Sram spell:Jinx
When a Sram casts Jinx on an enemy (or an ally), all attacks and spells cast by the target will be reduced to their lowest level of effect for the duration of the spell.
This spell will renew interest in Srams when building groups, due to their newfound ability for protection - if cast at the right moment, it can temporarily reduce damage taken from the most powerful of enemies. What's more, since the values of spells cast while Jinx is active will be at their lowest possible minimal level, it makes it possible to predict damage taken and to form a healing and defensive strategy.
Cra Spell:Dispersing Arrow
Dispersing Arrow allows Cras to repel everything for three cells around the target cell in all 4 directions, moving a maximum of three targets in a row. Only background elements can block the effects of Dispersing Arrow and Cras cannot use the arrow on themselves.
Dispersing Arrow will increase interest in Cras for two reasons: their increased usefulness in groups and their effectiveness from a distance.
In group, this spell allows Cras to help allies escape from enemy tackle zones and also to reposition the participants, both allies and enemies, during combat.
Finally, the spell allows Cras to maintain their enemies at a distance and to make full use of their large battery of very long-range spells.
Feca spell:Reinforced Protection
This spell allows Fecas to increase their allies' elemental resistance considerably from a distance, but also prevents the target from using a close combat weapon for the durations of the spell's effect.
Reinforced Protection. only lasts one turn, but it may be cast more than once per turn on the character's allies. The spell only costs 1 action point. for all levels.
The spell will reemphasise the role of Fecas as protectors by giving them the ability to protect their allies from a distance and for very few AP. It can also compensate for a lack of healing in a group by greatly reducing damage taken.
Iop spell:Brokle
The spell Brokle. was already available for Iops in-game, but it has now been changed considerably. to take its place alongside the rest of the special class spells. The old version of the spell will disappear with version 1.27 and will be replaced by the following updated spell:
Iops can cast Brokle. in close combat on both enemies and allies. All attacks and heals cast on the target for the duration of the spell will be maximised.. Even the most random spells will be cast at their full power.
This new version of Brokle allows Iops to assume a role as the most important 'damage maximisers' in the game, making the attack of enemies far more effective. It can also save an ally if a healer character is under the spell's influence when healing.
The spell also has its use when Iops wish to take as much damage as possible, of course, so casters must choose carefully whose abilities they want to improve.
Xelor spell:Rhol Bak
The Xelor spell, Rhol Bak teleports all allies and enemies back to their positions at the beginning of the fight. If a summons occupies a destination cell, the player will switch places with it.
Xelors can use this spell to return all players to their positions at the beginning of the fight, which can be of enormous strategic benefit. If players were closer together in their original positions, this spell can bring them back into close combat range, and if they were far apart, it will allow the Xelor's allies to get farther away from the enemy. There are many possible combinations: circling an adversary, placing enemies in traps or glyphs
But watch out. This spell should be used with great care, since enemies can anticipate it and use it to their own advantage.
Pandawa spell:Drunkenness
The spell Drunkenness summons a non-moving barrel which can either be left on the ground or carried by the Pandawa.
If left on the ground the barrel has a close combat attraction spell which it will use four times per turn in all four directions if it has enough Action Points.
If carried by the Pandawa the barrel will cast an area heal spell on all four of the carrier's close combat cells.
Drunkenness thereby gives Pandawas a new way of playing, allowing them to draw the enemy closer, or even to gather more than one adversary around a barrel. On the other hand, enemies may use a barrel to accelerate their own movements.
If the team is short on healers, Drunkenness can of course perform this function too.
Enutrof spell:Pull Out
Pull Out allows Enutrofs to prevent all players in a fight from using movement points and movement spells, effectively blocking all warriors in their positions temporarily.
This way, Enutrofs can strategically keep enemies either in close combat, or far away, depending on their teams tactics and abilities.
Sadida spell:Tree of Life
The Tree of Life allows Sadidas who invoke it to offer an additional source of healing to their allies
but also to their enemies! Any combatant may choose to attack the Tree of Life where each attack to hit the tree will heal the attacker.
This spell increases the Sadidas' importance as alternative healers and their usefulness as support characters in groups.
Sacrier spell:Pain Shared
The spell Pain Shared is a Punishment spell which Sacriers can cast on allies in close combat (i.e. between one and four allies). This Punishment gives a bonus of %damage.
The spell works in a similar way to other Sacrier punishment spells. Each blow received by an ally under the effects of Pain Shared will give them bonuses. The spell may be recast as soon as its effects wear out.
Instead of concentrating the damage potential of an entire team solely on a lone Sacrier, this spell can divide up the attack potential throughout the team, whatever the attack element of the members of the team are. This should reduce the duration of fights considerably.
As a result, as well as Sacriers having the ability to receive high levels of damage, they can now increase the damage potential of their team while their own power increases with the damage they receive from adversaries.
Ecaflip spell :Felintion
The spell Felintion has not been changed, and it still allows Ecaflips to deal damage to enemies and to simultaneously repel them and heal themselves.
When Ecaflips cast Felintion on an ally, they are repelled, but theft of life and damage is replaced by healing. This spell also reinforces the Ecaflip's capacity as a healer and confirms their potential as an alternative healer.
Eniripsa spell:Mot Lotof
Mot Olov is a countdown spell that Eniripsas can either cast on an ally or themselves. Upon the turn of the person under the effects of the spell, the Mot Olov will deal area of effect damage equal to one third of their remaining Health Points.
This spell is useful if the Eniripsa is surrounded and wishes to deal high levels of damage in the area, but the spell can also be used in teams as a time bomb when it's cast on an ally with high Health Points who would then be placed behind enemy lines.
Osamodas spell:Spiritual Leash
Spiritual Leash will work in much the same way as before: Osamodas can use it to bring a dead ally to life in combat. This spell has been improved, however - players who are brought back to life will return with a higher percentage of their Health Points. If none of the allies die, the Osamodas can bring the last summons that perished back to life instead.
The spell is also easier to use in general, which should have the effect of reinforcing the importance of Osamodas as support characters in groups.