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We recently posted two devblogs about alliances to introduce the main features of the alliance revamp. To provide a more detailed explanation, here is a complete list of the changes made in the update. You can also find most of this information directly in-game in the guide. At the entrance to the temple, a sign has also been added that can be used to display these details directly in the guide.Alliance Creation and Concept
- The alliance system has been revised and the new version replaces the existing system. This means that existing alliances in the game will be deleted. On the day of the update:
- No alliance name reservation system will be available.
- Prisms will be deleted along with the nuggets they contain. Therefore, make sure you collect your nuggets before the update. The modules on the prisms will be returned to the alliance leaders' banks.
- Perceptors will be deleted. Perceptors' contents will be returned to the perceptor owners' banks.
- An alliance is now a group of people (and no longer a group of guilds). The maximum number of members is 250.
- You now need to be level 50 or higher to be able to join an alliance.
- You still need an alliagem and to visit the Alliance Temple to create an alliance.
- The members list and alliance log interface has been modernized to match the one for guilds made in 2022.
- Management of automatic exclusions and deletions of alliances for inactivity has been updated to match guilds.
- The books in the Guild and Alliance Temples have been updated.
- Certain censored words weren't blocked when creating a guild or alliance. This has been fixed.
Recruitment and Alliance Directory
- The alliance directory has been updated and modernized with filters and search functions.
- A recruitment system very similar to the one used by guilds has been implemented for alliances.
- Like guilds, you can manage recruitment and applications received, submit an application, etc.
- Unlike guilds, you can't add an application condition for the number of achievement points a member needs.
- The list of interests, ambiances and game times have been adapted to better fit the functions of an alliance. Certain obsolete interests have been removed from guilds.
Alliance Ranks and Rights
- Like what was done for guilds, each alliance member will have a rank.
- Configurable rights will be associated with each rank via a specific interface.
- Rights and ranks can only be managed if the player has the corresponding rights.
- There are four default ranks: Alliance General, Lieutenant, Candidate and Rookie.
- Specific rights for alliances have been created and split into four categories: Members, Log, Alliance versus Alliance, and Perceptors. Following these changes, certain obsolete rights have been removed from guilds.
Perceptors
- Perceptors are no longer tied to guilds. Therefore, the tabs and rights relating to perceptors on guilds have been removed.
- Alliance members will now be able to place perceptors. You must be in an alliance to place a perceptor.
- New Perceptor Summoning Potions have been created: 1 potion every 20 levels. You will therefore need the level 21-40 potion to place a perceptor in a level 30 or 40 territory.
- You can now only place one perceptor per alliance per group of territories. A territory group is a group of territories that are generally linked by an identical monster family. Here are a few examples to illustrate the concept: (Dopple Village, Dopple Mine and Cania Bay) / (Dragon Pig's Den, Dragon Pig's Maze, Porco Territory) / (Wind Dojo, Aerdala) etc.
- Perceptors' appearance has been updated.
- When the update goes live, a large share of perceptor potions will become obsolete. These potions will become recyclable and can be given to pets as food.
- Perceptors will no longer collect kamas or experience. All mentions of these two elements have been removed.
- Customization:
- The "Customization" tab has been renamed "Perceptors".
- Perceptors now have their own characteristics. They are displayed in this interface.
- 40 spells exclusive to perceptors have been created. You can select up to 6 spells that will be assigned by default to all future perceptors placed by the alliance.
- These spells include all spell types (damage, heal, buff, etc.).
- You can also have specific spells on each perceptor by going to talk to the perceptor directly.
- Perceptor Equipment:
- Equipment grants bonus characteristics to perceptors.
- Equipment items that grant Chance and Strength don't increase a perceptor's Prospecting and Pods. The base Prospecting value for perceptors is 200.
- If a fight is lost, all equipment on the perceptor is lost.
- You need to speak to a perceptor directly to give it equipment.
- Equipment items are divided into 7 types: Banners, Chests, Cuirasses, Horseshoes, Daggers, Bags, Tunics. The same naming system used for runes has been applied to these equipment items.
- The equipment items can be crafted from a new resource sold for nuggets by the NPC Nuggetito (new NPC in front of the Alliance Temple). The recipes for these items have been spread out over the different professions.
- Perceptors in Combat:
- Perceptors are now controlled by a defender by default. A right associated with control has been created. If multiple players in the fight have this right, the player with the highest initiative will control the perceptor. If the player controlling the perceptor dies, the perceptor won't die, and the player will continue to control the perceptor. If the perceptor is fighting alone (no defender came), it will be controlled by the AI.
- The death of a perceptor in combat does not mean the defenders lose.
- Perceptors are now level 200 monsters.
- Information about attacked perceptors can now be found in the "Attack" tab. A "Raise the alert about an attack on a perceptor or prism" option has been added to this interface.
- The 1-hour wait restriction between each attack on a perceptor has been kept.
- The restrictions on attacking and defending perceptors in multi-account mode have been tightened. You now need to enter a phone number to attack/defend a perceptor.
