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See the changelogs for Update 2.58:

Devblog: 2.58 – Game Progress
Devblog: 2.58 – Upcoming Changes



With this third part of Pandala, the Forbidden Inn is opening its doors to the most seasoned adventurers! You must have completed the "Requiem for a Yokai" quest and have begun the next quest in the series before to gain access the Inn.

In addition, two temples of Wukin and Wukang have appeared in Pandala (one in Aerdala and the other in Feudala); they lead to the Celestial Kingdoms of Ink and Paper. Inhabited by spirits related to the dragons Imagiro and Orukam, you can explore these dimensions of the Astral Plane after answering the questions of Daoh, the guardian of the temples (you must also have completed the "Pandala Awakens" quest; as a reminder, the quest is available from the NPC Moku in front of Pandala Bridge at 12,-21).

The Celestial Kingdoms consist of two twin areas that are both similar and opposite:
The Kingdom of Ink (level-200 area and dungeon), where you can face the Paper Yokianzhi.
The Kingdom of Paper (level-200 area and dungeon), where the Ink Yokianzhi move around.

New Pandala-related quests are available, including the end of the Pandawushu series! They are for level-170–200 characters. Sometimes it will be necessary to have completed certain Pandala quests to embark on these adventures.

 

CHANGES TO PANDALA

  • New homes are being put up for sale in the following sub-areas: Aerdala, Akwadala, Feudala, and Terrdala.
  • Rice resources are now scattered throughout Akwadala.

 

FEATURES

  • A new "Guide" feature is available. It is a glossary describing the various features and notions of the game.

 

COMMON SPELLS

  • The Summons Skill spell is being introduced. This spell lets you switch between two states that either let you play the turns of compatible summons for them or let the game play them for you. Only summons specified as being "biddable" in their summoning spell descriptions are compatible with this spell.
  • The Chaferfu and Chaferfu Lancer are not compatible with the Summons Skill spell.
  • The Arachnee and Major Arachnee are compatible with the Summons Skill spell.

 

Classes (General)

All Classes

  • Descriptions of spells that summon creatures that are compatible with the Summons Skill have been modified to describe the summons as "biddable".

Ecaflip

  • Kittens are compatible with the Summons Skill spell.

Eliotrope

  • Conjuration: The effects are correctly removed from the target if it suffers damage.

Eniripsa

  • Coneys are compatible with the Summons Skill spell.

Enutrof

  • Summons can no longer be controlled without the Summons Skill spell.
  • Bribery: The spell's effect is now dissipated when the Enutrof dies.

Huppermage

  • The Elemental Guardian can no longer be controlled without the Summons Skill spell.
  • It is finally possible to apply the Gravity state with the Icy Shards spell and remove a turn of bewitchment with the Striking Meteor spell.
  • The effects of Huppermage runes are correctly displayed in the tooltips of spells that place them.

Pandawa

  • The Pandawasta is compatible with the Summons Skill spell.

Rogue

  • Kamegamikaze: The description no longer mentions "Gluing Explobombs" but rather "Sticky Bombs" to match the name of the spell in question.
  • An enemy Rogue's bombs are now considered as mere enemies and no longer as bombs, and are not primarily attracted by Magnet.
  • Pulsar: The critical damage shown is now correct.

Sacrier

  • Swords can no longer be controlled without the Summons Skill spell.
  • Suffering is correctly updated when the Sacrier returns to 100% of their HP, as well as if they suffer more than 10 attacks in the same turn.

Sadida

  • Dolls are compatible with the Summons Skill spell.
  • The Groute and Treant can still be controlled.
  • The way the "Intertwined Forest" effect works is correctly specified in the class mechanics explanation interface.

Ouginak

We set ourselves the following goals to improve the class:

  • add more value to team play for this class by enhancing existing spells
  • make the Animal Form more appealing
  • improve erosion capabilities, especially in PvP
  • make certain offensive spells less powerful and increase the defensive capability of others
  • renew the least-played spells to offer more interesting variant options
  • free the class of certain cumbersome casting conditions

 

  • The Yapper is compatible with the Summons Skill spell.

