These are mages who have the art and ability to control the elements. That’s pretty much most of what you know about the new class of Huppermages in DOFUS. But how do they use these elements? How do they combine them? Find out the answers in this Devblog!

The new Huppermage class is not dissimilar to the archetypical elemental mage; their mechanics rely on combinations of elements that produce either devastating or life-saving effects!

The icons and animations for the spells shown in this Devblog aren’t definitive, as we’re still fine-tuning this class at the time of writing this article.

Spell panel structure

The way this character class works revolves around the four elements of earth, air, fire and water. A Huppermage has three offensive spells per element.
For each element, the three offensive spells follow this pattern:
  1. The first is a spell that can be cast several times a turn, inflicting moderate damage for 3 AP.
  2. The second can be cast once a turn, dealing substantial damage for 4 AP.
  3. The third consists of a spell that can be cast once every second turn, and for 3 AP it deals substantial AoE and HP-draining damage.
A Huppermage has nine other spells to complete their spell panel arsenal. These nine are known as utility spells and should introduce some interesting abilities for this class, such as ‘boosts’, movement, protection and even some healing.

Elemental states

Basic principles

Just like other recently introduced classes, the Huppermage class uses specific mechanics. Huppermages will therefore have many different ways of using their spell panels; they can combine spells in several different ways, or use up their effects, producing effects allowing them to adapt to the different combat situations they encounter.
When an elemental spell is cast, all affected enemy targets will be impregnated with this element. For example, a target hit by a Huppermage’s Fire spell enters into the ‘Fire’ state.  This state has no real effect unless it is used by another of the Huppermage’s spells.

Elemental combinations

Once a Huppermage has applied an elemental state to a target, they have the option of using a spell from another element to generate specific effects.
For example, if a Huppermage attacks an enemy using the Air element, and then attacks them with Earth, the target will be knocked back, in addition to taking damage from both spells.
Six element combinations are possible and work both ways. For example, attacking with Air then Earth produces the same effects as attacking with Earth then Air.

List of the six effects:
  • Air + Earth = Pushback
  • Air + Water = Reduction of damage dealt
  • Air + Fire = AP reduction
  • Earth + Water = MP reduction
  • Water + Fire = Attraction
  • Earth + Fire = Increase in received damage

Using elements with utility spells

But different elemental combinations aren’t the only way to use elements. A Huppermage’s utility spells also work based on these elemental mechanics!
  • The ‘Contribution’ spell cast on an ally gives them bonuses depending on the elemental states of enemies.
  • The ‘Elemental Drain’ spell steals an enemy’s characteristics and deals damage in the same element as the enemy’s elemental state.
  • The ‘Polarity’ spell causes enemy movement based on their elemental state. For example, an enemy in the Earth state gets knocked back, whereas if this spell is cast on an enemy in the Fire state, the latter swaps places with the Huppermage.
  • The ‘Elemental Shield’ spell will protect an ally by giving them elemental resistance. When this ally is attacked, they lose part of the elemental resistance they’ve acquired, but their enemy enters the elemental state linked to their attack. An enemy who uses a Fire element attack on an ally protected by the effects of the Elemental Shield spell will enter the Fire state.
  • The ‘Crossover’ spell allows a Huppermage to teleport over a fixed distance along a straight line, and all enemies in an elemental state along their path will be dealt damage.
  • As for the ‘Propagation’ spell, this allows Huppermages to transmit an enemy’s elemental state to their nearby allies.

Elemental runes

Rune placement

When an enemy is affected by a Huppermage’s elemental spell, as well as gaining a state from that attack’s element, a rune appears at their location (on their cell). It takes the form of an immovable coloured cell (similar to a glyph) that can be passed through and doesn’t block any lines of sight. This rune has no effect until the Huppermage decides to use it.
A rune lasts for two turns and then disappears. When several runes from the same Huppermage are placed one on top of the other, the most recent rune replaces the previous one.
The ‘Mark’ spell also allows rune placement, where the rune for each enemy’s element is placed on their cell when this spell is cast.

Rune usage

Runes can be used in two ways after they’ve been placed. The first is by using a specific spell enabling them to be activated. When a rune is activated like this, it gives its caster a bonus according to the element the rune belongs to and, depending on the situation, is able to produce two special effects:
  If the cell with the rune on it is occupied by an enemy, then the latter is dealt damage and enters the elemental state associated with that rune.
  If the cell isn’t occupied, the rune appears in the form of a summon. This summon is ‘short-lived’ and disappears as soon as it takes damage, but in dying is able to incur movement effects in the same way the Polarity spell does.
  • The Fire rune swaps places with the attacker.
  • The Water rune attracts targets surrounding it.
  • The Earth rune knocks back targets surrounding it.
  • The Air rune teleports the attacker symmetrically in relation to itself.
The second way to use runes is as a health spell. Simply targeting an ally with this spell allows them to be healed depending on how many runes are on the field of play. This heals the target in terms of their percentage of health.
In each case, the runes are used up and disappear from the map.
So to finish off, here’s a little sneak preview of the spell anims for this class:

Q & A

What will happen when there are several Huppermages in the same fight?

Huppermages are free to make use of elemental states entered into play by their Huppermage allies. However, they can’t use any that have been placed by their enemies.
When two Huppermages from different teams place a rune on the same cell, the runes overlay each other; if they’re allies, the most recent rune laid down replaces the previous rune. 

How can you recognise the targets’ elemental states?

These elemental states can be seen in a target’s effects list, but we’ve also added a new system that permanently displays an icon over the targets affected by an elemental state (without even needing to hover over them). This permanent display system for states will also be in effect for other states used by certain classes or monsters to make it easier to see what is happening in combat.

How will we get this new class?

This class will be available during the beta test phase of the 2.32 build starting on 27 November (so please note that it won’t be available at the start of the beta).
The class will continue to be available and in test on the test server after the release of build 2.32.
Access passes for this class will be handed out at certain DOFUS film previews.
This class can be accessed on game servers from 9 January onwards for all players who have been given access passes.
This class should be available for the whole community in 2016 but will not be used for the next Goultarminator.

Category: Game design