turns.

Weapon skills increase the damages of the weapon type associated of 5% at level 1, 10% at level 2, 15% at level 3, 20% at level 4, 25% at level 5, and 30% at level 6.

Weapon skills no longer have a critical hit.

The spell points are returned.

Cra

Magic Arrow

The critical failure rate changes to 1/100.

Critical Shooting

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

The length of the spell is now 4 turns.

The spell has a cooldown of 6 turns.

The spell is castable on allies with a range of 1. (To do)

The spell points are returned.

Frozen Arrow

The critical failure rate changes to 1/100.

Homing Arrow

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Burning Arrow

The critical failure rate changes to 1/100.

Distant Shooting

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

The length of the spell changes 4 turns.

Spell is recastable after 6 turns.

Spell points are returned.

Attonement Arrow

The critical failure rate changes to 1/100.

The spell's element changes to neutral.

The casting cost changes to 4 PA at level 6.

Spell points are returned.

Mole's Eye

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

Spell's range is now boostable.

The spell now requires line of sight.

Level 1: Area of effect zone of 2 squares. Range of 6 squares.

Level 2: Area of effect zone of 2 squares. Range of 6 squares.

Level 3: Area of effect zone of 2 squares. Range of 6 squares.

Level 4: Area of effect zone of 2 squares. Range of 7 squares.

Level 5: Area of effect zone of 2 squares. Range of 8 squares.

Level 6: Area of effect zone of 3 squares. Range of 9 squares.

Spell points are returned.

Retreat Arrow

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

The spell pushes back the opponent up to 3 squares, 4 squares on a critical hit at level 6.

Paralyzing Arrow

The critical failure rate changes to 1/100.

The spell's element changes to neutral.

Spell points are returned.

Punitive Arrow

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

Powerful Shooting

The cooldown is now 10 turns for all levels of the spell.

The spell is castable on allies with a range of 1 square.

Plaguing Arrow

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

Lashing Arrow

The critical failure rate changes to 1/100.

The spell is castable once per target per turn at levels 1,2,3,4,5 and two times per target per turn at level 6.

Spell points are returned.

Eye of Lynx

The critical failure rate changes to 1/100.

The AP cost of the spell changes from 6 to 5 at level 5.

Destructive Arrow

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

Absorptive Arrow

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

Slow Down Arrow

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

Explosive Arrow

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

Bow Skill

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

The length of the spell changes 4 turns.

Spell is recastable after 6 turns.

The spell is castable on allies with a range of 1 square.

The cost of the spell is now 2 AP.

Spell points are returned

Pandawa - (Translation by Inoku!)

Boozer

The spell does not end your turn in the event of a critical failure.

The spell requires 5 AP a t level 1, 4 AP at levels 2 and 3, 3 AP at level 4, 2 AP at level 5, and 1 AP at level 6.

The spell only causes the loss of 1 MP at all levels.

The probability of a critical hit is increased from 1/50 to 1/40.

Blazing Fist

The spell does not end your turn in the event of a critical failure.

The probability of a critical hit is increased from 1/50 to 1/40.

The damages at level 6 have been increased.

White-Hot Vulnerability

The spell does not end your turn in the event of a critical failure.

The spell costs only 2 AP at all levels.

The strength of elemental weakness is divided by two.

Terror

The spell now reduces the probability that an enemy will get a critical hit for two turns, as well as pushing the enemy back 1 square.

The spell points spent on this spell will be refunded.

Alcoholic Blow

The spell does not end your turn in the event of a critical failure.

The range of the spell is now boostable.

Aqueous Vulnerability

The spell does not end your turn in the event of a critical failure.

The spell costs only 2 AP at all levels.

The strength of elemental weaknesses is divided by two.

Hangover

The spell does not end your turn in the event of a critical failure.

Karcham

The probability of a critical failure is reduced to 1/100.

The spell does not end your turn in the event of a critical failure.

The spell now allows you to carry your allies as well as your enemies.

Wind Vulnerability

The spell does not end your turn in the event of a critical failure.

The spell costs only 2 AP at all levels.

The strength of elemental weaknesses is divided by two.

Stabilization

The probability of a critical failure is reduced to 1/100.

The spell does not end your turn in the event of a critical failure.

The effects of the spell last for 4 turns.

The spell is recastable every 6 turns.

The spell now has a critical hit.

The spell allows the target to succeed all their dodge rolls, but they cannot dodge lock their opponent for the duration of the spell.

The spell points which have been spent on this spell will be refunded.

Chamrak

The spell does not end your turn in the event of a critical failure.

Earth Vulnerability

The spell does not end your turn in the event of a critical failure.

The spell costs only 2 AP at all levels.

The strength of elemental weaknesses is divided by two.

Stain

The spell does not end your turn in the event of a critical failure.

The spell now has a critical hit that is the accumulation of the effects of a normal hit.

Bamboo Milk

The spell does not end your turn in the event of a critical failure.

Melancholy

The spell does not end your turn in the event of a critical failure.

Karzam

Because the spell Karcham now allows you to carry both enemies and allies, Karzam has been replaced with "Wrath of Zatoïshwan".

This spell increases one's damages and one's probability of getting a critical hit for 3 turns, while making you Drunk, at the cost of 6 AP.

