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Devblog – Classes in Temporis VI

By [Ankama]DOFUS - ADMIN - September 02, 2021, 15:15:00
AnkaTracker Announcements

Here's your chance to learn about all the new class mechanics in the upcoming Temporis!

For the sixth Temporis, we wanted to offer something new with never-before-seen mechanics to discover. This is the cornerstone of the Scrollsayer experience, especially when the servers first open. That said, certain classes were well liked and worked well in Temporis IV, so those were kept. Below is a profile of each class with their spells and a class passive if it has one:

 

Feca

  • Fecas have gone in a completely different direction with two active spells. One recenters the glyph in Feca gameplay, and the other provides a much more prominent defensive ability.
  • No class passive
     
  • Glyph:
    • Places a start-of-turn glyph that inflicts damage on enemies in the caster's last attack element, or Neutral if necessary. The caster gains a shield if they trigger the glyph.
    • Casting conditions: 2 AP, 0-5 Range without line of sight; cooldown period: 2 turns
    • Levels and damage:
      • Level 1: 11 to 13
      • Level 25: 12 to 14
      • Level 75: 15 to 18
      • Level 140: 18 to 22
         
  • Isolation:
    • All allies gain a shield during the targeted enemy's next turn.
    • Casting conditions: 2 AP; cooldown period: 2 turns
    • Levels and gains:
      • Level 1: 40 Shield, 1-4 Range
      • Level 30: 150 Shield, 1-5 Range
      • Level 70: 270 Shield, 1-6 Range
      • Level 120: 430 Shield, 1-7 Range
      • Level 180: 650 Shield, 1-8 Range
 

Osamodas

  • Osamodas have been fully updated to work better in a team and with common summons.
  • No class passive
     
  • Sit… Stay!:
    • The caster increases the Vitality of an allied scrollmagic summon and passes on 50% of their Power (100% if it is their own summon). If the summon dies during the bewitchment (2 turns), the caster gains 2 AP.
    • Casting conditions: 2 AP; cooldown period: 2 turns
    • Levels and Range:
      • Level 1: 1-3 Range
      • Level 50: 1-4 Range
      • Level 100: 1-5 Range
         
  • Takeoff:
    • The caster switches places with an allied scrollmagic summon.
    • Casting conditions: 2 AP, 2 times per turn, 1 time per target
    • Levels and Range:
      • Level 1: 1-5 Range
      • Level 60: 1-6 Range
      • Level 120: 1-7 Range
         
  • Sacrificial Fire:
    • The targeted scrollmagic summon distributes half of its HP to its summoner, and the rest to the caster. It dies.
    • Casting conditions: 4 AP, 1-5 Range; cooldown period: 5 turns; initial cooldown: 3 turns; global cooldown
    • Level: 1
 

Enutrof

  • The class remains very similar to the previous edition. The passive is faster, and a powerful new spell has been added.
     
  • Stingy (class passive):
    • Enutrofs gain 2 combat kama every turn (10 max.). They can spend them wisely to hinder their enemies. The kama gain increases to 4 per turn when below 50% HP.
       
  • Tax:
    • Removes 2 MP from the target (1 turn; cannot be parried).
    • Casting conditions: 1 AP and 3 kamas; 1 time per turn
    • Levels and Range:
      • Level 1: 1-6 Range
      • Level 50: 1-8 Range
      • Level 120: 1-10 Range
         
  • Interest:
    • Removes 2 AP from the target (1 turn; cannot be parried).
    • Casting conditions: 1 AP and 3 kamas; 1 time per turn
    • Levels and Range:
      • Level 1: 1-6 Range
      • Level 60: 1-8 Range
      • Level 130: 1-10 Range
         
  • Amortisation:
    • Everyone skips their next turn.
    • Casting conditions: 1 AP and 10 kamas; 0 Range; cooldown period: 6 turns
    • Level: 1
 

Sram

  • Sram doubles are now much better allies, and the class is much less restrictive to play.
  • No class passive
     
  • Double:
    • Summons a controllable double that has the same characteristics as the summoner. It does not attack, and dies after 3 turns, switching places with its caster. Allies that attack the double are healed by 50% of the damage inflicted.

