FR EN DE ES IT PT
Hello! On Friday, June 12, we made changes to the Foggernaut and Ecaflip classes on the beta server. They are as follows:

FOGGERNAUT

  • Turrets:
    • The casting conditions for spells summoning Turrets have been harmonized: 2 AP, 1-8 Range with line of sight, recast interval of 3 turns, overall recast interval of 3 turns.
    • Turrets' resistances have been revised, and are now all at 15% in each element regardless of Turret.
    • Turrets now play their positive effects (shield and healing) only on allies and their negative effects (damage) only on enemies when they've reached Evolution III. Movement effects continue to effect everyone without differentiating.
    • The Turrets' special spells – unlocked in Evolution III – are now played during the Foggernaut's turn when they cast their spells activating the Turrets' special spells. For example, casting Ambush on an enemy when the Harpooner is in the Evolution III state immediately triggers the Boombooma spell on the target. The active effect reduction on the target is therefore applied with the damage.
      • Evolution III spells are therefore no longer available in the Turrets' active spells.
    • Turrets in the Evolution II or III states provide the Foggernaut with bonuses at the end of their turn if they are in line of sight and within range (1 to 7 Range maximum), with the bonuses being more powerful in Evolution III. The bonuses depend on the Turret in question.
 
  • Pilfer:
    • Damage: 11 to 13 / 14 to 16 / 17 to 19 → 13 to 15 / 17 to 20 / 22 to 25
    • CH Damage: 14 to 16 / 17 to 19 / 20 to 22 → 16 to 19 / 21 to 24 / 26 to 29
  • Scuttle:
    • Changed from 1 to 2 ranks.
    • Casting conditions:
      • Maximum range: 5 → 5 / 6
  • Anchor:
    • Damage: 12 to 14 / 16 to 18 / 20 to 22 → 14 to 16 / 19 to 21 / 24 to 27
    • CH Damage: 16 to 18 / 20 to 22 / 24 to 26 → 17 to 20 / 22 to 25 / 29 to 32
  • Mooring:
    • Changed from 1 to 2 ranks.
    • Damage: 17 to 21 → 14 to 17 / 17 to 21
    • CH Damage: 21 to 25 → 16 to 20 / 21 to 25
  • Harpooner:
    • How it works:
      • Harpooner Evolution II:
        • Turret's required state: Evolution II
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 150 Power (1 turn, dissipates on death only)
      • Harpooner Evolution III:
        • Turret's required state: Evolution III
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 200 Power (1 turn, dissipates on death only)
      • Booboomf, Booboome, Boombooma and Bwoobwoom:
        • Removed as active spells for the Harpooner and are now spells triggered directly by the Ambush and Sonar spells when the Harpooner is in the Evolution III state.
  • Trawler:
    • How it works:
      • Changed from 1 to 2 ranks.
      • Trawler Evolution II:
        • Turret's required state: Evolution II
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 15 Lock (1 turn, dissipates on death only)
            • 15 MP Reduction (1 turn, dissipates on death only)
      • Trawler Evolution III:
        • Turret's required state: Evolution III
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 20 Lock (1 turn, dissipates on death only)
            • 20 MP Reduction (1 turn, dissipates on death only)
      • Double German:
        • Removed as an active spell for the Trawler and is now a spell triggered directly by the Spyglass and Periscope spells when the Trawler is in the Evolution III state.
  • Evolution:
    • Casting conditions:
      • Minimum range: 3 / 3 / 3 → 1 / 1 / 1
      • Maximum range: 6 / 8 / 10 → 2 / 3 / 4
      • Recast interval: 2 / 2 / 2 → 0 / 0 / 0
      • Casts per turn: infinite → 1 / 1 / 1
  • Transition:
    • Changed from 1 to 2 ranks.
    • Casting conditions:
      • AP cost: 4 → 3 / 3
      • Minimum range: 1 → 4 / 4
      • Maximum range: 3 → 8 / 10
  • Torrent:
    • Casting conditions:
      • Casts per target: 1 → infinite
  • Harmattan:
    • Changed from 1 to 2 ranks.
  • Salt Armour:
    • How it works:
      • The fixed damage reduction has been replaced by a reduction bonus in % on long-range damage: 26 / 28 / 30 on Turrets and 13 / 14 / 15 on allies (excluding Turrets).
  • Assistance:
    • Changed from 1 to 2 ranks.
    • Casting conditions:
      • Maximum range: 6 → 7 / 8
  • Scaphander:
    • How it works:
      • "Any AP removed will increase MP" has become a 1 MP gain for 2 turns.