- When a fight is launched against a perceptor, the starting placement is now independent of the starting slots of monsters on the map. The arrangement of placement slots will be selected at random for each fight. Therefore, neither the attackers nor the defenders will be able to predict it.
- An attack on a perceptor can be launched if the player has no alliance and can be launched with players from different alliances.
- All information about placed perceptors is displayed in the "Conquests" tab, in the same list as prisms.
How Prisms Work and Their States
- Like perceptors, new Prism Summoning Potions have been created: 1 potion every 20 levels.
- An alliance must have been in existence for at least 48 hours to be able to place a prism.
- Each prism now has a durability value ranging from 100% à 0%. When resources are recycled on a prism, its durability decreases. The higher the amount of nuggets generated by the prism, the more its durability decreases. The durability formula also takes into account the age of the prism. For the same number of nuggets created, the longer it has been since the prism was placed, the faster its durability decreases.
- Prisms now have 5 possible states:
- Normal (white): the prism's base state.
- Weakened (orange): the prism's durability is less than 10%.
- Vulnerable (red): a KOTH is in progress in the territory.
- Protected (purple): the prism can't be attacked and its durability is over 10%.
- Inhibited (green): the loss of durability is two times smaller when recycling on this prism, and the prism's durability is over 10%.
- The "Sabotaged" state has been removed.
- You can now only place a single module on each prism. A 10-min delay has also been added between two module changes on a prism.
- Prism Crystals:
- You can put crystals on each prism. A prism can only have 1 crystal at a time and only 4 throughout its "life":
- A "Peacemaker" crystal: applies the "Protected" state to the prism. However, modules on the prism don't have any effect.
- An "Inhibitor" crystal: applies the "Inhibited" state to the prism.
- You can't put a crystal on a prism in the Weakened state.
- The effects of crystals last for 12 hours.
- A crystal can be crushed by a new crystal even if the existing crystal's effect has not yet ended.
- Crystals can be bought with nuggets from the NPC Nuggetito (new NPC in front of the Alliance Temple).
- You can put crystals on each prism. A prism can only have 1 crystal at a time and only 4 throughout its "life":
- Prisms in Combat:
- You must belong to an alliance to attack a prism.
- Prisms are now invulnerable and won't cast a spell as long as an ally is in the fight. When the last ally dies, the prism loses its invulnerability and plays normally. When the prism loses its invulnerability (when it no longer has any allies), it kills its opponents in 5 turns.
- The restrictions on attacking and defending prisms in multi-account mode have been tightened. You now need to enter a phone number to attack/defend a prism.
- To reduce prism attack harassment behavior:
- If an alliance attacks a prism and then loses the fight, all members of this alliance are prevented from attacking the prism for one hour.
- If an alliance has just won a KOTH and place a prism on the newly won territory, the prism gains the "Peacemaker" state for free for a certain length of time. The duration depends on the number of territories controlled by the alliance. The more territories controlled by the alliance, the shorter the duration.
- Conquest Villages:
- Only two conquest villages have been retained ("Imp Village" and "Abandoned Labowatowies"). Control of these territories still determines the use of transportation method associated with them ("Imp Carrier" and "Wabbit Drill" respectively).
- The other restrictions tied to conquest villages have been removed (including monster aggression, Zaap use, and resource harvesting).
- The cannons of the old conquest villages have been removed.
- The loot bonus at the end of a fight in a territory controlled by your own alliance has been removed.
- The territory interface on the world map has been updated to display the above changes.
- When you mouse over a territory on the map, the color displayed is now the state of the prism.
- In the "Alliance" tab, the conquest interface lists all alliance prisms along with each prism's state, position, modules, placement date, and number of nuggets.
- The "Prismatic Recall Potion" item has been removed.
King of the Hill
- We define King of the Hill as the mechanic where multiple alliances are fighting each other in a territory to try and gain control of it. For the rest of the changelog, the abbreviation KOTH will be used to refer to this system.
- Players can only participate in a KOTH involving their alliance if they have been a member of the alliance for at least 48 hours.
- A KOTH can be triggered in three ways:
- If a prism reaches 0% durability.
- If a prism is attacked and the attackers win the fight.
- If a prism is placed on neutral territory (not controlled by any alliance). In this situation, the alliance that placed the prism is considered the "Defender".
- In all three situations, there is no obligation for alliances to participate. Therefore, a player can reduce the durability of a prism to 0% then leave to do something else.
- Probation Period
- The probation period is the length of time between the arrival of a character in a territory where a KOTH is underway and the actual inclusion of the character in the KOTH. This period is 1 minute + the remaining time before the next minute of the KOTH counter.
- During this period, the player cannot attack other players, does not win any map control points, and does not earn any points (for the Scout role).
- The probation period that used to apply after a fight in a KOTH has been removed.
- If a player has activated their AvA mode and a KOTH starts in the territory they are in, the player immediately enters the probation period.
- During a KOTH, you need to be the first alliance to gain 30 minutes of domination. At the end of each minute of the KOTH, the system identifies which alliance in the KOTH has the most cumulative points. This alliance earns 1 minute of domination.