    • Casting conditions: 3 AP; 1-3 Range; cooldown period: 3 turns (the double dies)
    • Level: 1
       
  • Infinitisibility:
    • Aligns the caster's and the targeted ally's chakras. For 2 turns, the caster becomes invisible and the target reduces damage received by 50%. In exchange, the target inflicts 50% of damage done to them on the caster. If one of the two dies, if the caster casts the spell again, or if they become the target of this spell themself, the effect is dissipated.
      This special invisibility is not lost when the caster inflicts damage; remember, however, as wise Srams already know, the position of an invisible entity is revealed to the opposing team every time the entity casts a spell or uses a weapon.

    • Casting conditions: 2 AP; 1-5 Range / 0 Range; 4-turn cooldown
    • Level: 1
 

Xelor

  • A mechanic that's still very simple and effective, but without the random aspect.
     
  • Oracle (class passive):
    • Xelors gain +1 AP (infinite). They gain a second AP (infinite) if they start a turn with less than 40% of their HP.
       
  • Temporal Savings:
    • The caster or targeted ally gains 1 AP (1 turn) at the start of their next turn and the following turn.
    • Casting conditions: 2 AP, 3 times per turn, 1 time per target, stackable max. 2
    • Levels and Range:
    • Level 1: 0-2 Range
    • Level 60: 0-3 Range
    • Level 120: 0-4 Range
 

Ecaflip

  • Same as in Temporis IV, but with a castable spell.
     
  • Lucky (class passive):
    • Ecaflips gain +25% Critical. When they land a critical hit, they gain +50 Power (2 turns).
       
  • Jammygit:
    • The caster randomly gains Power, a shield, or MP (3 turns).
    • Casting conditions: 2 AP; 0 Range; cooldown period: 3 turns
    • Levels and gains:
      • Level 1: 50 Power / 90 Shield / 1 MP
      • Level 30: 80 Power / 140 Shield / 1 MP
      • Level 65: 120 Power / 210 Shield / 1 MP
      • Level 100: 180 Power / 315 Shield / 2 MP
      • Level 140: 250 Power / 480 Shield / 2 MP
 

Eniripsa

  • Eniripsas still have their healing capability, but they're the first to get a new, more interesting, mechanic.
     
  • Fountain of Youth (class passive):
    • Eniripsas regain up to 21% of their HP at the start of each turn.
      • 7% without any conditions.
      • 7% if they have suffered enemy damage since their last turn.
      • 7% if they have less than 50% of their HP.
    • If they start their turn in the Unhealable state, Eniripsas lose the state and suffer a 50% healing penalty (1 turn, non-reducible) instead.
       
  • Echo of Youth:
    • The caster heals the target by the same percentage of HP as healed by Fountain of Youth at the start of the turn. The healing actually received by the caster does not influence the effect of this spell.
    • Casting conditions: 2 AP, 2 times per turn, 1 time per target
    • Levels and Range:
      • Level 1: 0-4 Range
      • Level 65: 0-6 Range
      • Level 130: 0-8 Range
 

Iop

  • Same as in Temporis IV, with a slightly reduced damage increase, but also an extra utility spell.
     
  • Épéeist (class passive):
    • Iops gain a shield and damage increase when they end their turns in close combat with an enemy. The effect is increased the first time or if it wasn't triggered in the previous turn.
       
  • Prontopresto:
    • The caster moves closer to the target. The cost of the spell is refunded on turns where the effects of Épéeist are increased.
    • Casting conditions: 2 AP, cast in a straight line, 1 time per turn
    • Levels and Range:
      • Level 1: 2-2 Range
      • Level 65: 2-3 Range
      • Level 130: 2-4 Range
 

Cra

  • This year, Cras are keeping their distance with a new mechanic that's closer to their original conceit.
     
  • Distant (class passive):
    • At the start of their turn, Cras gain the Unlockable state and 2 MP (1 turn) if they've suffered an enemy attack in close combat since the last turn. Otherwise, they gain +1 Range (infinite, stackable 8 times).
 

Sadida

  • A whole new mechanic for Sadidas, offering much higher offense and based on infection.
     
  • Infection (class passive):
    • At the end of a Sadida's turn, entities in the Infected state inflict 100% of the last damage they suffered plus 1 Neutral damage on themselves. They lose the Infected state. Enemies that attack a Sadida gain the Infected state.
       