This spell is not meant to replace the spell "Boozer," it is a powerful spell to do more damage with your other spells, but that does so without the softness of Boozer.

These two spells are complementary; their effects do not stack.

The spell points that have been spent of this spell have been refunded.

Explosive Flask

The spell does not end your turn in the event of a critical failure.

The range of the spell is now boostable.

Pandatak

The spell does not end your turn in the event of a critical failure.

Pandiniurus

The spell does not end your turn in the event of a critical failure.

The cooldown of the spell is now 6 turns at all levels.

The effects of the spell now last for 4 turns.

Spirit Bond

The spell does not end your turn in the event of a critical failure.

Feca - (Translation by Yrona!)

Glowing Armor

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell lasts 4 turns.

The spell is recastable after 6 turns.

The damage reduction is reduced at level 5.

Spell points are returned.

Blindness

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell now has a critical hit.

Natural Attack

The critical failure probability goes to 1/100.

Spell Rebound

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell lasts 4 turns.

The spell is recastable after 6 turns.

The spell now has a critical hit.

The spell is castable on allies within a box range.

The spell costs 3 AP at all levels.

The rebounded effects are reduced by the protections of the target, then the caster.

The spell points are returned.

Aggressive Glyph

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Earth Armor

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell lasts 4 turns.

The spell is recastable after 6 turns.

The damage reduction is reduced at level 5.

Spell points are returned.

Cloudy attack

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Aqueous Armor

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell lasts 4 turns.

The spell is recastable after 6 turns.

Damage reductions are reduced at all levels of the spell. The damage reductions are identical for all Feca's

elementary armors.

Spell points are returned.

Immunity

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Wind Armor

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell lasts 4 turns.

The spell is recastable after 6 turns.

Damage reductions are reduced at all levels of the spell. The damage reductions are identical for all Feca's

elementary armors.

Spell points are returned.

Bubble

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The number of uses per target is no longer limited.

Truce

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Art of Staff

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell lasts 4 turns.

The spell is recastable after 6 turns.

The spell now has a critical hit.

The spell is castable on allies in box range.

The spell is 3 AP at levels 1,2,3,4, and 5.

Spell points are returned.

Backlash

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Glyph of Blindness

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Teleportation

The critical failure probability goes to 1/100.

Burning Glyph

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Feca Shield

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

The spell lasts 4 turns.

The spell is recastable after 6 turns.

The spell now has a critical hit.

The spell costs 4 AP at level 1,2,3,4, and 5.

Spell points are returned.

Glyph of Silence

The critical failure probability goes to 1/100.

A critical failure no longer ends turn.

Iop - (Translation by Inoku!)

Brokle

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The probability of a critical hit increases to 1/50.

In addition to the base damages, the spell reduces the Agility of enemies in the area of effect of the spell for 2 turns.

Pressure

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

Jump

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

Intimidation

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

Compulsion

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The effects of the spell last for 4 turns.

The spell is recastable after 6 turns.

The spell can be casted on allies or the caster of the spell.

The AP necessary for the spell change from 4 to 3 at levels 3, 4, 5, et change from 3 to 2 at level 6.

The spell points used for this spell are given back.

Divine Sword

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The stat-decreases are less random in critical hits.

The spell has a cross-shaped area of effect of 1 from now on.

The spell can be cast only on the user.

The damage has been increased at levels 1 and 3.

Sword of Fate

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The area of effect is now of infinite length.

The minimum range of the spell is now 1.

The damage from a critical hit has been increased at level 6.

The range of the spell is no longer boostable.

The points spent on the spell have been refunded.

Bravery Guide

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The spell no longer has a critical hit.

Increase

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The spell can be cast on an ally within a range of 1.

The spell is no longer limited to 1 cast per turn, but remains limited to 1 cast per target per turn.

The damage boosts are less random.

Destructive Sword

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The minimum range of the spell changes to 1 square.

The maximum range of the spell changes from 1 to 2 squares.

The damages from a critical hit are less random.

Cut

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

Blow

The function of the spell has changed: the spell now allows you to push back

The spell points used on this spell will be refunded.

Vitality

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The spell is castable on allies within a range of 1 square.

Sword of Judgment

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The maximum range of the spell extends from 1 to 3 squares.

The spell will occaisionally add weak steals of "water" and "fire" elements in addition the air damage.

Power

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The spell no longer has a critical hit.

The AP needed for this spell changes from 6 to 5 at level 5.

Mutilation

The probability of a critical failure decreases to 1/100.

The spell causes the caster to lose 2% of their life upon casting, and 1% on a critical hit.

Strengthstorm

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

Celestial Sword

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

Concentration

The probability of a critical failure decreases to 1/100.

Sword of Iop

The probability of a critical failure decreases to 1/100.

The spell does not end your turn in the event of a critical failure.

The spell is limited to 2 uses per turn.

Eniripsa - (Translation by Yrona)

Curative Word

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

Wounding Word

The critical failure probability goes to 1/100.

The damage becomes air type.

The spell is no longer limited to one use per turn.

Spell points are returned.

Draining Word

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

The spell caster now loses 2% of his HP, but loses none on a critical hit.

Spell points are returned.

Healing Word

The critical failure probability goes to 1/100.

The probability of a critical hit at level 6 passes from 1/30 to 1/35.