- Cumulative score calculation – the cumulative score is the sum of three scores:
- Combat: when a player in the KOTH wins/loses a fight, the alliance gains/loses combat points. The combat score can be negative.
- Control: the way control points are calculated has not changed. It functions in the same way based on the distribution of players on the territory maps.
- Scout: the number of points earned in the "Scout" role.
- The points earned in these three categories aren't reset at the end of each minute of the KOTH. Example: in the 10th minute of a KOTH, if an alliance has 15 combat points and 5 control points (a cumulative score of 20), in the 11th minute, the alliance will still have 20 cumulative points.
- If two alliances have the same cumulative score, they both earn 1 minute of domination.
- The interface shown during a KOTH in progress has been completely redesigned to highlight all these elements.
- During the KOTH, each player can choose a role:
- Champion: players with this role cumulate points after each victory. Their counter starts at 0 and increases by 25 points per victory. The champion's alliance gains these cumulated points after each victory. When the champion dies or leaves the area, they lose all their points. This role is limited to 1 per alliance per KOTH.
- Seer: this role lets you see the roles of players from other alliances during the KOTH. This role is limited to 10 per alliance per KOTH.
- Scout: players in this role earn 5 points per minute in a stock of their own. Scouts cannot earn points on the prism's map. This temporary stock cannot exceed 50 points. The points in this temporary stock are displayed above each Scout. If a Scout leaves the KOTH territory, their temporary stock of points is lost. To convert this temporary stock of points into "Scout points" counted in the cumulative score, Scouts must go to the map with the prism and use a Scout potion. Scouts don't earn points by winning a fight. In the event of a loss, Scouts cause their team to lose half the points from their temporary stock rounded up. This role is limited to 50 per alliance per KOTH.
- Healer: this role hasn't changed. It is still used to revive a player who has lost a fight in KOTH. This role is limited to 100 per alliance per KOTH.
- Undertaker: this role hasn't changed. It is still used to permanently eject a player who has lost a fight in KOTH. This role is limited to 150 per alliance per KOTH.
- Sentinel: this role hasn't changed. It is still used to automatically attack a player from an opposing alliance who passes within 6 cells or less of the player. This role is limited to 150 per alliance per KOTH.
- Cannon Fodder: this role is the default role. It has no special function and there are no limits to how many can be in this role during the KOTH.
- You can change role via the NPC "Hal Ions" in front of the Alliance Temple. However, this is a wait time between two role changes.
- The role of all alliance members is displayed in the alliance member list interface.
- Calculation of Combat Points:
- In the case of victory, the base gain is 50 points. In the case of defeat, the base loss is -25 points.
- Calculation of Base Points: The number of points gained or lost depends on the team that has the fewest characters when the combat was started. For example, during a fight between alliance A (with 3 characters) and alliance B (5 characters), alliance A is in the minority. Base point gains therefore depend on alliance A. At the end of the fight, the winning alliance can gain a maximum of 150 points (3x50) and cause a loss of a maximum of 75 points (3x25) for its opponent.
- After base points have been determined, role points can be added or removed if characters with specific roles were present in the fight (scout or champion).
- After base points and role points have been added together, the elasticity principle is applied. The gap between two opposing alliances' cumulated points applies a bonus (for the dominated alliance) or a penalty (for the dominating appliance) to the value of end-of-combat points. The wider the gap in cumulated points, the greater the value of the bonus/penalty. Thus, managing to win a fight against the alliance that is first in the KOTH earns you a lot more points than defeating the alliance in last place.
- A chat message is sent to communicate the points earned/lost in the event of victory/defeat.
- Fights during a KOTH are now limited to two alliances. You can't join a fight if a member of your alliance is not already in the fight.
- To make things clearer and easier, when clicking on another player during a KOTH, the number of contextual menu options has been drastically reduced to make it easier to click on "Attack". Furthermore, if several characters are overlaid on a tile, clicking on the character stack will display the list of overlaid characters and you can attack the one you want.
- To prevent any abusive tactics, disconnecting a character during a KOTH immediately removes the character from the KOTH.
- If players don't want to participate in a KOTH, they can turn off the "Activate AvA Mode" option.
- When the player reconnects, if the character is in a territory with a KOTH in progress:
- If AvA mode is deactivated, nothing happens.
- If AvA mode is activated, the character is teleported to their saved Zaap. If a KOTH is also in progress in this territory, the character is teleported to Astrub.
- Several icons are shown above the head of a player in a territory with a KOTH in progress:
- Role icons: star, skull, spyglass, cross, hand, eye and shield for Champion, Undertaker, Scout, Healer, Sentinel, Seer, and Cannon Fodder respectively.
- Defenders are shown with blue icons. For players of an opposing alliance (except Seers), the shield icon is displayed.
- Attackers (excluding those of one's alliance) are shown with red icons. For players of an opposing alliance (except Seers), the sword icon is displayed.
- If your alliance is attacking, your allies' icons will be in green.
- White flag: appears when a member eliminated from a KOTH returns to the territory where the KOTH took place.
- Timer: when a player is in the probation period. As soon as the probation period is over, the icon of the player's role is shown instead.