  • Poisoned Root:
    • Infects the targeted enemy.
    • Casting conditions: 2 AP, 1 time per turn
    • Levels and Range:
      • Level 1: 1-3 Range
      • Level 60: 1-4 Range
      • Level 120: 1-5 Range
         
  • Antidote:
    • Removes the Infected state from the targeted enemy.
    • Casting conditions: 1 AP, 1-63 Range, 3 times per turn
    • Level: 1
 

Sacrier

  • Hitting a Sacrier is as unwise as always. This year, Sacrier gameplay will become more situationally adaptive.
     
  • Punishment (class passive):
    • Sacriers gain bonuses when they suffer enemy damage. +1 MP (1 turn) when ranged, +1 AP (1 turn) when close-combat, stackable 4 times each.
       
  • Leniency:
    • The caster regains 20% of their HP (30% on a critical hit).
    • Casting conditions: 3 AP; 0 Range; cooldown period: 2 turns; 5% Critical Hit
    • Level: 1
 

Pandawa

  • A complete change for Pandawas; it's no longer possible to carry and throw enemies and allies. However, positioning is still the class's core mechanic.
     
  • Barrels (class passive):
    • Pandawas manipulate magical barrels. The barrels become runes when it is not the Pandawas' turns (10 runes max.). If an entity is on the rune when the barrel appears, it gains the Drunk state and the barrel disappears. Barrels are invulnerable to allied damage and inflict 80% of the damage they receive on enemies within a radius of 2 cells around them. Pandawas gain the Drunk state (1 turn) at the start of each turn.
       
  • Barrel:
    • Summons a Magic Barrel.
    • Casting conditions: 2 AP, 1-3 Range, 1 time per turn
    • Level: 1
       
  • Drunkenness:
    • Cast on a Barrel, the caster switches places with the closest unit in the Drunk state within a 4-cell radius and removes the state. Cast on any other unit, it applies Drunk (1 turn).
    • Casting conditions: 2 AP, 4 times per turn, 1 time per target
    • Levels and Range:
      • Level 1: 1-6 Range
      • Level 60: 1-7 Range
      • Level 120: 1-8 Range
 

Rogue

  • Rogues have become actual bombs. They are now useful in every situation thanks to their active spells.
     
  • Bomb (class passive):
    • Rogues turn into bombs at the end of their turn. On their next turn, they can explode to apply various effects.
       
  • Explosion:
    • The caster-bomb explodes to inflict damage, then becomes themself again. The caster regains 1 AP. The more the caster-bomb is attacked in bomb mode, the more damage is dealt by Explosion.
    • Casting conditions: 1 AP, 0 Range
    • Levels and damage:
      • Level 1: 8 to 9 / 9 to 10 / 11 to 13 / 14 to 16 / 17 to 20
      • Level 60: 10 to 12 / 12 to 13 / 14 to 17 / 18 to 21 / 22 to 26
      • Level 120: 13 to 15 / 15 to 17 / 18 to 22 / 23 to 27 / 28 to 33
         
  • Healplosion:
    • The caster-bomb explodes to heal allies, then becomes themself again. The caster regains 1 AP. Healing: 8%.
    • Casting conditions: 1 AP, 0 Range
    • Level: 1
       
  • Blowplosion:
    • The caster-bomb explodes to push back entities in close combat, then becomes themself again. The caster regains 1 AP. Pushback: 2 cells
    • Casting conditions: 1 AP, 0 Range
    • Level: 1
 

Masqueraider

  • This year, Masqueraiders go back to a simple conceit based on switching masks.
  • Masked Masqueraider (class passive):
    • Each turn, Masqueraiders may choose which mask to wear and thus receive a bonus. This action is refunded as long as they change masks every turn.
       