    • Casting conditions:
      • Max. stacking: 4 → 1
  • Armour-Plating:
    • Changed from 1 to 2 ranks.
    • How it works:
      • Shield:
        • Allies (excluding Turrets): 240 → 200 / 240
        • Turrets: 480 → 440 / 480
  • Lifesaver:
    • How it works:
      • Lifesaver Evolution II:
        • Turret's required state: Evolution II
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 10% max. Vitality (1 turn, dissipates on death only)
      • Lifesaver Evolution III:
        • Turret's required state: Evolution III
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 15% max. Vitality (1 turn, dissipates on death only)
      • Intervention (formerly Rescue):
        • Removed as an active spell for the Lifesaver and is now a spell triggered directly by the First Aid and Rescue spells when the Lifesaver is in the Evolution III state.
  • Drill:
    • How it works:
      • Changed from 1 to 2 ranks.
      • Drill Evolution II:
        • Turret's required state: Evolution II
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 25 fixed Damage (1 turn, dissipates on death only)
      • Drill Evolution III:
        • Turret's required state: Evolution III
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 25 fixed Damage (1 turn, dissipates on death only)
            • 1 MP (1 turn, dissipates on death only)
      • Excavation:
        • Removed as an active spell for the Drill and is now a spell triggered directly by the Ambush and Sonar spells when the Drill is in the Evolution III state.
        • Damage: / → Inflicts damage in the element in which the enemy target has the least resistance (like the Harpooner)
      • Drilling:
        • Line of sight: yes → no
    • Casting conditions:
      • Straight-line casting: yes → no
  • Backwash:
    • Is now the variant of Surge
  • Surge:
    • Is now the variant of Backwash
  • Valve:
    • Damage: 16 to 18 → 18 to 21
    • CH Damage: 19 to 21 → 22 to 25
  • Grapnel:
    • How it works:
      • Attracts the caster towards Turrets by 3 / 3 / 4 → 4 / 5 / 6
      • Attracts the caster towards allies (excluding Turrets) → 2 / 3 / 4
    • Casting conditions:
      • Maximum range: 5 / 6 / 7 → 6 / 7 / 8
      • Modifiable range: yes → no
  • Hypertension:
    • How it works:
      • Sets the recast interval for the destroyed Turret to 1 turn.
  • Tacturret:
    • How it works:
      • Tacturret Evolution II:
        • Turret's required state: Evolution II
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 2 Range (1 turn, dissipates on death only)
      • Tacturret Evolution III:
        • Turret's required state: Evolution III
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 3 Range (1 turn, dissipates on death only)
      • Transko:
        • Removed as an active spell for the Tacturret and is now a spell triggered directly by the Spyglass and Periscope spells when the Tacturret is in the Evolution III state.
  • Bathyscaphe:
    • How it works:
      • Bathyscaphe Evolution II:
        • Turret's required state: Evolution II
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 100% of the caster's level in Shield (1 turn, dissipates on death only)
      • Bathyscaphe Evolution III:
        • Turret's required state: Evolution III
          • At end of each turn, the Turret casts a spell in a Circle 7 area of effect with 0 Range, which gives the Foggernaut the following bonus(es) for 1 turn if hit by the spell:
            • 100% of the caster's level in Shield (1 turn, dissipates on death only)
            • 1 AP (1 turn, dissipates on death only)
      • Decompression:
        • Removed as an active spell for the Bathyscaphe and is now a spell triggered directly by the First Aid and Rescue spells when the Bathyscaphe is in the Evolution III state.
  • Periscope:
    • Casting conditions:
      • AP cost: 4 → 3
  • Torpedo:
    • Is now the variant of Short-Circuit
    • Changed from 1 to 3 ranks.
    • Casting conditions:
      • Maximum range: 5 → 4 / 4 / 5
  • Short-Circuit:
    • Is now the variant of Torpedo
  • Ambush:
    • Casting conditions:
      • AP cost: 5 → 4
  • Dreadnought:
    • Is now the variant of Covering
    • Changed from 3 to 2 ranks.
    • How it works:
      • Also immunizes against damage from the Short-Circuit spell.
  • Covering:
    • NEW SPELL!
    • Is now the variant of Dreadnaut
    • How it works:
      • Immunizes targeted allies against damage inflicted by the Harpooner, the Drill and the Short-Circuit spell, as well as against movement by the Tacturret and the Trawler. Immunizes enemies against heals from the Lifesaver and against the Bathyscaphe's shields.