- During a KOTH, if no alliance is participating, then the alliance considered as the "Defender" will automatically earn 1 minute of domination every minute starting from the third minute of the KOTH. This automatic point will end as soon as an alliance enters the KOTH and has at least 1 cumulative point.
- There is no limit on the number of alliances in a KOTH.
- When a KOTH ends, all fights in the KOTH in the territory are immediately stopped.
- After a victory in KOTH, the winning alliance has a 120-minute priority period to place a prism on the territory.
- The restrictions for participating in a KOTH in multi-account mode have been tightened. You now need to enter a phone number to take part in a KOTH.
Recycling and Nuggets
- Players who are at level 50 or higher can now recycle on any prism.
- For all players (whether they belong to the alliance that owns the prism or not), recycling on a prism without a module has the following nugget distribution: 30% for the player / 30% for the prism / 40% destroyed.
- Recycling modules affect all players (even players who aren't members of the alliance that owns the prism).
- The recycling formula has been revised slightly.
- Resources from a boss produce slightly less nuggets.
- A slight bonus has been added if you recycle on a prism that belongs to your alliance.
- A bonus ranging from single to double has been added if your alliance controls territories adjacent to the territory in which you are recycling. Adjacent territories are shown in the recycling interface.
- During recycling, the logic of how nuggets are distributed has been updated.
- Before: distributed across all the alliance's prisms in proportion to the level of the territory.
- After: distributed 50% on the prism used and 50% on the alliance's other prisms. Only the durability of the prism used will decrease.
- Recycling Interface:
- This interface has been updated to show the modifications listed above.
- There was an error in the number of nuggets shown before recycling and the actual number present in the game. This has been fixed.
- The logic of how nuggets are distributed at the end of a KOTH has been revised.
- Each alliance now has a nugget pot.
- At the end of the KOTH, 10% of the nuggets on the prism are lost. If the defender wins, 75% of the prism's nuggets go directly into their pot. The alliance who finishes in second place (if applicable) collects 15% of the nuggets. If an attacker wins the KOTH, they earn 75% of the prism's nuggets. The defender earns 15% of the nuggets.
- Therefore, the system that distributed nuggets to the monsters in the territory has been completely removed.
- Nugget Pot:
- This pot can be accessed from a specific section in the Alliance tab.
- The interface can be used to distribute the nuggets in the pot to different members of the alliance.
- Rights for accessing and distributing the pot have been created.
- You can't deposit nuggets into this pot.
- The pot does not have a maximum number of nuggets it can hold.
- The prices in nuggets of items sold by Teggun have been increased.
Sidekicks
- Incarnations have been removed and replaced with sidekicks in this update. Details on this transition can be found in the devblog on the subject.
- In conjunction with these sidekicks, a new "Sidekick" ornament has been created.
- As part of modifications to how the Manitou Zoth is acquired (formerly an incarnation but now a sidekick), a fake quest temporal anomaly has been created, which redirects to the old Premium house.
- The default keyboard shortcut to access the sidekick interface has been changed ("v").
- Spell levels display correctly in the sidekick interface.
- The preview of sidekicks' spell ranges works properly if they are increased or reduced in combat.
Quests
- Following the removal of incarnations, several quest fights have been rebalanced:
- "New Heir" quest / fight against "Swampy Gloot":
- Sidekicks are now allowed in this fight.
- The second wave now arrives in turn 5 (previously turn 4).
- "Shake Hands with the Devil" quest / fight against "Destrunic Golem":
- Sidekicks are now allowed in this fight.
- "Mother of the Dreggons" quest / fight against "Forest Dreggon, Scalded Dreggon and Lake Dreggon":
- Sidekicks are now allowed in this fight.
- "Amaknanomaly" / fight against "Grozilla and Grasmera":
- Sidekicks are now allowed in this fight.
- "The Last Emperor's Revenge" quest / fight against "Bulak":
- The HP of Possessed Dopples (summons) has decreased from 1,100 to 1,000.
- The resistances of Possessed Dopples (summons) has decreased from 10% to 8%.
- "Norrdeal" quest / fight against "Hyrkul":
- The HP of "Centorors of the Valiant Heart" (NPC allies) has increased from 13,000 to 15,000.
- "Fervour of the Valiant Heart" spell: The shield's duration has increased from 1 turn to 2 turns.
- "Tornado of the Brave" spell: Critical effects are now more powerful than normal effects.
- "Heroic Charge" spell: The duration of effects has increased from 1 turn to 2 turns.
- "Godanwa, the Transcendence" quest / fight against "Pandhidharma":
- "Grand Master's Transcended Fist" spell: pushes back 12 -> 10 cells
- "Setsun Impact" spell: applies erosion 15% -> 10%
- "Austral Fist" spell: pushback 6 -> 5 cells
- "Boreal Volley" spell: pushback 6 -> 5 cells
- "Setsun Impact" spell: pushback 6 -> 5 cells
- "Ryzsun Palm" spell: pushback 6 -> 5 cells
- "Apprenticeship: Master of Shadows" - "Apprenticeship: Legendary Hero" - "Apprenticeship: Apocalypse Hero" - "Apprenticeship: Guardian of Torture" - "Apprenticeship: Master of Illusions" - "Apprenticeship: Guardian of Knowledge" quest / fight against "Captain Chafer":
- Wisdom: 900 -> 500
- Agility, Strength, Chance, Intelligence: 900 -> 800
- Harassment:
- Casts per turn: 3 -> 2
- MP loss: 3 -> 2 and 4 -> in CH
- "New Heir" quest / fight against "Swampy Gloot":
- "The Exiled Witch" quest:
- It had been possible to select a starting point that was in a wall. It has been removed.