Spell points are returned.

Forbidden Word

The critical failure probability goes to 1/100.

Stimulating Word

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

The caster now loses 10% of his HP on each use, but loses none on a critical hit.

Spell points are returned.

Preventing Word

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

The interval between casts changes from 9 to 10 turns at level 2, 8 to 9 turns at level 3, 7 to 8 turns at

level 4, 6 to 7 turns at level 5, and 5 to 6 turns at level 6.

Spell points are returned.

Frightening Word

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

Revitalizing Word

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

Regenerating Word

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

The maximum range of the spell changes from 0 to 1 at level 3 and 4, from 1 to 2 at level 5 and 2 to 3 at

level 6.

The spell is no longer limited to one use per turn, but remains limited to once per target during the same

turn.

The spell duration changes from 4 to 3 turns at level 3, from 5 to 4 turns at level 4, from 6 to 4 turns at

level 5, and from 7 to 5 turns at level 6.

Spell points are returned.

Word of Thorn

The critical failure probability goes to 1/100.

The spell no longer ends turn on a critical failure.

The spell now has a critical hit.

The spell is castable on allies in box range.

Word of Youth

The critical failure probability goes to 1/100.

Vampiric Word

The critical failure probability goes to 1/100.

The spell is no longer limited to one use per turn.

The minimum range changes to 1 (box).

The maximum range changes to 3 (box).

The spell is linear.

The life steal is water type.

Spell points are returned.

Word of Sacrifice

The critical failure probability goes to 1/100.

The spell now has a critical hit.

Paralyzing Word

The critical failure probability goes to 1/100.

Lifting Word

The critical failure probability goes to 1/100.

The spell is castable on allies in box range.

Word of Silence

The critical failure probability goes to 1/100.

The spell now has a critical hit.

Word of Recovery

The critical failure probability goes to 1/100.

The spell is castable on the caster at levels 1,2,3, and 4.

Osamodas - (Translation by Inoku!)

Summoning of Tofu

The Tofu can now use a spell that adds an additional MP for 1 turn (area of effect in a cross of 1 square, spell cast on itself) to its allies once per summoning.

Ghostly Claw

The probability of a critical failure is reduced to 1/100.

Bear Cry

The probability of a critical failure is reduced to 1/100.

Crow

The probability of a critical failure is reduced to 1/100.

The spell does not end your turn in the event of a critical failure.

Feline Movement

The probability of a critical failure is reduced to 1/100.

Summoning of Gobball

The AP cost changes from 5 to 4 at level 6.

Toad

The probability of a critical failure is reduced to 1/100.

Summoning of Prespic

The HP and AP of the Prespic has been increased.

The Prespic now has the possibility of casting "Counter" on itself or an ally.

Whip

The spell no longer has a critical hit.

High-Energy Shot

The probability of a critical failure is reduced to 1/100.

Animal Blessing

The probability of a critical failure is reduced to 1/100.

The spell does not end your turn in the event of a critical failure.

The effects of the spell last for 4 turns.

The spell is recastable every 6 turns.

The spell no longer has a critical hit.

The spell is castable on allies within a 1-square range.

The spell changes from 5 to 4 AP at levels 2 and 3, and changes from 5 to 3 AP at level 4 and 5.

The spell points invested in this spell are refunded.

Lashing Claw

The probability of a critical failure is reduced to 1/100.

The spell changes from 5 to 4 AP at level 5.

Animal Healing

The probability of a critical failure is reduced to 1/100.

Punch of the Crackler

The probability of a critical failure is reduced to 1/100.

The spell does not end your turn in the event of a critical failure.

Natural Defense

The probability of a critical failure is reduced to 1/100.

Fangs of Boowolf

The probability of a critical failure is reduced to 1/100.

Summoning of Red Wyrmling

The Red Wyrmling's spell "Cri-cri de cur" now adds damages in a less random fashion. The effects of the spell are now applied to all allies and summons within the area of effect. The spell no longer has a critical hit.

Summoning of Crackler

The Crackler now has the spell "Stone Protection," which allows it to increase resistances (up to 10% in all the elements at level 5 of the spell) of the allies around it (the area of effect being 2 squares out from the Crackler) for 4 turns (lthe spell is recastable every 6 turns). This spell does not affect the Crackler itself.

Ecaflip (Translation by DarkStorm)

Félintion

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell disposes henceforth of an interval minimum before revival of two turns.

Spell points spent on this spell will be returned..

Roulette

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

This spell has been completely changed. It will now cast a random effect on all allies, all enemies, or everyone on the field.

Spell points spent on this spell will be returned..

Heads or Tails

The probability of failure for this spell is now 1/100.

The healing portion of the spell is increased on levels 4, 5, and 6 for non-critical hits.

The healing portion of the spell is now affected by Intelligence.

Spell points spent on this spell will be returned..

Ecaflip's Luck

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure at level 1.

Repercussion

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell can be cast on allies with a range of 1.

The loss of life is no longer 25 at all levels, but instead is a percentage of the caster's life: 6% at level 1, 5% at level 2, 4% at level 3, 3% at level 4, 2% at level 5, and 1% at level 6.

Spell points spent on this spell will be returned.

Clover

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell now has a range of 1 and can be cast on allies.