  • Coward Mask:
    • The caster dons the Coward Mask and gains MP. The cost of the spell is refunded if the mask is different from the previous turn.
    • Casting conditions: 2 AP; 0 Range; cooldown period: 1 turn
    • Levels and gains:
      • Level 1: 2 MP
      • Level 100: 3 MP
         
  • Intrepid Mask:
    • The caster dons the Intrepid Mask and gains a shield (10% of health). The cost of the spell is refunded if the mask is different from the previous turn.
    • Casting conditions: 2 AP; 0 Range; cooldown period: 1 turn
    • Level: 1
       
  • Psychopath Mask:
    • The caster dons the Psychopath Mask and gains Power. The cost of the spell is refunded if the mask is different from the previous turn.
    • Casting conditions: 2 AP; 0 Range; cooldown period: 1 turn
    • Levels and gains:
      • Level 1: 50 Power
      • Level 30: 100 Power
      • Level 80: 180 Power
      • Level 140: 250 Power
 

Foggernaut

  • Foggernauts can now help allies using their turrets. They're taking on a support class role.
  • No class passive
     
  • Turret:
    • Summons a Turret. When two turrets are aligned, they create a mark on the ground that gives MP to allies and removes it from enemies. Turrets' HP: 50 + 60% of the summoner's base HP
    • Casting conditions: 2 AP, 1-5 Range, 2 times per turn
    • Level: 1
       
  • Update:
    • Switches places with one of the caster's Turrets.
    • Casting conditions: 2 AP; cooldown period: 2 turns
    • Levels and Range:
      • Level 1: 1-5 Range
      • Level 60: 1-6 Range
      • Level 120: 1-7 Range
         
  • Disassembly:
    • Destroys a Turret to grant an area-of-effect shield around the caster.
    • Casting conditions: 3 AP; 1-5 Range; cooldown period: 3 turns; stackable 1 time
    • Levels and gains:
      • Level 1: 30 (fixed) Shield
      • Level 25: 240% of level as Shield
      • Level 70: 360% of level as Shield
      • Level 130: 480% of level as Shield
 

Eliotrope

  • This class has the same mechanic as in Temporis IV.
  • No class passive
     
  • Portal:
    • Places a portal. When several portals are active, you can use them to teleport or project spells. Portals increase projected spells' damage. Enemies (excluding summons) cannot move through a portal during the first turn.
    • Casting conditions: 1 AP, 1-4 Range, 2 times per turn
    • Levels and damage increase:
      • Level 1: 0%
      • Level 30: 3%
      • Level 70: 6%
      • Level 130: 9%
         
  • Neutral:
    • Deactivates a Portal for 1 turn.
    • Casting conditions: 2 AP, 2 times per turn
    • Levels and Range:
      • Level 1: 1-4 Range
      • Level 45: 1-6 Range
      • Level 90: 1-8 Range
 

Huppermage

  • For this edition, Huppermages have much more control over their passive.
     
  • Quadramentalist (class passive):
    • Trying to inflict damage in one element, then in another, creates an elemental combination in both elements. Performing a combination grants the Exalted state for the current turn and 9-25 Power (based on level) for the rest of the fight. The Neutral element doesn't count. The Exalted state is not stackable and gives +2 AP and 20-100 Power (based on level).
       
  • Neutralisation:
    • Resets elemental combinations and their effects. Heals 10% of HP + 9% for each elemental combination created. This spell's cooldown period is reduced by 1 turn each time the caster tries to inflict Neutral damage.
    • Casting conditions: 3 AP, 0 Range; cooldown period: 5 turns; initial cooldown: 3 turns
    • Level: 1
 

Ouginak

  • The mechanic has been simplified to enhance the Ouginak's close-combat gameplay.
     
  • Intimidation (class passive):
    • Ouginaks reduce the damage of enemies they finish their turn adjacent to by 25% and apply the Prey state on them. For each enemy already in the Prey state, Ouginaks regain 8% of their HP. The Prey state lasts a little more than one full round and ends at the start of the enemy's turn.
       
  • Hunt:
    • The caster gains 3 MP if no enemies are present within a 3-cell radius. Reveals invisible enemies in the area of effect. This spell can be cast again after suffering enemy close-combat damage.
    • Casting conditions: 2 AP, 0 Range
    • Level: 1
First Ankama intervention

Indeed, it is because the Cra passive is quite powerful. 

See message in context
Reactions 18
Score : 10761

Why does Cra only get 1 spell but the rest of the classes have 2-4 spells?

0 -1
Score : 557

Because Cra's spell is incredible.

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Indeed, it is because the Cra passive is quite powerful. 

Score : 7

nerf cra

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Score : 72

Can you stack the same elemental combination multiple times for more power? I'd love some clarification, thnaks!