- The Famished Tsunam and Famished Shinlam monsters have been rebalanced.
- "A Painful Separation" quest: the height of the stairs is now properly managed in combat.
- "Use of Strength" alignment quest: the recommended level is now correct (level 153).
- "Cryptology" quest: a "!" has been added to the map to show the player that a quest can be started at the dungeon entrance.
- "Search for a Bitter-Hammer in an Ereboria Tunnel" quest:
- An alternative answer option has been added to complete the objective without triggering the fight.
- The fights against the Deathdrowners have been rebalanced.
- "Head Trip Through the Countryside" quest: an alternative answer option has been added to complete the objective without triggering the fight.
- "Take Root" quest: an alternative answer option has been added to complete the objective without triggering the fight.
- The well in front of the Famished Sunflower's Barn now works properly. During the "Apprenticeship: Knife Fighter" quest, for the "contaminate the well" objective, you now need to click on a bucket at the foot of the well.
- "Drawn Into the Game" quest: the Ecaflee parasite counter goes down if the character finishes the quest.
- Kordis:
- To get the ice kama, the "Monster? Us Plants!" quest needs to be in progress.
- Characters who have completed this quest can obtain a kama fragment.
Items
- When an item is chameleon (it takes on the color of the character wearing it), this is now indicated in its tooltip.
- Evils of Ephedrya (nerf):
- The set now has a -300 Neutral damage penalty as soon as 1 item is equipped.
- Crocobur - Crocobur's Appetite (nerf):
- How it works:
- "At the start of each turn, the bearer inflicts damage on themself in their best attack element in order to steal health from adjacent entities at the end of their turn."
- Damage:
- 16 to 20 → 11 to 15
- How it works:
- Hammerture (buff):
-
Casting conditions:
-
AP cost: 6 → 5
-
Critical: 20 → 10%
-
Critical Bonus: +20 → +10
-
-
- Pandamonium Wand:
- Casting conditions:
- AP cost: 4 → 5
- Min range: 3 → 2
- Casting conditions:
- Sparkling Silver Dofus:
- The Dofus activate properly if the bearer falls below 20% vitality if they suffered damage from traps, summons, reflected damage, pushback damage, poisons or glyphs.
- The Copperbeard Helm recipe has bene changed and now requires 16 Tankanvil Armours instead of 46.
- The warning messages on Temporis Kwakaps have been removed.
- When opening a gift wrapped by a player, the chat message now shows the right number of items.
- The "croquette" resource obtained from Whitish Fang has been renamed "Ball" to avoid confusion with the Enriched Croquette.
Monsters
- "Cruel" and "Maniac" challenges: when a monster was killed by one of its allies, the monster was still considered alive by these two challenges. This has been fixed.
- Servitude: the Treason spell now works properly on Forgelances.
- Disabling the display of states in combat no longer disables the icon above a group of monsters showing that an archmonster is present.
- Sacrier Dopple: the name of the state applied by the Swift Punishment spell now correctly appears in the tooltip for the state.
- Snowdew: the Whomp spell now has a critical hit that does more damage than base damage.
- War: the monster could sometimes summon several weapons at the same time on the same threshold. This has been fixed.
- Ilyzaelle:
- If Ilyzaelle was alone when she is supposed to kill herself, she stayed alive and had to be reset to 0 HP to win the fight. This has been fixed.
- Ilyzaelle is now "Unmovable" when she switches sides.
- Ilyzaelle now has HP thresholds.
- Misery:
- Carrion are now considered summons.
- Misery can summon up to 4 Carrion at the same time.
- She kills all Carrion on the battlefield at the start of each turn, without line of sight.
- A Carrion can no longer be summoned onto the same cell as another entity, and only one Carrion appears per entity killed.
- The levels of Barley Scarecrow are now correct according to the Farmer profession level.
- Minowang, Al Howin Gobtubby, Lagoonurkey, Water Seemyool, and Nougat Rabmarac Bar have been added as loot at the end of the fight against the bosses Belladonna and Berylbell.
- Buddy Dubble: The MP reduction by the Diversion spell cannot be dissipated, and lasts 1 turn.
- Infinite Dreams:
- The rewards linked to Raccooper are now correctly conditional on the achievements linked to this dungeon.
- Nagate, Belladonna, and Turtelonia are available again. The three maps linked to these bosses can only "appear" with their boss.
- The reward display in the bazar remains correct after logging back in.
- Added or redistributed bosses are properly saved after logging out and back in.