The spell's duration becomes 5 turns, with a cooldown of 6 turns.

The AP cost is lowered to 3 at level 5.

Spell points spent on this spell will be returned.

All or Nothing

The probability of failure for this spell is now 1/100.

The spell's duration becomes 2 turns, with a cooldown of 4 turns.

The +damage bonus and the Wisdom penalty are removed.

The area of effect is reduced to an 8 square zone.

The AP cost is reduced at levels 3 and 4 of the spell.

Spell points spent on this spell will be returned.

Feline's Leap

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The AP cost becomes 2 at levels 1, 2, 3 and 4.

The spell is limited to 5 casts per turn at level 6.

Spell points spent on this spell will be returned.

Topkaj

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Rough Tongue

The probability of failure for this spell is now 1/100.

The spell now has an area of effect, a cross with a size of one square.

The range reduction lasts henceforth 2 turns at level 1, 4 turns at level 2, 6 turns at level 3, 8 turns at level 4, 10 turns at level 5, and 12 turns tat level 6.

Spell points spent on this spell will be returned.

Wheel of Fortune

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The self-inflicted damage is based on a percentage of the life points of the spell's caster.

The spell now has a range of 1 and can be cast on allies.

Spell points spent on this spell will be returned.

Summoning Claw

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell's cooldown is reduced.

The summoned Kitten's characteristics (Life, AP, MP, and damage) are increased.

Feline Spirit

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Henceforth, the spell always causes damage to the opponent.

Smell

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell now has a critical hit.

Reflex

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell now has a critical hit.

The spell now has a range of 1 and can be cast on allies.

The spell's duration becomes 4 turns, with a cooldown of 6 turns.

Spell points spent on this spell will be returned.

Playful Claw

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell can only be cast twice per turn now.

The spell no longer requires Line of Sight at level 1.

Spell points spent on this spell will be returned.

Claw of Ceangal

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The length of the loss of AP is reduced to 3 turns at level 1, 4 turns at level 2, 5 turns at level 3, 6 turns at level 4, and 7 turns at level 5.

Spell points spent on this spell will be returned.

Rekop

The AP cost is reduced from 6 to 5 at level 5 of the spell.

Water and Air damage is less random at all the levels of the spell.

Fate of Ecaflip

The probability of failure for this spell is now 1/100.

The length of the MP-reduction is henceforth of 8 turns to all the levels of the spell.

The damage is now more random for critical hits at all levels of the spell.

Spell points spent on this spell will be returned.

Continued in Inoku's post below


DISCLAIMER

I am not an official member of Ankama staff. I am a volunteer moderator, I draw my conclusions about possible game changes from the information made public by the Ankama Admin - the same information that every single Dofus player has the ability to find for themselves. If you see me posting something that looks like an official spoiler about the future of the game, it's probably just my personal opinion about what could be in store.

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http://forum.dofus.fr/topic.php?lang=fr&id=93349

Translation is incoming.

Here's a few highlights so far:

All weapon skills now 4 turns with 6 turn cool down. Damage reduced overall.

All elementary spells changed to non-fatal critfails. (1/100 failure rate for most)

Summonings of Arachnee and Chaferfu both gain a critical hit that summon a Major Arachnee and a Chaferfu Lancer, respectively.

Awsome finally, arachnee will be useful and so will chaferfu!!

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Awesome, Thanx for posting!


Ztoor - 200 Sadida -- Wootz - 200 Enu

 Critical Failure

W7dvUKy.png

 

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Thanks Wish, very nice to see some concrete information. The spell boost does sound nice. I wonder how this will affect some spells that were good, because they weren't crit fatal. I like the 1/100 thing though, and I have a feeling classes with lots of offensive spells, will be alot more fun to play. Oh yeah, and can't wait to see what the crit hit is for arachnee. I'm sure all those classes without an unbewitch spell, is looking forward to that.

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damn... 4 turn and 6 cool down, thats worse than i thought was gonna happen.

EDIT BY MODERATOR: We're translating it now, no need to bigass wall o' text.


bendsigcopypd4ga6fv4.png

bends : Level 164 Agility/Critical Hit Sacrier(Rushu)

Protector of Chance

101 agi/101 wis/101 str scrolled

Guide to The Modern Sacrier(Post 1.20)

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Sadida (Translation by DarkStorm)

Earthquake

The probability of failure for this spell is now 1/100.

The Madoll

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Bramble

The probability of failure for this spell is now 1/100.

The minimum range becomes 1.

Paralyzing Poison

The functioning of this spell has changed, with the damage becoming Fire-elemental, boosted by Intelligence.

Level 1: Maximum range: 2 squares. AP cost: 4. Cooldown: 6 turns. Causes 1 damage per AP used for 3 turns.

Level 2: Maximum range: 3 squares. AP cost: 3. Cooldown: 6 turns. Causes 1 damage per AP used for 3 turns.

Level 3: Maximum range: 4 squares. AP cost: 3. Cooldown: 5 turns. Causes 1 damage per AP used for 3 turns.

Level 4: Maximum range: 6 squares. AP cost: 3. Cooldown: 5 turns. Causes 1 damage per AP used for 3 turns.

Level 5: Maximum range: 7 squares. AP cost: 3. Cooldown: 5 turns. Causes 1 damage per AP used for 4 turns.

