Devblog – Classes in Temporis VI 2021-09-02 15:15
Back to listFor 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.
- 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
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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.
- 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).
- 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.
- Eniripsas regain up to 21% of their HP at the start of each turn.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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