Animal Form (BUFF)

  • In order to maintain the identity of the Animal Form – an ultra-offensive transformation – we prioritized improving mobility rather than tanking, which is reserved for the normal form. The option of casting the Bark spell will make it possible to recover MP that might have been lost through reduction, in addition to making oneself Unmovable. This new possibility combines brilliantly with the ability to lock in animal form, because the Ouginak will no longer be so easily outplayed by their opponents, since they will be more inclined to use their MP offensively and stay in the fray rather than flee to protect themself. This should also enhance using the Muzzle and Cerberus spells, even for Ouginaks that do not play the Earth element.
  • How it works:  
    • When transformed into an Animal, Ouginaks can now:
      • lock opponents
      • use the Bark spell

 Venison (MOD, BUFF)

  • We didn't think the way Venison used to work was consistent with the concept of the class, since it went against a game based on focusing on a target until it died. It therefore seemed more appropriate to keep an alternative to Prey that would be more flexible to use, but rather by making it possible to change targets more regularly, with a trade-off of a limited duration. In order to strengthen the identity of Venison and provide greater choice, the spell now has an effect that increases the damage received by the target, so as to encourage the Ouginak's allies to follow the Ouginak's focus, similarly to Prey.
  • How it works:  
    • (NERFIt is no longer possible to stack multiple Prey simultaneously.
    • (NERF) Prey and Venison can no longer be stacked themselves or between each other.
    • (BUFF) Venison now applies a 7/10% damage suffered penalty on the target (enemy damage only) (3 turns, max stacking 1, dissipates on death only). 

Jaw (MOD)

  • Beaten gains the combined effects of Jaw and Bloodhound, and an MP Parry bonus on the caster and allies replaces it in Jaw; the goal is to keep a boost for allies that will not be redundant with Power. The MP Parry bonus therefore seems appropriate to allow the Ouginak and their acolytes to attack their target with less fear of being hindered.
  • How it works:
    • (NERF) No longer increases the Power of allies around the target.
    • (BUFF) Now increases the MP Parry of the caster and allies within 2 cells of them. The bonus is now applied even if the target dies.
      • 20/30 MP Parry (1 turn, max stacking 1, dissipates)
    • The bonus is applied even if the spell kills the target.

Stripping (MOD, NERF)

  • Stripping is an interesting and powerful spell in PvM, especially in the Dreams, but it is difficult to use effectively in PvP. To facilitate and justify its implementation in PvP, the attraction effect of Amarok has been gained by the Bloodhound spell. The idea is to nerf the "Stripping spam" aspect, so it is changing to one casting per turn with a higher AP cost, but also with increased damage, so that one use will equal roughly 75% of the damage of two uses.
  • (NERF) Casting conditions:
    • AP cost: 4 → 5
    • Maximum range: 3 → 2
    • Casts per turn: 3 → 1
    • Casts per target: 2 → /
  • (BUFF) Damage: 
    • Level 110: 23 to 26 (CH: 27 to 31) → 28 to 31 (CH: 34 to 38) + Bonus per target: 16 → 20 damage
    • Level 177: 28 to 32 (CH: 34 to 38) → 35 to 39 (CH: 42 to 47) + Bonus per target: 20 → 24 damage

Yapper Launcher (BUFF)

  • Changing to 3 Range simply makes it possible to place the Yapper behind a "hole" cell. Since this summons was autonomous, it did not particularly need to be called onto the battlefield so close to its summoner.
  • How it works:
    • The Yapper can now be controlled by its summoner if they so wish: see Summons Skill.
  • Casting conditions: 
    • Maximum range: 2 → 3

Muzzle (MOD)