Combat
- In characteristics, the AP and MP reduction bonuses and penalties no longer visually obscure the reduction bonuses from Wisdom.
- Savouwy Cawwot:
- The cawwot glyph is no longer placed two times improperly.
Interfaces
- Merchant mode has been completely removed from the game. The button and interface for it no longer appear.
- When a player logs back in, the message saying that energy was gained mentions energy instead of health points.
- When you mouse over the pods bar in the inventory, the % of pods used is now correctly shown.
Backgrounds and Navigation:
- After dying and transforming in Externam, the player is teleported to Astrub. However, no indicator was shown for the nearest phoenix. This has been fixed.
- When the player logged out while a ghost, after logging back in, the indicator for the nearest phoenix didn't appear. This has been fixed.
- A number of issues with scenery have been fixed in Frigost, Brakmar and its surroundings, Ephedrya, Pandala, Amakna, Sufokia, Atoll of the Possessed, Nolifis Island, Sunktuary, Kwismas Island, Cania, Sidimote Moors, Vulkania, Otomai Island, Bonta, Infinite Dreams, Evil Forest, Enurado, Koalak Mountain, and Astrub.
Other
- It is now possible to change your class to Forgelance.
-
The NPC "Andre Inkarnay" has been added in front of the Incarnam Inn. This NPC gives a "Class Change Potion", which is an item linked to the character that can be used by level 20 characters and below to change their class.
- The rules for putting houses and paddocks up for sale have changed.
- Houses:
- Before:
- If the owner has been offline for 6 months, the house becomes "abandoned".
- On the first Tuesday of the month, during maintenance, abandoned houses become "For sale soon" (or are removed if an instance).
- A random number of hours after maintenance, the house can be purchased.
- After:
- (unchanged) If the owner has been offline for 6 months, the house becomes "abandoned".
- 1 month after being abandoned, the house goes up for sale (or is removed if an instance).
- Before:
- Paddocks:
- Before:
- If the paddock isn't used by the guild for 3 months, a "warning" icon appears in the guild UI, and a notice on the door of the paddock says it is abandoned.
- If the paddock isn't used by the guild for another 3 months (6 months total), the paddock becomes "abandoned".
- On the first Tuesday of the month, during maintenance, abandoned paddocks become "For sale soon" (or are removed if an instance).
- A random number of hours after maintenance, the paddock can be purchased.
- After:
- (unchanged) If the paddock isn't used by the guild for 3 months, a "warning" icon appears in the guild UI, and a notice on the door of the paddock says it is abandoned.
- (unchanged) If the paddock isn't used by the guild for another 3 months (6 months total), the paddock becomes "abandoned".
- 1 month after being abandoned, the paddock goes up for sale (or is removed if an instance).
- Before:
- For both of these, a check is done every hour.
- Houses:
- Kit Knapping's Mine:
- The monsters in the first three rooms no longer give combat experience or loot.
- The random combat loot has been replaced by loot from a chest (100% drop rate). The chest contains some loot, 10 ore, 1 alloy, and 1 to 10 miner scrolls. The higher level the ore/alloy, the lower the chance of getting it from the chest.
- A new potion makes its first appearance. It gives 4,000 experience points to mounts. It can be bought from Teggun's shop at the Alliance Temple and from Pink Tada's shop in [23,24].
- The login server has been completely redone. This change is primarily a technical upgrade and invisible to players.
- Certain players were experiencing disconnections during their Kolossium fights without being able to log back in again. This has been fixed.
- Rune icons for basic characteristics have been improved for better visibility.
- The maximum number of members in a guild has increased from 240 to 250. The minimum number is 150. The formula for calculating the number of members remains unchanged.
- To limit abuse, if a guild member leaves / is kicked out of a guild when they were the last member to have opened recruitment, recruitment goes directly to closed.
- The messages for when a guild member is kicked out or has left the guild are now different.
- The hammer on the "Honourable Craftsman" ornament is now displayed properly.
- The "Servitude" ornament no longer shows Kolossium rankings and leagues.
Forgelance
Goals
- Enhance the power and appeal of the Earth and Fire paths
- Balance the variant options between utility spells
- Make Air/Psh-Dam less effective while leveling
- Slightly reduce the positioning and movement abilities of the Air and Water modes through variant choices
- Make descriptions clearer
Utility
Fire Path
Spell | Change | Details |
New mechanic! |
| |
Delete |
| |
Balancing (Nerf) |
| |
Balancing (Nerf/Buff) |
| |
New spell! |
| |
Balancing (Nerf/Buff) |
| |
Change |
| |
Balancing (Nerf/Buff) |
|
Earth Path
Spell | Change | Details |
Balancing (Nerf/Buff) |
| |
Balancing (Buff) |
| |
Balancing (Nerf/Buff) |
| |
Balancing (Buff) |
| |
Balancing (Nerf/Buff) |
| |
Balancing (Nerf/Buff) |
| |
Balancing (Nerf/Buff) |
|
Water Path
Spell | Change | Details |
Balancing (Nerf/Buff) |
| |
Balancing (Buff) |
| |
Change |
| |
Balancing (Buff) |
| |
Balancing (Nerf/Buff) |
| |
Change |
| |
Change |
|
Air Path
Spell | Change | Details |
Balancing (Nerf) |
| |
Balancing (Buff) |
| |
Balancing (Nerf) |
| |
Change |
| |
Change |
| |
Change |
| |
Balancing (Nerf/Buff) |
|
Class Set
| |
| |
| |
| |
|
Pandawa
Goals
- Complete the work started in 2.65:
- Enable Pandawas to carry and protect their allies again without completely canceling out their damage
- Strengthen the class's "Damage" role with Power bonuses and improved random-stat elemental spells
- Put greater emphasis on gameplay with Barrels, both in terms of damage and support
- Improve the elemental paths, especially through better clarification of the identities of the Earth and Water paths
- Make switching from the Sober state to the Drunk state smoother
- The goal is not to strengthen "full tank PvM" Pandawas, but instead to encourage playing with a base of elemental stats as much as possible in all game modes.