0 0
Score : 282

same for irrlichter's query. can I play 2 elements and stack power infinitely with just those?

Also, what does neutralisation actually reset? the elemental rune on a monster or the power buff from hupps passive?

0 0
Score : -15

The “Change Class” button doesn’t work and just redirects you to the news page.

0 0
Score : 18

Second that, "Change Class" button doesn't work and you get redirected to the news page. Not a problem right now, but if Pre-reg for a server is full you can't change class without risking to loose your spot.

0 0
Score : 1

So does enus spell skip his turn or just everyone elses turn?

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Score : 16

I had probems with the "Change Class" button as well. For everyone still struggling with this, try the button on the french version of the website. Worked for me.

1 0

I'm finishing translating the FAQ from last week's Ankama Live, as well as centralising all questions (cross-community) regarding the devblog. All the info should be published tomorrow. 

Regarding the "class change" button issue, thank you ever so much for reporting the problem. I have sent a message to the web team and it should be fixed tomorrow. <3

For the Enutrof, the condition to cast a spell is to have an AP and x Kamas. Is the AP consumed?
Yes.

What are the values for the glyphs between two aligned Foggernaut turrets?
Gain +1 MP (allies), Remove -2 MP (enemies)

Does the Sacrier keep its suffering system?
No.

For the Osamodas’ “Sit, stay!” is it only the Power stat that is considered? Or is it the elemental/damage stats that are taken into account?
It is the Power characteristic.

Will the summon control spell be available in-game?
Yes.

There might be a problem with some challenges and how they work with certain passives, such as blitzkrieg which will automatically fail due to the Sadida’s passive.
The Sadida has a spell to remove the Infected state so that it doesn't hit the monster: Antidote. No worries for Blitzkrieg.

Eliotrope: Neutral costs 2AP. Should players account for 4AP in order to close 2 portals during one turn?
Yes.

Does the Ouginak’s Prey state allow you to heal as a % of damage inflicted like on the the classic servers?
No, you have to assume that all spells and class states are brand new and have nothing to do with what exists on the classic servers.

Do the Huppermage elemental combinations have the same effects as on the classic servers?
No.

Can the Sacrier’s passive generate up to 4 MP and 4AP per turn?
Yes.

For the Huppermage’s Quadramentalist spell, is the power bonus based on level – given at the same time as the Exalted state (not bonus) - cumulative to infinity?
Yes, X number of possible combinations for the rest of the fight.

Regarding the Sadida’s Infection spell: "At the end of a Sadida's turn, entities in the Infected state inflict 100% of the last damage they suffered plus 1 damage on themselves"
Can you confirm that the term "last damage" refers to the last attack/spell suffered and not all damage for the turn?

It refers to the last line of damage the Sadida sustained  suffered. *

The barrels become runes when it is not the Pandawas' turns (10 runes max.).
In a group of 2 Pandawas, can both use their barrels? What about 8 pandas, 8 barrels per turn?

Barrels are specific to each Pandawa. A Pandawa will not be able to use another Pandawa's barrels (a Pandawa triggers its own runes, like an Huppermage on a classic server)

If the Eniripsa heals itself at the beginning of each turn, how is it possible to manage the rooms of the Protoz'orror dungeon?
… we might just have to get rid of Eniripsas altogether!
(Good question. We need to look into that!)

If there are several Srams in a group, can they all use invisibility on the same character?
The invisibility is only applied to the caster.

How many turns does the Feca glyph last?
2 turns.

Could we have the values for the Iop for his damage boost and shield?
Base: 10% of HP in shield/increases final damage by 10%
If boosted (1st turn, not triggered in the previous turn): 20% of HP in shield / increases final damage by 20%

Can we have the duration of the bonus effects that are not listed in the devblog (Masqueraider, Feca, Foggernaut)?
Masqueraider: 1 turn
Feca: 1 AP
Foggernaut:
Turret:
   -2 MP (enemies) (1 turn)
   +1 MP (allies) (1 turn)
   Disassembly: levels and gains (1 turn)

The Rogue’s Explosion damage is in which element?
The caster's strongest element.

For the Huppermage, can you stack the same elemental combinations multiple times for more power?
No, you can't. But you can use the Neutralization spell to reset elemental combinations already in place.