  • Muzzle seems rarely played right now, so the addition of a mechanic enabling a burst (a large amount of damage for few AP), coupled with the ability to lock in animal form, should making the spell more interesting. This mechanic is based on that of Stripping, with the same desire to avoid spamming, and its implementation is more oriented toward positioning only the Ouginak in the middle of their opponents. The base damage has therefore been reduced, so that using it with only one enemy adjacent is not really worth it, but the damage starts to get really interesting when two or three enemies are adjacent.
  • How it works:
    • (BUFF) If the target is in the Prey state, spell damage is increased based on the number of enemies adjacent to the caster.
      • Increases the base damage of Muzzle by 18/22
    • (NERF) The Lock bonus has been reduced at rank 1: 50 / 50 → 40 / 50
  • (NERF) Casting conditions:
    • Casts per turn: 3 → 1
    • Casts per target: 2 → /
  • (NERF) Damage:
    • Level 130: 46 to 51 (CH: 55 to 61) → 33 to 37 (CH: 40 to 44) + Bonus per target: / → 18
    • Level 197: 51 to 57 (CH: 61 to 68) → 37 to 41 (CH: 44 to 49) + Bonus per target: / → 22

Bloodhound (MOD)

  • See Stripping.
  • How it works: 
    • (NERF) No longer increases the caster's Power.
    • (BUFF) If the target is the Prey, attracts entities in a 3-cell cross area of effect 2 cells towards the target.
    • (BUFF) The caster is now affected by the attraction effect.
    • (BUFF) Range is no longer reduced in animal form.

Calcaneus (BUFF)

  • How it works: 
    • (BUFF) Range is no longer reduced in animal form.

Beaten (MOD, BUFF)

  • See Jaw. The combination of the various Power gains from a single spell makes the Air path THE path of regular high damage, while adding team play.
  • (NERF) Casting conditions:
    • AP cost: 3 → 4
    • Maximum range: 5 → 4
  • How it works: 
    • (NERF) No longer increases the MP of allies adjacent to the target.
    • (BUFF) If the target is the Prey, increases the Power of the caster and their allies that are 2 cells away from it.
      • 150 Power (2 turns, dissipates, max stacking 1)
  • (BUFF) Damage: 
    • Level 145: 28 to 31 (CH: 34 to 37) → 33 to 37 (CH: 40 to 44)

R-Canine (MOD, BUFF)

  • The recast interval has been reduced, so that the spell makes it easier to manage your Rage, like Snuggletooth, its variant, which is much more effective in this regard. The Power bonus has slightly reduced as a result.
  • (BUFF) Casting conditions:
    • Recast interval: 3 → 2
    • Max stacking: / → 2
  • How it works:
    • (NERF) The Power bonus has been reduced: 100 / 150 / 200 → 100 / 125 / 150
    • (BUFF) The duration of the bonus has been increased to 3 turns.

Snuggletooth (BUFF)

  • In view of R-Canine's improvement in flexibility and regularity of use, it seemed useful to slightly compensate the loss of a charge of Rage with R-Canine (since the animal form has been improved, losing a charge can become a disadvantage depending on the situation).
  • How it works: 
    • Healing of 5% of max HP has been added to the spell.

Protective Pelt (BUFF)

  • Pelt is a mainstay of tanking for Ouginaks, but the fact that it can be removed by pushback damage AND unbewitching means it is easily circumvented. We have therefore removed the possibility of unbewitching it, so that the only way to cancel its effects is pushback damage and so that the combo with Bark will be more effective.
  • How it works:
    • Can no longer be dissipated using a debuff spell, only when receiving pushback damage.

Ferocity (BUFF)

  • Ferocity can no longer be used in animal form, just like Pelt, since the animal form is entirely focused on offense. The technique of casting these protection spells before transforming, however, remains valid. Being teleported or carried by a Pandawa is now taken into account in the various movements that can apply the shield bonus.
  • How it works: 
    • (BUFF) The Shield gain is also applied if the target is carried or teleported.
    • (NERF) The spell can no longer be cast in animal form, and the Shield can only be stacked once maximum (it was possible to stack it by being carried AND moving in the same turn).