Level 6: Maximum range: 8 squares. AP cost: 3. Cooldown: 5 turns. Causes 2 damage per AP used for 4 turns.

Spell points spent will be returned.

Tear

The maximum range of the spell increases from 7 to 8 squares at level 6.

The minimum range of the spell is now 1.

The probability of failure for this spell is now 1/100.

The Block

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Soothing Bramble

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell causes a loss of 5 MP on a level 6 critical hit.

Sylvan Power

The probability of failure for this spell is now 1/100.

The spell can be cast on allies with a range of 1.

The cooldown is now 15 turns at level 1, 14 turns at level 2, 13 turns at level 3, 12 turns at level 4, 11 turns at level 5, and 6 turns at level 6.

The Sacrificial Doll

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Dolly Sacrifice

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Knowledge of Dolls

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The spell's duration becomes 4 turns, with a cooldown of 6 turns.

The spell now has a critical hit effect.

The spell can be cast on allies with a range of 1.

The AP cost of the spell is reduced from 5 to 4 at levels 2 and 3, and from 5 to 3 at levels 4 and 5.

Spell points spent will be returned.

Manifold Bramble

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Tree

The probability of failure for this spell is now 1/100.

The life points and the resistances of the summoned Tree are increased.

The range of the spell is henceforth boostable.

Poisoned Wind

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The Inflatable

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

Aggressive Bramble

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The minimum range of the spell becomes 1.

Wild Grasses

The probability of failure for this spell is now 1/100.

Bush Fire

The probability of failure for this spell is now 1/100.

The spell no longer ends the player's turn on a critical failure.

The Earth portion of the spell becomes Water-elemental damage instead.

The damages of the spell at level 5 are increased.

The minimum range of the spell is now 1.

Spell points spent will be returned.

Insolent Bramble

The probability of failure for this spell is now 1/100.

The Ultra-Powerful

The probability of failure for this spell is now 1/100.

The Wisdom of the Swindling is increased.

Sram - (translated by Yrona!)

Deviousness

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Tricky Trap

The probability of a critical failure changes to 1/100.

The range goes from 5 to 7 at level 6 of the spell.

Deceitful Attack

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Mistake

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

The AP cost changes from 6 to 5 at level 5 and 6 to 4 at level 6.

Tricky Blow

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Double

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Invisibility

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Mass Trap

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Invisibility of Others

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Poison Trap

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

The spell no longer has a critical hit.

Chakra Concentration

The probability of a critical failure changes to 1/100.

The effect duration changes to 4 turns.

The spell is recastable after 6 turns.

The spell now has a critical hit.

The spell is castable on allies in box range.

The spell points are returned.

Paralyzing Trap

The probability of a critical failure changes to 1/100.

Trap of Silence

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

The minimum range changes to 1 square.

Unsummoning Trap

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

The spell no longer requires line of sight to cast.

The maximum range changes from 2 to 3 at level 2, from 2 to 4 at level 3, from 3 to 5 at level 4, from 4 to

6 at level 5, and from 5 to 7 at level 7.

The AP cost changes from 4 to 3 at level 5, and from 3 to 2 at level 6.

It no longer requires line of sight.

Fear

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

Con

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

There is no longer a limitation on the number of casts per turn.

The spell steals kamas on a critical hit.

The spell becomes boostable range.

Chakra Impulse

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure.

The effect of the spell lasts 4 turns.

The spell is recastable after 6 turns.

The spell now has a critical hit.

The spell is castable on allies in box range.

Spell points are returned.

Lethal Attack

The probability of a critical failure changes to 1/100.

The spell no longer ends turn on a critical failure

Xelor

Hand

The critical failure rate changes to 1/100.

Frostbite

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

The spell is no longer restricted to one use per turn.

The spell is restricted to one use by target per turn.

Counter

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

This spell now has a critical hit.

The spell is castable on allies with a range of 1 square.

Slowdown

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

The spell now steals 2 action points at level 5, and 3 AP at level 6.

Spell points are returned.

Dark Ray

The critical failure rate changes to 1/100.

Spell's critical failures are no longer fatal.

The spell damages at level 6 are increased.

Shriveling

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Xelor's Sandglass

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Temporal dust

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Time Theft

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Homing Hand

The critical failure rate changes to 1/100.

The damages of the summon Homing Hand are increased.

Devotion

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Flight

The critical failure rate changes to 1/100 at level 5.

Loss of Motivation

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

This spell is no longer linear only.

Range of this spell has been increased.

Blinding Protection

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

The spell can now be cast on allies with a range of 1 square.

Mummification

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

The loss of movement points now lasts for the entire duration of the spell (5 turns).

The spell points will be returned.

Clock

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Punch of Xelor

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

Xelor's Dial

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

afk making bends's post WICKED-ASS-TINY

Also: way to fuck everything up, Ankama. GG.


Starcraft, S Club 7, Europe, and World War II!

I'm a wonderful cook, my house is super tidy, and I really would love to learn to tap dance. Despite all that, I'm not actually gay.

Women are whores for the choco.

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Babelfish Preview of Sacrier, changes:

(Yeah, I couldn't wait... too excited ;) )

Sacrier

Forced punishment

The probability of failure critical passes to 1/100.