    • Casting conditions:
      • Area of effect: Circle 3
      • AP cost: 3
      • Minimum range: 1
      • Maximum range: 4
      • Recast interval: 5
  • Breakwater:
    • Changed from 3 to 2 ranks.
    • How it works:
      • Enemies are no longer affected by the effect of the sacrifice.
  • Froth:
    • Changed from 3 to 2 ranks.
    • How it works:
      • Pushback has been increased: 1 → 2 cells
    • Casting conditions:
      • Minimum range: 2 → 1
  • Trident:
    • Changed from 3 to 2 ranks.
  • Recursiveness:
    • Is now the variant of Piston
    • How it works:
      • If the caster casts the spell on themself, they also move with their Turrets, ending their turn adjacent to one of them.
    • Casting conditions:
      • Minimum range: 1 → 0
  • Piston:
    • NEW SPELL!
    • Is now the variant of Recursiveness
    • How it works:
      • Pushes the Turret from adjacent to the caster to the targeted cell.
    • Casting conditions:
      • AP cost: 3
      • Minimum range: 2
      • Maximum range: 7 / 8
      • Modifiable range: no
      • Line of sight: no
      • Straight-line casting: yes
      • Casts per turn: 1
      • Free cell: yes
 

ECAFLIP

Spell pairs and rank acquisition levels:
  1. Heads or Tails (Lvl. 1, 66, 132) vs. Tails or Heads (Lvl. 95, 162)
  2. Balling Up (Lvl. 1, 67, 133) vs. Meowch (Lvl. 100, 167)
  3. Ecaflip's Luck (Lvl. 1, 68, 134) vs. Godsend (Lvl. 105, 172)
  4. Bluff (Lvl. 3, 69, 136) vs. Nerve (Lvl. 110, 177)
  5. Feline Leap (Lvl. 6, 71, 138) vs. Leap (Lvl. 115, 182)
  6. Topkaj (Lvl. 10, 77, 144) vs. Yowling (Lvl. 120, 187)
  7. Summoning Claw (Lvl. 15, 82, 149) vs. Summoning Stroke (Lvl. 125, 192)
  8. Perception (Lvl. 20, 87, 154) vs. Roar (Lvl. 130, 197)
  9. All or Nothing (Lvl. 25, 92, 159) vs. Peril (Lvl. 135)
  10. Roulette (Lvl. 30, 97, 164) vs. Spell Strike (Lvl. 140)
  11. Repercussion (Lvl. 35, 102, 169) vs. Corollary (Lvl. 145)
  12. Rough Tongue (Lvl. 40, 107, 174) vs. Lapping Up (Lvl. 150)
  13. Wheel of Fortune (Lvl. 45, 112, 179) vs. Pussycat (Lvl. 155)
  14. Feline Spirit (Lvl. 50, 117, 184) vs. Pawpads (Lvl. 160)
  15. Clover (Lvl. 55, 122, 189) vs. Lucky Star (Lvl. 165)
  16. Smell (Lvl. 60, 127, 194) vs. Redistribution (Lvl. 170)
  17. Reflex (Lvl. 65, 131, 198) vs. Bravado (Lvl. 175)
  18. Playful Claw (Lvl. 70, 137) vs. Misadventure (Lvl. 180)
  19. Felintion (Lvl. 75, 142) vs. Kraps (Lvl. 185)
  20. Claw of Ceangal (Lvl. 80, 147) vs. Misfortune (Lvl. 190)
  21. Rekop (Lvl. 85, 152) vs. Trickery (Lvl. 195)
  22. Fate of Ecaflip (Lvl. 90, 157) vs. Ecaflip's Audacity (Lvl. 200)
 
  • Ecaflip's Coin (initial spell):
    • Ecaflip spells that could have a critical hit increase their chances of having a critical hit when they do not have one. These effects are lost when the Ecaflip has a critical hit.
      • 1 AP: 2%
      • 2 AP: 4%
      • 3 AP: 6%
      • 4 AP: 8%
      • 5 AP: 10%
      • 6 AP: 12%
  • Heads or Tails:
    • Damage:
      • Level 1: 15 to 17 (CH: 19 to 21)
      • Level 66: 20 to 23 (CH: 24 to 27)
      • Level 132: 26 to 29 (CH: 31 to 35)
    • Damage (reduced):
      • Level 1: 10 to 12 (CH: 13 to 15)
      • Level 66: 14 to 16 (CH: 17 to 19)
      • Level 132: 18 to 20 (CH: 22 to 24)
  • Tails or Heads:
    • How the spell works has changed:
      • [*] Inflicts Earth damage on normal hits.