Carrion (MOD, BUFF)

  • Since Carrion is the only elemental erosion spell in the class, we wanted to enhance it so that the Ouginak would be a more competitive eroder, as it could have been at one time, as well as enhance the Air path that had disappeared slightly from PvP due to its lack of effectiveness in this regard. The AP cost has therefore been reduced and the damage too, for better flexibility in setting out an erosion game without necessarily using Gangrene.
  • (BUFF) Casting conditions: 
    • AP cost: 4 → 3
    • Maximum range: 3 → 4
    • Casts per turn: 2 → 3
    • Casts per target: / → 2
  • (NERF) How it works: 
    • The erosion penalty has been reduced: 
      • 13% → 10% Erosion
  • (NERF) Damage:
    • Level 50: 21 to 23 (CH: 25 to 28) → 18 to 20 (CH: 22 to 24)
    • Level 117: 28 to 31 (CH: 34 to 38) → 25 to 27 (CH: 30 to 33)
    • Level 184: 33 to 37 (CH: 40 to 44) → 29 to 32 (CH: 35 to 38)

Radius (BUFF)

  • Radius can now be cast twice per turn for consistency with other 3 AP spells that increase Rage. We will closely monitor how it interacts with the class belt, which may prove to be too powerful, in which case it will be quickly modified.
  • Casting conditions: 
    • Casts per target: 1 → 2

Marrow Bone (MOD, BUFF)

  • Marrow Bone also seems to be among the least-played spells in the kit, and this can be explained for two reasons: its Vertebra variant, which is one of the best assets of the Water Ouginak, as well as its AP cost, which makes keeping the bonus expensive, despite good damage. The idea is simply to slightly reduce the power of Vertebra, and reduce the AP cost and damage of Marrow Bone to improve its flexibility of use and thus offer a variant option that is more interesting and better balanced.
  • (BUFF) Casting conditions: 
    • AP cost: 4 → 3
  • (NERF) Damage: 
    • Level 55: 19 to 21 (CH: 23 to 25) → 14 to 16 (CH: 16 to 19)
    • Level 122: 25 to 27 (CH: 30 to 32) → 18 to 21 (CH: 22 to 25)
    • Level 189: 29 to 31 (CH: 35 to 37) → 21 to 24 (CH: 25 to 29)

Vertebra (NERF)

  • Vertebra is currently too strong a spell, but a shorter duration should be enough to balance its power without having to reduce damage and therefore the pressure it can apply on opponents.
  • How it works: 
    • The duration of the poison has been reduced to 2 turns instead of 3.

Affection (MOD, BUFF)

  • Affection is not Ouginaks' favorite spell, not least because Appeasement is the only direct healing spell that does not use Prey or a health steal spell. The spell's potential is interesting, however, because of the mobility it provides, and the downward management of Rage that comes with it. It is a new opportunity to strengthen Ouginaks' team play, with the possibility of healing the targeted ally as well as the caster, but without outclassing Appeasement.
  • How it works: 
    • Also heals the caster and targeted ally by 7% of their max HP.

Cerberus (MOD, BUFF)

  • Cerberus is actually a team spell too, since it reduces the Prey's Dodge instead of boosting the caster's Lock, which, for example, helps their allies lock the Prey. The increase in range makes it possible to differentiate the spell from its counterparts, Humerus and Muzzle, with a slight reduction in damage to compensate for the increased range. This extra range should make it easier to help an ally without the Ouginak themself needing to be adjacent to the Prey.
  • (BUFF) Casting conditions: 
    • Maximum range: 1 → 3
  • (NERF) Damage: 
    • Level 65: 31 to 34 (CH: 37 to 41) → 28 to 31 (CH: 34 to 38)
    • Level 131: 37 to 41 (CH: 44 to 49) → 34 to 38 (CH: 41 to 45)
    • Level 198: 41 to 46 (CH: 49 to 55) → 38 to 42 (CH: 46 to 50)