Does the Sadida's Infection work the same as on normal servers? Does it do the same harm to all those infected?
No, it's completely different.

Can Huppermages hit 2 times with the same element?
Yes, Huppermages can generate combinations of the same element (Earth-Earth / Fire-Fire / Water-Water / Air-Air)


A lot of players are wondering about the damage distribution in relation to the Sram invisibility spell:
"For example, if you hit 1000 on the "target", the damage is split into 500 - 500 on the "target" and the invisible Sram?
Or is the damage reduced by 50% and then shared? 1000/2/2 or 250 per enemy (which seems a bit too high)
Or the "target" takes 50% or 500 damage, and the invisible Sram takes 50% of the damage of his ally or 250? ( Which also seems a bit too strong )


The Infinitisibility’s target reduces damage by 50%. When the target takes damage, it distributes 50% of it to the Sram that cast the spell. However, the damage distributed on the Sram is 50% of the damage BEFORE any reduction/increase applied to damage taken by the spell’s target.

Let's imagine a case where Infinitisibility would reduce 80% of the damage taken on the target but would still distribute 50% of the damage the target takes to the Sram: On 1000, the target will ultimately take 200 damage and the Sram will take 50% of the 1000 damage dealt, which is 500.


What happens if a mob reveals the invisible Sram? Does the damage sharing stop too?
Or do you have to reroll the spell to stop the sharing, then reroll it a turn later to be invisible again?


We’re still working on this. In principle, the Sram should be able to be revealed but the invisibility effect cannot be unbewitched even if he attacks, which causes a problem for the spells that are meant to reveal their location.
We’ll keep you posted once we know more. Once that is resolved, we will be able to provide more details and answers on this matter.

Is the power boost of the Ecaflip’s passive cumulative?
The Power bonus for each critical hit made by the Ecaflip is cumulative to infinity but it only lasts 2 turns.

How long does Sram's invisibility last?
Invisibility lasts indefinitely. It is removed only if the target dies or if the Sram casts the spell on itself.

Can a Sram make another Sram of the same team invisible?
The spell makes the caster invisible, not the targeted ally.

--

* Shout out to macaulymaster#5382 for pointing out this ridiculous mishap. <3
Score : 691
Regarding the Sadida’s Infection spell: "At the end of a Sadida's turn, entities in the Infected state inflict 100% of the last damage they suffered plus 1 damage on themselves"
Can you confirm that the term "last damage" refers to the last attack/spell suffered and not all damage for the turn?

It refers to the last line of damage the Sadida sustained.

Saying it this way sounds like the damage that the sadida has taken, that's not correct is it? Another question is if an ally hits the enemy and I put them in infected state without hitting them will it proc the last instance of damage the enemy took? And does it hit multiple targets? This skill is not being explained very well... The way It was initially interpreted it seemed like "The last damage the Enemy sustained" or in other words; the last instance of damage the enemy took but now it sounds a lot different and this needs to be clarified with more than 1 sentence. Another thing is, if I hit an enemy and then infect them on turn 1, they take damage. Then turn 2..3..4 they don't take any damage but I still infect them every turn will they take the damage dealt on turn 1?

Another question, is this damage considered indirect damage? And will it activate certain boss mechanics (Koutoulou as example). And will it work regardless of what type of damage was dealt (direct / indirect).
There might be a problem with some challenges and how they work with certain passives, such as blitzkrieg which will automatically fail due to the Sadida’s passive.
The Sadida has a spell to remove the Infected state so that it doesn't hit the monster: Antidote. No worries for Blitzkrieg.


Also I see the mention of blitzkrieg being a problem, how come? Because the only way to fail blitzkrieg with the current interpretation is; if I have poison on 2+ enemies (because they hit me) and I do full damage on 1 enemy, does it do the damage to both enemies at the end of my turn..? I mean that's the only reason it can become a problem, so my assumption is that that's how it works... but then later in this reply you say:
Does the Sadida's Infection work the same as on normal servers? Does it do the same harm to all those infected?
No, it's completely different.

which makes sounds like it shouldn't be a problem in the first place, so why was it answered so vaguely with the mention of blitzkrieg..? 
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macaulymaster#5382|2021-09-09 17:31:41

Saying it this way sounds like the damage that the sadida has taken, that's not correct is it?