Utility
Spell | Change | Details |
---|---|---|
| Balancing (Buff) |
|
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
|
Fire Path
Spell | Change | Details |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
|
Water Path
Spell | Change | Details |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
| |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
|
Air Path
Spell | Change | Details |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
|
Earth Path
Spell | Change | Details |
Balancing (Buff/Nerf) |
| |
Balancing (Buff/Nerf) |
| |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
|
Class Set
|
|
CRA
Spell | Change | Details |
---|---|---|
Tyrannical Arrow | Improvement |
|
ECAFLIP
Spell | Change | Details |
---|---|---|
Bluff | Balancing (Nerf) |
|
Topkaj | Balancing (Buff) |
|
Clover | Balancing (Buff) |
|
Lucky Star | Improvement |
|
Pawpads | Balancing (Nerf) |
|
Corollary | Balancing (Buff) |
|
Playful Claw | Balancing (Buff) |
|
Claw of Ceangal | Balancing (Nerf) |
|
Bravado | Balancing (Buff) |
|
Misadventure | Balancing (Buff) |
|
Fate of Ecaflip | Balancing (Buff/Nerf) |
|
ELIOTROPE
Spell | Change | Details |
---|---|---|
Insult | Balancing (Buff) |
|
Affliction | Balancing (Buff) |
|
Tribulation | Balancing (Change) |
|
Shock | Balancing (Buff) |
|
Affront | Balancing (Buff) |
|
Distribution Virus | Fix Improvement |
|
Stretching | Balancing |
|
Therapy | Balancing |
|
Composure | Balancing (Buff) |
|
Sarcasm | Balancing (Buff) |
|
ENIRIPSA
Spell | Change | Details |
---|---|---|
Water Words Air Words Sacrificial Word | Fix Improvement |
|
Word of Silence | Balancing (Nerf) |
|
FECA
Spell | Change | Details |
---|---|---|
Blindness | Balancing (Nerf) |
|
Dazzling | Balancing (Buff) |
|
Truce | Balancing (Nerf) |
|
Stormy Attack | Balancing (Buff) |
|
Blinding Glyph | Balancing (Nerf) |
|
Aggressive Glyph Blinding Glyph Paralysing Glyph Burning Glyph | Balancing (Buff) |
|
HUPPERMAGE
Spell | Change | Details |
---|---|---|
Elemental Shield | Improvement |
|
Elemental Guardian | Improvement |
|
Arcane Torrent | Improvement |
|
Telluric Blade | Balancing (Buff/Nerf) |
|
IOP
Spell | Change | Details |
---|---|---|
Vitality | Fix |
|
OSAMODAS
Spell | Change | Details |
---|---|---|
Canine | Fix |
|
Repulsive Fang | Balancing (Nerf) |
|
Aquaculture | Fix |
|
High-Energy Shot | Balancing (Buff) |
|
Call to Order | Balancing (Change) |
|
Favouritism | Fix |
|
Aquatic Wave | Balancing (Buff) |
|
Scalding Poison | Balancing (Nerf) |
|
Duster | Balancing (Change) |
|
Plucking | Balancing (Buff) |
|
Takeoff | Balancing (Buff) |
|
Gambol | Balancing (Buff) |
|
Replacement | Fix Balancing (Buff) |
|
Relay | Improvement Balancing (Buff) |
|
Crop | Balancing (Buff) |
|
Geyser | Balancing |
|
Protective Balm | Balancing |
|
Cross Scale | Balancing |
|
Crackler Punch | Balancing |
|
Whirlwind | Balancing |
|
Gobball Fleece | Balancing |
|
Call to Order | Balancing |
|
Innumerable Set | Improvement |
|
OUGINAK
Spell | Change | Details |
---|---|---|
Cerberus | Balancing (Buff) |
|
Beaten | Fix |
|
Ferocity | Improvement |
|
ROGUE
Spell | Change | Details |
---|---|---|
Obliteration | Balancing (Nerf) |
|
Mimesis (Walking Bomb) | Fix |
|
Shrapnel Cadence | Balancing (Nerf) |
|
Kaboom State | Balancing (Nerf) |
|
Roguish Downpour | Balancing (Nerf) |
|
Wall of Water | Balancing (Nerf) |
|
Roguish Tornado | Balancing (Nerf) |
|
Wall of Air | Balancing (Nerf) |
|