        Increases Strength on critical hits but damage is reduced.
    • Strength bonus: 150 → 100 / 150
    • Casting conditions modified at ranks 1 / 2:
      • Maximum range: 8 → 6 / 8
      • Critical: 25% → 15%
    • Damage:
      • Level 95: 19 to 22 (CH: 6 to 7)
      • Level 162: 23 to 27 (CH: 8 to 9)
  • Balling Up:
    • How the spell works:
      • Inflicts Air damage.
    • Casting conditions at ranks 1 / 2 / 3:
      • Area of effect: Cell
      • AP cost: 3 / 3 / 3
      • Minimum range: 1 / 1 / 1
      • Maximum range: 2 / 3 / 4
      • Modifiable range: no
      • Line of sight: yes
      • Casts per turn: 3 / 3 / 3
      • Casts per target per turn: 2 / 2 / 2
      • Critical: 5%
  • Meowch:
    • How the spell works:
      • Inflicts Fire damage on normal hits. Increases Intelligence on critical hits but damage is reduced.
    • Casting conditions at ranks 1 / 2:
      • Area of effect: Cell
      • AP cost: 3 / 3
      • Minimum range: 1 / 1
      • Maximum range: 5 / 7
      • Modifiable range: no
      • Line of sight: yes
      • Casts per turn: 3 / 3
      • Casts per target per turn: 2 / 2
      • Critical: 15%
    • Damage:
      • Level 100: 20 to 23 (CH: 7 to 9)
      • Level 167: 25 to 29 (CH: 9 to 11)
  • Ecaflip's Luck:
    • No change.
  • Godsend:
    • Casting conditions modified at ranks 1 / 2:
      • Maximum range: 5 → 4 / 5
      • Casts per turn: 3 → 2 / 3
  • Bluff:
    • How the spell works has changed:
      • Inflicts Water damage on normal hits. Increases Chance on critical hits but damage is reduced.
    • Casting conditions modified at ranks 1 / 2 / 3:
      • Casts per target per turn: 3 / 3 / 3 → 2 / 2 / 2
      • Critical: 25% → 15%
    • Damage:
      • Level 3: 17 to 19 (CH: 6 to 8)
      • Level 69: 23 to 25 (CH: 8 to 9)
      • Level 136: 29 to 32 (CH: 10 to 12)
  • Nerve:
    • How the spell works has changed:
      • Inflicts Air damage on normal hits. Increases Agility on critical hits but damage is reduced.
    • Casting conditions modified at ranks 1 / 2:
      • Maximum range: 8 → 6 / 8
      • Critical: 25% → 15%
    • Damage:
      • Level 110: 28 to 31 (CH: 9 to 11)
      • Level 177: 35 to 39 (CH: 12 to 14)
  • Feline Leap:
    • No change.
  • Leap
    • How the spell works has changed:
      • Also increases the caster's Dodge.
  • Topkaj:
    • Damage:
      • Level 10: 16 to 18 (CH: 19 to 21)
      • Level 77: 22 to 24 (CH: 26 to 29)
      • Level 144: 27 to 30 (CH: 32 to 36)
  • Yowling:
    • Casting conditions modified at ranks 1 / 2:
      • Maximum range: 4 → 4 / 5
      • Line of sight: yes → no
      • Critical: 25% → 15%
    • Damage:
      • Level 120: 26 to 30 (CH: 31 to 36)
      • Level 187: 30 to 34 (CH: 36 to 41)
    • Heals:
      • Level 120: 26 to 30 (CH: 31 to 36)
      • Level 187: 30 to 34 (CH: 36 to 41)
  • Summoning Claw:
    • Power given by the Kitten: 50 / 100 / 150 → 50 / 85 / 120
  • Summoning Stroke:
    • Healing Kitten:
      • Health points (base): 200 → 200 / 220
      • Intelligence: 100 → 75 / 100
      • Chance: 150 / 200
  • Perception:
    • No change.
  • Roar:
    • Power per enemy: 100 → 50 / 70
    • Casting conditions modified at ranks 1 / 2:
      • Max. effect stacking: 5 → 7 / 7
  • All or Nothing:
    • Damage:
      • Level 25: 27 to 29 (CH: 32 to 35)
      • Level 92: 34 to 37 (CH: 40 to 44)
      • Level 159: 42 to 46 (CH: 50 to 55)
  • Peril:
    • Casting conditions modified at rank 1:
      • Critical: 25% → 15%
    • Damage:
      • Level 135: 37 to 41 (CH: 44 to 49)
    • Heals:
      • Level 135: 32 to 36 (CH: 38 to 43)
  • Roulette:
    • No change.