 

No, master. It sure wasn't correct and that was a huge oversight on our part.
I have edited the sentence.

Huppermage


Just a little recap on this class:

There are 10 elemental combinations in total (as water-water, fire-fire, air-air and earth-earth are also taken into account), the power bonus associated with elemental combinations can be accumulated infinitely as long as there are possible combinations.

The maximum bonus is 250 power for the elemental combinations, + 100 power and 2 AP with the Exalted state (which lasts only one turn).

Once the maximum is reached, one stays at 250 power until the end of the fight, or one can use the Neutralisation spell to reset.

Can multiple-damage weapons and multi-elemental damaging spells create elemental combinations?
Yes. The Gobball Hammer, for example, will give the Earth-Fire combination.

Can the Huppermage get the Exalted state twice in the same turn by performing two elemental combinations?
No, the Exalted state can be obtained only once per turn and within the limit of the available elementary combinations.

Rogue


“The caster-bomb explodes to heal allies”. Do the heals work on the Rogue also?
Yes, it does.

Can the Rogue move when in bomb form?
Yes, it can.

  

Sadida


Does Antidote (“Removes the Infected state from the targeted enemy.”) require line of sight?
No. The spell can be cast on the entire map, without LoS needed.

Why did you add 1 neutral damage to the Infection spell?
If a Sadida places deals - 2000 HP in damage via Punitive Arrow on an enemy in the Infected state, the infected enemy suffers (with the Infected state) again - 2000 HP (from Punitive Arrow) and -1 (fixed damage, from the Infected state).

The fixed -1 prevents the Sadida from reinfecting the same enemy without hitting it to reinflict - 2000 HP again.

Foggernaut


Does the Foggernaut turret have a function? It has a guardian skin, but does it heal? Or does it used just for the glyph?
It is only used for glyph (like a Rogue’s “bomb walls” on classic DOFUS 2 servers) with another turret. On its own, the turret doesn’t do anything.

How far apart can the turrets be to create the linear glyph?
So long as 2 turrets are linear, the range is infinite.

The +1 MP bonus gained by allies on the turret’s linear glyph can be stacked how many times per turn per character?
Each character only gains + 1 MP per turn.

Are the 2 MP malus suffered by enemies on the turret’s linear glyph a fixed or dodgeable? Can an enemy stack this malus several times per turn?
The MP removal is dodgeable and only impacts an enemy once per turn.

Can we put an infinite number of turrets on the field?
No, there is a limit of 3 turrets per Foggernaut.

Feca


What is the shield value of the Feca glyph?
It is equal to 10% of max HP.

For Feca glyphs, is there a global cooldown?
No.

Eniripsa

Will the Eniripsa's passive fail the fight challenges “Incurable” and “Self-Sacrifice”?
Challenges such as “Incurable and Self-Sacrifice” have been removed from Temporis to avoid such issues.

Won't the Eniripsa's passive prevent us from doing dungeons like the Black Rat?
It will be more difficult with this class, but it is still doable.

  

Eliotrope


Why does the Neutral spell cost 2 AP?
Temporis is there to provide an alternative experience. On your traditional servers, the class already offers great gameplay flexibility and is very powerful.
On Temporis, it's hard to leave it as is even though it will have access to the same 300+ spell library as the other classes. We believe that despite the 2 AP cost on this spell, Eliotropes will still be efficient enough to perform well in combat.

We will, of course, remain vigilant on the outcome from this decision and monitor the situation.

Does portal damage increase like in the current game (1%) per cell or is it fixed to 9%?
Portal damages increase like in the current game (2% per cell).

  

Iop


Is the Iop shield’s value based on the number of enemies the character ends its turn next to?
No, they will only get the shield once. The passive triggers if the Iop finishes in right next to at least one enemy but it does not trigger for every enemy they end up next to.

Miscellaneous


Do class spells count towards the 10-spell limit?
No, 10 spells in addition to class spells.

For spells such as Summoning of Chaferfu/Release, etc., they are included in the 10-spell limit.
Weapon Skill, Soul Capture, Mounts Taming, and Summons Skill do not count towards the 10 spells to have in your deck.

Do the class spells have modifiable range?
No, they do not.