The fate has from now on a critical blow.

Foot of Sacrieur

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The probability of blow critical is from now on of a chance on 40 on level 5 and of a chance on 35 on level 6.

The fate makes it possible from now on to reduce the agility of the target during several turns.

Dared punishment

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The fate has from now on a critical blow.

Attraction

The probability of failure critical passes to 1/100.

Transfer of Life

The fate requires from now on two points of action to be launched.

It can be launched 1 time by turn on level 1, 2 times per turn on level 2, 3 times per turn on level 3, 4 times per turn on level 4, 5 times per turn on level 5, and 6 times per turn on level 6.

The fate makes it possible to distribute 10 % of its points of life to its allies in zone.

The fate has from now on a zone of effect in circle of a box on level 1, 2 boxes on level 2, 3 boxes on level 3, 4 boxes on level 4, 5 boxes on level 5, and 6 boxes on level 6.

The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure.

The fate has from now on a critical blow making it possible Sacrieur to regain points of life.

The points of fates are returned.

Assault

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The probability of blow critical passes from 1 chance out of 50 to 1 chance out of 45 on level 4, from 1 chance out of 50 to 1 chance out of 40 on level 5, and from 1 chance out of 50 to 1 chance out of 35 on level 6.

Nimble punishment

The probability of failure critical passes to 1/100.

The fate has from now on a critical blow

Dancing sword

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The points of life of the dancing sword are increased.

Sacred punishment

The probability of failure critical passes to 1/100.

The fate has from now on a critical blow.

Sacrifice

The probability of failure critical passes to 1/100.

The fate does not make it possible any more from now on to take the entirety of the damage received in the place of the target.

The fate makes it possible to take 45 % of the damage received by the target on level 1, 50 % on level 2, 55 % on level 3, 60 % on level 4, 65 % on level 5, and 70 % on level 6.

The fate has from now on a critical blow. The points of fates are returned.

Absorption

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The fate has from now on a critical blow.

The maximum range of the fate passes from 1 to 3 boxes.

Fate perhaps launched differently than on line.

Wise punishment

The probability of failure critical passes to 1/100.

The fate has from now on a critical blow.

Evasion

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The duration of the effects of the fate passes to 4 turns.

The fate is relançable all the 6 turns.

The fate has from now on a critical blow.

The fate is lançable on allies with a range of a box.

The fate costs from now on 3 points of action levels 1,2,3,4 and 5.

The points of fates are returned.

Co-operation

The probability of failure critical passes to 1/100.

The minimal range of the fate passes to 1 box

Punishment

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The fate has from now on a critical blow.

Fury The operation of this fate is changed.

This fate caused from now on elementary damage of type "Water" with a range of 4 boxes (not boostée) with a zone of effect in cross of size 1

When the fate is used, the launcher increases its damage (fixed no-claims bonus) during two turns each time that it receives damage.

The launcher also loses 1 % of its points of life during two turns each time that it receives damage.

The effects of the fate on the launcher are cumulable.

The points of fates are returned.

Flying sword

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The points of life, the points of movement and resistances of the flying sword are increased.

Coagulation

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The minimum interval of revival of the fate is increased, it passes from 15 to 10 turns on level 1, 14 to 9 turns on level 2, 13 to 8 turns on level 3, 12 to 7 turns on level 4, and 10 to 6 turns on level 6.

Bloodthirsty madness

The probability of failure critical passes to 1/100.

The fate does not make any more pass the turn of the player in the event of critical failure.

The flight of life from now on is fixed at 300 for all the levels of the fates.

The fate requires from now on 2 points of action on levels 1,2,3,4 and 5.

The fate is limited to 1 use by turn and player on level 1, 2 on level 2, 3 on level 3, 4 on level 4, 5 on level 5, and 6 on level 6.

The points of fates are returned.

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I think that will be a GOOD update, as 95% of PvM AND PvP are decided with weapons. I dont say that I support the changes right now (as I cant read bends wall of text lol) but a change was absolutely necessary.


hiddensigkopiejo0.pngEisdrache.png 592kaniba4.gif

Official owner of the FrysFairy pet (+nerdness) and pet dog of Legend-J :)

Goals:

186: ~0.000.000.000 1_19.gif

190: ~0.414.831.000 1_14.gif

195: ~1.216.546.000 1_16.gif

199: ~2.063.452.000 1_18.gif

200: ~5.767.068.000 1_21.gif

They still do the exact same things, just massively differently.
Baker makes bread.

Butcher makes editable meat.

Someone must combine them and make a sandwich.

I vote for sandwich recipes for butchers.

amazingstory.jpg That was an amazing story!
I saw a unicorn flying over Germany the other day.never seen any other horse flying. it must be good.
is there anything wrong with playing a sadida if youre not hairy? a xelor or eni if youre not small? an enu if youre not old? an osa if youre not gay?
Oh dear oh dear. You STILL FAIL to make a rational point. You continue to scream at me for no reason and accuse me of things which are nonsense.

I'm tired of discussing things with evangelical teens with massive insecurities. Seeya.

ok go to your butcher and ask for packet of frozen pig blood. bring it home, spill it in your room, plant a sucide note, get a razor and cover it in blood and toss it on the floor. then you lay in the blood and and wait for her return. then jump up and slowly walk towards her saying "Brainnnnns!"

or you can just ask her why she is treating you so unfair, whatever suits your taste.