  • Spell Strike:
    • No change.
  • Repercussion:
    • No change.
  • Corollary:
    • No change.
  • Rough Tongue:
    • Damage:
      • Level 40: 19 to 21 (CH: 23 to 25)
      • Level 107: 24 to 27 (CH: 29 to 32)
      • Level 174: 30 to 33 (CH: 36 to 40)
  • Lapping Up:
    • Damage:
      • Level 150: 32 to 36 (CH: 38 to 43)
  • Wheel of Fortune:
    • Power bonus: 100 / 200 / 300 → 100 / 175 / 250
    • Power bonus (critical): 200 / 250 / 350 → 140 / 245 / 350
    • Casting conditions modified at ranks 1 / 2 / 3:
      • Critical: 25% → 15%
  • Pussycat:
    • No change.
  • Feline Spirit:
    • Damage:
      • Level 50: 19 to 21 (CH: 23 to 26)
      • Level 117: 26 to 29 (CH: 32 to 35)
      • Level 184: 31 to 34 (CH: 37 to 41)
  • Pawpads:
    • Damage:
      • Level 160: 27 to 30 (CH: 32 to 36)
  • Clover:
    • How the spell works has changed:
      • Guarantees a critical hit with the next eligible action but reduces weapon damage.
    • Casting conditions modified at ranks 1 / 2:
      • Recast interval: 2 / 1 / none → 4 / 3 / 2
      • Casts per turn: - / - / 2 → -
  • Lucky Star:
    • No change.
  • Smell:
    • No change.
  • Redistribution:
    • No change.
  • Reflex:
    • Damage:
      • Level 65: 23 to 26 (CH: 28 to 31)
      • Level 131: 28 to 31 (CH: 33 to 38)
      • Level 197: 31 to 35 (CH: 37 to 42)
  • Bravado:
    • Casting conditions modified at rank 1:
      • Critical: 25% → 15%
    • Damage:
      • Level 175: 46 to 50 (CH: 55 to 60)
  • Playful Claw:
    • How the spell works has changed:
      • [*] Inflicts Water damage on several cells along a straight line.
        On critical hits, damage is much higher but drops faster with distance.
    • Casting conditions modified at ranks 1 / 2:
      • Maximum range: 3 / 4 / 5 → 3 / 5
      • Critical: 25% → 15%
    • Damage:
      • Level 70: 27 to 30 (CH: 37 to 41)
      • Level 137: 35 to 39 (CH: 47 to 53)
  • Misadventure:
    • How the spell works has changed:
      • Steals Earth health in a ring. On critical hits, also affects targets inside the ring. The spell does not affect the caster.
    • Damage:
      • Level 180: 37 to 41 (CH: 44 to 49)
  • Felintion:
    • Damage:
      • Level 75: 27 to 29 (CH: 32 to 35)
      • Level 142: 33 to 36 (CH: 40 to 43)
  • Kraps:
    • Damage:
      • Level 185: 42 to 46 (CH: 50 to 55)
  • Claw of Ceangal:
    • Damage:
      • Level 80: 13 to 15 (CH: 16 to 18)
      • Level 147: 17 to 19 (CH: 20 to 23)
  • Misfortune:
    • Damage:
      • Level 190: 27 to 30 (CH: 32 to 36)
  • Rekop:
    • Damage (1 turn):
      • Level 85: 15 to 17
      • Level 152: 19 to 21
    • Damage (2 turns):
      • Level 85: 18 to 20
      • Level 152: 22 to 25
    • Damage (3 turns):
      • Level 85: 22 to 24
      • Level 152: 27 to 30
  • Trickery:
    • Damage:
      • Fire: 23 to 25 (CH: 28 to 30)
      • Water: 34 to 38 (CH: 41 to 46)
      • Air: 46 to 50 (CH: 55 to 60)
      • Earth: 58 to 62 (CH: 70 to 74)
  • Fate of Ecaflip:
    • Damage:
      • Level 90: 31 to 34 (CH: 37 to 40)
      • Level 157: 38 to 42 (CH: 46 to 50)
  • Ecaflip's Audacity:
    • Power:
      • Level 200: 150 (CH: 150 → 180)
    • Damage:
      • Level 200: 27 to 30 (CH: 32 to 36)