The character classes
Ecaflips are Warrior gamblers who always turn up in the most surprising places... An Ecaflip is happiest when gambling - for all or for nothing. But be careful, it is a very serious matter for these creatures, they won't hesitate to gamble their lives on a throw of the dice if it means victory...
Speciality: Master of Chance
Preferred weapons: Sword (100 % damage) and Dagger (95 % damage)
- 50 Health Points (HP)
- 6 Action Points (AP)
- 3 Movement Points (MP)
- 0 Initiative Points
- 100 Prospecting Points
Each time you level up in combat, you'll receive 5 points which you can use to improve your characteristics and one point for your spells. You should spend these points carefully and establish a direction in which you want your character to evolve.
In the table below you'll see how much it costs to improve each characteristic. The more you invest in any one characteristic, the more points you'll have to spend to continue improving it.
Vitality will always cost one point and Wisdom will always cost three.
|Cost in points for each
|1 for 1||2 for 1||3 for 1||4 for 1||5 for 1|
|Intelligence||0 to 20||21 to 40||41 to 60||61 to 80||81+|
|Chance||0 to 20||21 to 40||41 to 60||61 to 80||81+|
|Agility||0 to 50||51 to 100||101 to 150||151 to 200||201+|
|Strength||0 to 100||101 to 200||201 to 300||301 to 400||401+|
Strength is the basic characteristic of the Ecaflips and it is this aspect that will require the least number of points capital to increase. Strength increases the intensity of Earth damage, which is vital to the effectiveness of your spells, and the power of Neutral damage.
Required level 90Inflicts Air, Water, Earth and Fire damage. The spell takes effect randomly: either in 1 turn, in 2 turns or in 3 turns. The later the damage is inflicted, the greater it is.
- 3 to 5 (Fire damage)
- 3 to 5 (Earth damage)
- 3 to 5 (Air damage)
- 3 to 5 (Water damage)
- 4 to 6 (Fire damage) (1 turn)
- 4 to 6 (Earth damage) (1 turn)
- 4 to 6 (Air damage) (1 turn)
- 4 to 6 (Water damage) (1 turn)
- 5 to 7 (Fire damage) (2 turns)
- 5 to 7 (Earth damage) (2 turns)
- 5 to 7 (Air damage) (2 turns)
- 5 to 7 (Water damage) (2 turns)
- 6 to 8 (Fire damage) (3 turns)
- 6 to 8 (Earth damage) (3 turns)
- 6 to 8 (Air damage) (3 turns)
- 6 to 8 (Water damage) (3 turns)
- 5 to 7 (Fire damage)
- 5 to 7 (Earth damage)
- 5 to 7 (Air damage)
- 5 to 7 (Water damage)
- 6 to 8 (Fire damage) (1 turn)
- 6 to 8 (Earth damage) (1 turn)
- 6 to 8 (Air damage) (1 turn)
- 6 to 8 (Water damage) (1 turn)
- 7 to 9 (Fire damage) (2 turns)
- 7 to 9 (Earth damage) (2 turns)
- 7 to 9 (Air damage) (2 turns)
- 7 to 9 (Water damage) (2 turns)
- 8 to 10 (Fire damage) (3 turns)
- 8 to 10 (Earth damage) (3 turns)
- 8 to 10 (Air damage) (3 turns)
- 8 to 10 (Water damage) (3 turns)
- Critical hit probability 1/50
- Failure probability -
- No. of casts per turn -
- No. of casts per turn per player 2
- No. of turns between two casts -
- Boosted range yes
- Line of sight yes
- Linear no
- Free cells no
Ecaflips in general
What sets the Ecaflips apart is their constant juggling with the dice of chance. Their spells can turn out to be incredible powerful or pitifully weak, and so Ecaflips have to evolve and gain experience while all the time being subject to the fickle winds of chance.
Regardless of the basic course you decide to take with your character, you'll find yourself using these fundamental spells again and again:
These are your class spells, so you would do well to get to know them inside out.
Note on the spell Rekop: this spell is devastating on a critical hit, because it inflicts damage on all four elements. If used well, it can become an important part of a multi-elementary Ecaflip's strategy.
As for your close combat weapons, you'll mainly be using a Sword (100% damage) and also Daggers (95% damage). Having said this, nothing is stopping you trying out the other weapons available to you, but your damage will fall to 90%.
As for choosing your attack spells, this will depend on the element you decide to specialise in. The Earth Ecafips are the most common types because they are the easiest to play. You might also want to be original and go for another element.