Sram

Infinitisibility Spell Change
Infinitisibility now lasts for 2 turns, with the cooldown time increased to 4 turns.
An ally who attacks a double will receive 50% of the damage dealt in heals.

If two Srams cast the Infinitisibility spell on each other, are they both invisible whilst also sharing 50% damage?
For now, casting Infinitisibility on another Sram that is already invisible will remove the effects on said Sram. But the spell may be changed before Temporis starts.
 

Rogue

Is it possible to cast spells as a bomb (other than the 3 explosion spells)?
In bomb form, you can only cast the 3 spells available to you in that form.

Can you be locked while in bomb form?
The characteristics do not change when in bomb form, so you are as “lockable” as when your character is in Rogue form.
 

Ouginak

In Prey state, do Ouginaks reduce the damages suffered by 25%? Or just the damage taken in melee?
The 25% reduction in damages suffered works the same as the Prey state: it is applied after the Ouginak has finished its turn next to an enemy. The malus will then be applied during a turn when the enemy is attacking in melee or from range.
As long as the Ouginak ends its turn next to an enemy, it inflicts the Prey state.
  

Pandawa

If I place 4 barrels and a monster moves to the middle, within a 2-cell radius of the barrels (their AoE), and I cast an AoE spell, will it take the damage of the spell plus the 80% of the 4 barrels? For example, if I deal 100 damage, will it be: 100 +(80 x 4) = 420 damage?
An AoE spell that also damages allies will also affect all barrels that are in the AoE.
If we take the example of the Explosive Arrow, the enemy will receive the damage of the spell + it will trigger the 4 barrels which will each inflict 80% of the damage of the Explosive Arrow, as long as the enemy is within a 2-cell radius of each barrel.

Do barrels count towards the summoning limit?
No, they are not summons.

It is written that there can only be a max of 10 simultaneous runes per panda. What happens if you have 11 barrels alive at the end of your turn?
You can still cast the spell even if you have 10 barrels on the field. On the 11th barrel cast, a new one will be placed like all the others, but at the end of the Pandawa's turn, the furthest barrel will not become a rune (and will therefore disappear from the field).
  

Foggernaut

Are the Turret’s HP based on the Foggernaut’s basic characteristics or on their overall characteristics (base + equipment)?
The Foggernaut’s equipment is not taken into account for the Turret’s HP.
  

Huppermage

Will our summons’ attacks count towards elemental combinations?
No.

If I cast just a fire spell on turn 1, then an earth spell on turn 2, does it create an elemental combination or do I have to cast both spells during the same turn?
An elemental combination can be done in 2 (or more) turns.

If I have a weapon that has 3 lines of damage (Water-Earth-Fire), and I create the Water-Earth/Earth-Fire combinations and then cast an Agility spell, will I get the Fire-Air combination?
Yes, you will have the Fire-Air combination.
  

Osamodas

Do Osamodas’ summons take the caster's base power or the power boosted via spells such as Powerful Shot for example?
With Sit… Stay!, the Power transmitted is that of the Osamodas, but we are talking about the Power statisti! Power acquired via boost spells are not taken into account.
  

Masqueraider

Can a Masqueraider use its different masks during the same turn?
No, the Masqueraider is limited to one mask per turn.
  

Sadida

Regarding the Sadida’s passive, are allies taken into account?
It is the last line of damage inflicted that is taken into account. So allies count.
  

Miscellaneous

For the classes that have mechanics when you hit them (Sacrier/Rogue/Sadida): Do the effects work even when they lose shield point or must they lose health points?
They work when the characters lose shield points.

Will summons have the same stat mechanics as in Temporis IV?
Summons haven’t changed, it is just the way they are controlled that will now be done via the spell Summons Skill.

Will we be able to create a second character on the servers and benefit from the XP multiplier?
No. The XP multiplier was never available on any of the Temporis editions and it will be the same for Temporis VI.

We're having some issues with the formatting of text. I will clean up the Q&As over the next few hours. ^^

Score : 1

There is a problem with the summon lv 170 the poison doesn't work, and also the main spell sit and stay should give to the summon 50% of summoner AP / MP / and life. i tell you why, because against high level mobs they die pretty quickly , please i prefer the old favoritism where you power up only one summon and this one will receive the buff according to all you sacrified for it.

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