Explodaboom | Balancing (Buff) |
|
Sismodaboom | Balancing (Buff/Nerf) |
|
Explobomb Grenado Seismobomb Water Bomb | Balancing (Nerf) |
|
Imposture | Balancing (Buff/Nerf) |
|
Magnetic Trap | Balancing (Nerf) |
|
Sticky Bomb | Balancing (Buff/Nerf) |
|
Strategy | Balancing (Nerf) |
|
Remission | Balancing (Nerf) |
|
Rogue Bombs | Fix |
|
SACRIER
Spell | Change | Details |
---|---|---|
Suffering | Improvement |
|
Attraction | Improvement |
|
Stase | Balancing (Nerf) |
|
SADIDA
Spell | Change | Details |
---|---|---|
General | Improvement |
|
Dollish Infection | Improvement |
|
Sadida Trees | Balancing (Buff/Nerf) |
|
Transmuted Dolls | Fix |
|
Bramble | Balancing |
|
Poisoned Undergrowth | Balancing (Buff) |
|
Prickly Embers | Balancing (Buff) |
|
Tree of Life | Balancing (Buff) |
|
Bush Fire | Balancing (Buff) |
|
Voodoo Curse | Improvement Balancing (Nerf) |
|
Dolly Sacrifice | Balancing (Buff) |
|
Aggressive Bramble Shake | Fix |
|
Natural Gift Inoculation | Fix Balancing (Buff) |
|
Madoll | Balancing (Buff) |
|
Irritation (Madoll) | Balancing (Nerf) |
|
The Block | Balancing (Buff) |
|
Dollish Substitution (The Block) | Balancing (Change) |
|
Rise of Sap | Balancing (Buff/Nerf) |
|
Sylvan Power | Balancing (Buff/Nerf) |
|
Sylvan Shoot (Groute) | Balancing (Nerf) |
|
Sylvan Healing (Groute) | Balancing (Nerf) |
|
Vegetal Influence | Balancing (Nerf) |
|
Sacrificial Doll | Balancing (Buff/Nerf) |
|
Dollish Explosion | Balancing (Buff) |
|
Inflatable | Balancing (Buff/Nerf) |
|
Dollish Acceleration (The Inflatable) | Balancing (Buff) |
|
Dollish Care (The Inflatable) | Balancing (Nerf) |
|
Cutting (The Ultra-Powerful) | Balancing (Nerf) |
|
SRAM
Spell | Change | Details |
---|---|---|
Insidious Poison | Balancing (Buff) |
|
Insidious Trap | Balancing (Buff) |
|
Pitfall | Improvement |
|
Plotter | Fix |
|
Raiding Perquisition | Improvement |
|
Perfidy | Improvement |
|
Mortuary Mark | Improvement |
|
FOGGERNAUT
Spell | Change | Details |
---|---|---|
Excavation (Drill) | Balancing (Nerf) |
|
Anchor | Balancing (Buff) |
|
Mooring | Balancing (Nerf) |
|
Pilfer | Balancing (Buff) |
|
Scuttle | Balancing (Buff) |
|
Torrent | Balancing (Buff) |
|
Harmattan | Balancing (Buff) |
|
Salt Armour | Balancing (Buff) |
|
Surge | Balancing (Buff) |
|
Backwash | Balancing (Buff) |
|
Vapour | Balancing (Buff) |
|
Valve | Balancing (Buff) |
|
Hypertension | Balancing (Buff) |
|
Rescue | Balancing (Buff) |
|
Torpedo | Balancing (Buff) |
|
Covering | Balancing (Buff) |
|
Breakwater | Balancing (Buff) |
|
Compass | Balancing (Buff) |
|
Froth | Balancing (Buff) |
|
Nautilus | Balancing (Buff) |
|
Ambush | Balancing (Nerf) |
|
Trident | Improvement Balancing (Buff) |
|
Seizing | Balancing (Buff) |
|
XELOR
Spell | Change | Details |
---|---|---|
Telefrag | Fix |
|
Hand | Improvement |
|
Gear | Balancing (Buff) |
|
Loss of Motivation | Balancing (Buff) |
|
Synchro | Improvement |
|
Drying Up | Balancing (Buff) |
|
Temporal Oop Shield | Improvement |
|
Knell | Improvement Balancing (Nerf) |
|
Time Theft | Balancing (Buff) |
|
Xelor's Sandglass | Balancing (Buff/Nerf) |
|
Disruption | Balancing (Buff) |
|
Shadowy Beam | Balancing (Buff/Nerf) |
|
MASQUERAIDER
Spell | Change | Details |
---|---|---|
Martelo | Balancing (Buff) |
|
Diffraction | Improvement |
|
Hysterical Mask | Balancing (Buff) |
|
Masqueraider Masks | Balancing (Buff) |
|
https://www.dofus.com/en/mmorpg/news/update/1584179-alliance-revamp