Roulette is in the same category (get it? CATegory? loooool -.-)
i am an attention whore

i keep saying that

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It looks like this update is going to make Sadidas almost useless in team combat. Our only re-castable, earth-based, offensive spell Bush Fire is water and fire damage now. AND unbewitching is no longer as important. I don't want to complain before any of this stuff comes to pass, but we already had enough trouble finding things to do with our AP after two brambles... erk.

Otherwise: this is a HUGE, HUGE update and I guess pretty much the entire game will be re-written =-o Godspeed, Dofus!


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I only read the osa and sacrier modificacion and they dont see too bad exept the leek pie limited cast per turn and the sacrifice for sacriers

the osa get very nice spells now the crak has spell that give 10% reduction (at lvl 5) to all elements and can be casted on allies, tofu now can cast an spell that give 1 mp to an allied


Rosal:

Caracas-Fc 8X Agi Sacrier Second In Command Of: "Nothing But A Good Time"

Caracas-Healer 6X Full-Support Eni

(Hunting dopple stones for a PDB: 31 more to go) too lazy too keep droping them

Bad spelling is because I speak Spanish

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sucks,.


Stonenisland lvl 199 eni ROSAL

Moncler lvl 198 iop ROSAL

Romii lvl 173 SAC ROSAL

lihax lvl 160 Panda ROSAL

driez lvl 125 OSA ROSAL

Lowonlove lvl 121 ENU ROSAL

Malibu-ken lvl200 eca RUSHU

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http://forum.dofus.fr/topic.php?lang=fr&id=93349

Leek pie

The critical failure rate changes to 1/100.

The critical failures are no longer fatal.

The number of casts per target during a same turn henceforth is limited to 1 to the level 1, 2 to the level 2, 3 to the level 3, 4 to the level 4, 5 to the level 5 and 6 to the level 6.

Damage is increased in spell levels 2, 3, 4, and 5.

Range is increased in spell levels 3, 4, and 5.

These spell points will be returned.

Well, that seems to be the biggest disappointment to me, as a Sacrier. That number of hits on the same target "nerf" of Leek Pie means that for a good round of buffing, I'll have to be taking lv4-6 damages just to get hit 4-6 times from the same Ally at a time. B'ah. Makes me sad. <_<

For now, since I have learned not to hold my breath in excitement over amazing forthcoming updates, I will just carry on, enjoying my buffs, until the inevitable. I won't mind going back to using more of my class spells, but it would also be nice as a Sacrier to have a class weapon. (I mean, our class pics show us with swords A LOT ... *hint*hint*cough*cough*)

Until then, whee! :mellow:


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Wakame-Hime (11X Agi Sacrier | 100 Baker, 100 Farmer, 1X Sword Smith)

Team Tofu rocks my socks!

Will make drawings for kamas. See here.

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Feca changes: Art of staff is castable on allies now, nifty. And Feca shield is only 4 AP. The armors are 4 turn duration, 6 turn cooldown. For glowing and earth armors, level 5 reduction is reduced. For wind and aqueous, the reduction at all levels is reduced, so all the elemental armors are the same. I like it.

More changes: Spell rebound also castable on allies, and has a crit hit, and is 3 AP at all levels. Rebounded damage is reduced by the target, instead of going straight through. Bubble can be cast as many times per target as your heart desires (and AP allows).

More more changes: Blindness has a crit hit, and so does Feca shield. All those Fecas who went with a dagger crit set made a good bet, apparently.

Edited by Yrona

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Trying to take bits from the translation for everyone:

Ecaflip

-First post!-

Enutrof:

Enutrof Chance The probability of failure critical passes to 1/100. The fate is lançable on combined with a range of 1 box. The duration of the effects of the fate passes to 4 turns. The fate is relançable all the 6 turns. The points of fates are returned. To launch Shovel The probability of failure critical passes to 1/100.

Unsummon The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure. The damage of the fate is from now on elementary damage of type "air". The minimum interval of revival is tiny room for all the levels of the fate. The range from now on "is boostée". The cost in points of action is tiny room on levels 3,4,5 and 6 of the fate. The points of fates are returned.

Reducing key The probability of failure critical passes to 1/100.

Living bag The probability of failure critical passes to 1/100. The fate is from now on relançable all the 10 turns.

Pandora's box The probability of failure critical passes to 1/100. The fate always has 50 % of chance to look after or increase the critical blows of the target, but has from now on a critical blow which increases the power of these effects.

Mound The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure. The zone of effect of the fate passes to 2 boxes (zone of effect always in cross) for levels 4 and 5 of the fate, and passes to 3 boxes for level 6 of the fate. The fate is not attached any more in a number of uses per turn.

Ghostly Shovel The probability of failure critical passes to 1/100.

Prime of Life The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure. The maximum range of the fate passes from 1 to 2 boxes. The fate makes it possible from now on to steal 1 point of movement to the adversary (this effect is esquivable). The fate can be used several times by turn, but on these different targets. The cost in points of action passes from 4 to 5 for levels 1,2,3,4 and 5 of the fate.

Coins The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure.

