FR EN DE ES IT PT

Eniripsa class spells have evolved very little over the years. This is the class in which the attacking panel, made up of just 3 spells, was the weakest. Its main role as healer could justify this operation in part, but we want each class to have interesting and sufficiently diversified offensive capacities. What’s more, certain healing spells were redundant and the Word of Thorn spell has, amongst other things, always had a problem finding its place with the Eniripsa.

So we have reviewed all the spells in the class so as not to impair it: the Eniripsa keeps its healing role and the majority of its spells have kept the same role. However, we wanted to offer more varied healing capacities, in particular thanks to the new spells in the Air and Water route, more interesting support capacities and minor improvements in utility spells.

Attack to heal

One of the main changes is the modification of the attacking panel. The spells continue to be in 3 elementary routes: Air, Water and Fire. However, each elementary route now has 3 spells which can inflict damage, including a spell with an area of effect.

What’s more, each elementary route will allow healing in its own way:

  • For the Fire route, the spells heal when used on an ally, but inflict damage when used on an enemy. The healing received depends on the Intelligence and the healing bonuses of the spell caster.

  • For the Air route, the spells inflict damage on enemies, and heal depending on the damage inflicted in an area of 2 squares around the spell caster. 

  • For the Water route, the spells inflict damage on enemies, and heal depending on the damage inflicted in an area of 2 squares around the target.

  • In other words, the more damage the Air and Water spells inflict on enemies, the more they heal your allies (a bit like a life steal, but against several targets at the same time). An important detail concerning these spells: the healing is based on basic damage, before reduction. So, even if the attacked enemy reduces all the damage he is supposed to suffer, it will heal your allies all the same.

With these new Air and Water spells, the placement of allies and enemies takes on extra importance: if you want to optimize the healing and the damage (thanks, in particular, to the spells with an area of effect) you will have to pay close attention to the way allies and enemies are positioned.

Here is the list of the new attacking spells. Note that the detail of the modifications to these spells is not exhaustive; if you want an exhaustive list, you will have to refer to the final changelog 2.34:

Fire Spells

  • Word of Healing becomes Alternative Word and now costs 3 AP.

  • Revitalizing Word becomes Selective Word, its area is reduced to a size 3 cross (like the Sword of lop spell) and its cost in AP becomes 3.

  • Word of Sacrifice becomes Disconcerting Word, reduces the Power of the target if it is an enemy, and increases the Power of the target if it is an ally.

Air Spells

  • Wounding Word remains similar: Air damage for 3 AP at good range.

  • Draining Word becomes Turbulent Word, inflicts Air damage, advances one square and costs 2 AP.

  • Word of Thorn becomes Whirling Word and inflicts Air damage in a squared area of effect (similar to Feca's Burning Glyph, but smaller).

Water Spells

Forbidden Word remains similar: Water damage for 3 AP at good range.

  • Curative Word becomes Deafening Word, inflicts Water damage, removes APs and costs 5 AP.

  • Vampire Word becomes Dazzling Word, inflicts Water damage and has a boomerang area of effect (like Rogues’ Boomerang Dagger).

New state: Stimulated

Another significant change is the modification of the Stimulating Word spell. 
The AP donation effect is very powerful and we don’t want it to be too easy to implement it for a whole team. However, it is not removed: from now on, Stimulating Word only affects one target for a duration of 4 turns and can be re-cast every turn for 2 AP. It confers the Stimulated state, which increases the healing received by the target and gives it 2 AP. The Stimulated state can be unblocked by classic unblocking spells or consumed via certain Eniripsa spells to generate additional effects.

The Stimulated state can be unblocked by classic unblocking spells or consumed via certain Eniripsa spells to generate additional effects. The effects of the Stimulating Word become a resource which Eniripsa can consume at any time to improve its allies’ survival at a particular time, or generate additional effects.

The Eniripsa cannot be targeted with the Stimulating Word spell. It is, however, applied to whoever casts the Coney and remains present for as long as the Coney is alive.

Note: the erosion applied to the caster is removed from all Eniripsa spells, including Stimulating Word. This is a mechanism which has not really borne any fruit: the values were not high enough to lead to a choice (casting the spell at the price of erosion or not) and it was difficult to review them upwards without making the Eniripsa too vulnerable.

Reshuffling of Utility spells

The majority of the Eniripsa’s utility spells have also been reviewed; on the whole, they keep a similar role to the preceding version, except for those which have been replaced by damage spells (Draining Word and Word of Thorn).

  • Friendship Word: the Coney’s operation is reviewed. From now on it applies the Stimulating Word spell to the summoner, and it is only withdrawn when the Coney dies. The Coney’s survival is increased, it continues to heal its allies for as long as it is alive, and it generates a healing glyph if it is killed: entities ending their turn on the glyph win back life points. A same Eniripsa can only summon one Coney at a time, and when the Coney dies, the time for re-casting the Friendship Word spell becomes 2 turns.

  • Frightening Word: is practically unmodified: its number of casts per target becomes 2.

  • Paralyzing Word: from now on lasts for only one turn, and can be recast every turn. It still removes MPs, but from now on the affected target heals the caster’s nearby allies at the end of its turn.

  • Word of Silence: remains almost identical: its cost in AP is, however, increased and it no longer affects either stimulated allies or the caster.

  • Lifting Word: is completely reviewed. From now on, it allows the caster to change places with an ally who is not an invocation. The ally in question becomes Unhealable for 2 turns unless it is Stimulated, in which case it merely loses its Stimulated state. It can still be cast on the Coney, but will lose its life as a result.

  • Preventing Word: from now on gives Shield Points, and even more so if the targeted ally is Stimulated. However, it still removes the Stimulated state.

  • Word of Youth: sees its unlocking value reduced: it becomes 1 turn. However, the spell also allows an ally to be healed once per turn

  • Word of Altruism: from now on heals all the allies in the Stimulated state, but removes this state from them. The Coney is always killed when the spell is cast.

  • Word of Recovery: always heals 100% of the target’s life and makes it unhealable for 3 turns. If the target is Stimulated, it inflicts further damage on nearby enemies depending on its unhealable life: the more unhealable life it has, the higher the damage inflicted. The stimulated state is consumed.

  • Regenerating Word: always heals with a delay, but from now on at the start of the caster’s turn (and not the target’s turn), 2 consecutive turns.

  • Mot Olov: always increases the power of the caster for 3 turns, but from now on it divides the effectiveness of the healing generated by its class spells by 2. The damage increase and Power values have been reviewed slightly downwards.

These modifications will be available in the beta 2.34 version. Don’t hesitate to try them out and give us your feedback.

Category: Game design