Living shovel The probability of failure critical passes to 1/100. The minimum interval of revival is from now on of 10 turns on level 1, 9 turns on level 2, 8 turns on level 3, 7 turns on level 4, 6 turns on level 5, and 5 turns on level 6 of the fate.

Greed The probability of failure critical passes to 1/100. The duration of the effects of the fate passes to 4 turns. The fate is relançable all the 6 turns. The fate has from now on a critical blow. The points of fates are returned.

Shovel kiss The probability of failure critical passes to 1/100. The probability of blow critical passes from a chance on 45 to a chance on 40 on level 6 of the fate.

Clumisness The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure. The fate has from now on a critical blow.

Clumisness of Mass The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure. The fate has from now on a critical blow. The zone of effect of the fate is from now on of 8 boxes. The points of fates are returned.

Acceleration The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure.

Shovel of Judgement The probability of failure critical passes to 1/100.

Slaughtering Shovel The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure. The cost of implementation of the fate passes from 6 to 5 points of action. The damage is less random in critical blow.

Bribery The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure. The points of life returned by the fate are from now on 100 for all the levels of the fate. The fate is lançable on allies. The minimum interval of revival passes from 5 to 6 turns on level 5 of the fate. The fate places from now on the players combined in the "Which corrupted" state, which prevents them from starting again the fate corruption before 4 turns. The points of fates are returned.

Living Chest The probability of failure critical passes to 1/100. The fate does not make any more pass the turn of the player in the event of critical failure.

Edited by Inoku

Quit and Deleted

Played Panda from Inception to 2.5

Soju 200 Pint Shika

Sakechan 19x Pint Zato Zato

On Wakfu, Soju on Nox

*Yes, Wakfu is better*

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Where can I find changes to Xelors? Thanks


Time-Devil -- 32 Eni -- Chance Build -- 6 Hunter

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Sig By Majava

Sig Edited By Kyek toilet paper monsters lolololololol

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I knew I should've quit before the update, now I'm gonna laugh in the face of everyone who's been nerfed. <_<

But seriously, I have no idea what to think about this update, I hope it's changes are kinda good.


some 200 fuckers on rushu

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big nerf for sacs imo....

leek pie, 1 per round

4 turn weapon duration, 6 cooldown

evasion has cool down

sacrifice nerfed

coop has a failure

on the other hand we now got:

CH on punishment CH on punishments CH on evasion lowered CH rate of assult/foot lowered CF of attraction Use evasion on allies and now BTM you really dont need to lvl it really....

im really wondering what the punishment CH is, same with evasion


bendsigcopypd4ga6fv4.png

bends : Level 164 Agility/Critical Hit Sacrier(Rushu)

Protector of Chance

101 agi/101 wis/101 str scrolled

Guide to The Modern Sacrier(Post 1.20)

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-Babelfish Pandawa translation-

Edit: No need to make this page longer than it needs to be. See first post. ;D

-Inoku

Edited by Inoku

Quit and Deleted

Played Panda from Inception to 2.5

Soju 200 Pint Shika

Sakechan 19x Pint Zato Zato

On Wakfu, Soju on Nox

*Yes, Wakfu is better*

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I think it would be a good idea to not just post direct translations from babel fish. I had a look through and made changes to make them more readable. Just a suggestion.


bcIKtzE.pngproud grandmother to two beautiful children! i love corresponding to my siblings and friends on the internet and getting cheap deals on ebay. a good trick is to serch for things that people spells wrong! if you are looking for "nice chairs" you can search for "nice chiars" and you can get a bargain.

if you cant handle me at my worst then you dont deserve me at my best!

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True, but wall of text is totally unreadable. Better something than nothing


Quit and Deleted

Played Panda from Inception to 2.5

Soju 200 Pint Shika

Sakechan 19x Pint Zato Zato

On Wakfu, Soju on Nox

*Yes, Wakfu is better*

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Not really. I found it easier to make out the french than the garbled franglais <_<


bcIKtzE.pngproud grandmother to two beautiful children! i love corresponding to my siblings and friends on the internet and getting cheap deals on ebay. a good trick is to serch for things that people spells wrong! if you are looking for "nice chairs" you can search for "nice chiars" and you can get a bargain.

if you cant handle me at my worst then you dont deserve me at my best!

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Yay, Eni Buff :3


Dofussig2.jpg

146-Osa- Skky-Feinxyn 100tailor/100shoemaker/8xjeweler (retired)

199 Eni- Skky- // 18x- Eca- Skky // 18x- Panda- Ykks // ~18x-Enu~19x-Xelor~16x-Sram~ // 15x-Osa Boston-Cream //

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Sadidas:

-First post! -Inoku

Not really. I found it easier to make out the french than the garbled franglais :mellow:

I'm just getting some information out, I dont speak nor read french....so better info will come out but this stuff helps im sure of it

damn... 4 turn and 6 cool down, thats worse than i thought was gonna happen.

EDIT BY MODERATOR: We're translating it now, no need to bigass wall o' text.

Would appear that the other classes will have to wait till the moderators translate it.....sorry folks <_<

Edited by Inoku

Quit and Deleted

Played Panda from Inception to 2.5

Soju 200 Pint Shika

Sakechan 19x Pint Zato Zato

On Wakfu, Soju on Nox

*Yes, Wakfu is better*

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