Amarok (MOD, BUFF)

  • Amarok's attraction was highly trivial and showed no synergy with the other spells of the Earth path. As said above with Stripping, giving Bloodhound this attraction makes for a much more meaningful combo. We suggest replacing this effect with a reduction in close-combat damage for the caster and their allies, to better stick with the tank aspect of the Earth path and the focus on team play.
  • (NERF) Casting conditions:
    • Maximum range: 3 → 2
  • (BUFF) How it works: 
    • If the target is the Prey, reduces the damage suffered in close combat by allies around the target for 1 turn.
      • 15% close-combat Resistance (1 turn, dissipates, max stacking 1)

Panic (MOD, BUFF)

  • Although it is played less than its Pursuit variant, Panic still offers an interesting positioning solution in several situations. In order to make the competition fairer, we have improved the casting conditions for the spell.
  • Casting conditions:
    • Maximum range: 3 / 6 → 5 / 6
    • Recast interval: 4 / 2 → 2 / 1
  • Targets are correctly pushed back in a 2-cell area of effect around the Prey.

Bark (BUFF)

  • Since it is not a tanking spell per se, there was no reason not to enable Bark to be cast in animal form, so it is now possible. This should directly improve the animal form, which will thus be less sensitive to MP reduction.
  • Casting conditions:
    • Can now be cast in animal form.

Gnaw (BUFF)

  • Gnaw suffers from the comparison with Bark, and is only really useful in circumstances where the Ouginak would play in Fire and/or Water mode coupled with pushback damage. It is not necessarily a problem for the spell to stay in this niche, but we think it deserves a little buff to compete with its variant. This increased Power will also combine well with R-Canine in multi-element playing circumstances, while slightly improving modes that are focused on pushback damage, which are relatively rare at present.
  • How it works: 
    • Also increases the caster's Power immediately, and then each time ranged damage is received.
      • Immediate: 80 Power (2 turns)
      • Triggered: 15 Power (2 turns, max stacking 10)

Tetanisation (NERF)

  • Since the Fire Ouginak's MP reduction made a big comeback recently, it became clear that Tetanisation was slightly too powerful. The MP reduction has therefore been slightly reduced to avoid a complete MP removal from opponents, which would be too simple, especially if the Ouginak does not invest seriously in this statistic.
  • How it works:
    • The MP penalty has been reduced:
      • -4 MP (1 turn) → -3 MP (1 turn)

Carving Up (MOD)

  • Since Carrion is changing to 3 AP, it appeared necessary to modify the other spells in the Air path to keep two of them with an AP cost of 4, like for the other paths. The AP cost of Carving Up has therefore been increased to 4, its range and damage have also been increased, and straight-line casting has been added to counterbalance the increase in range.
  • Casting conditions: 
    • (NERF) AP cost: 3 → 4
    • (BUFF) Maximum range: 1 → 3
    • (NERF) Straight-line casting: no → yes
  • (BUFF) Damage: 
    • Level 190: 31 to 35 (CH: 37 to 42) → 40 to 45 (CH: 48 to 54)

Doggedness (BUFF)

  • The increase in damage suffered by the target could incorrectly dissipate through unbewitchment, so this possibility has been removed. The improvement in mobility for animal form should also make Doggedness more feasible than outside the Dreams with Stripping.
  • How it works:
    • The damage suffered penalty and the Gravity state can now only dissipate when the target or caster dies.

Canine Channel (MOD, BUFF)

  • The Ouginak class is one whose ability to focus on a target until it dies is unmatched. This asset is obviously a constraint and this is what makes its gameplay unique. However, the near-total absence of area-of-effect spells, especially in PvM, can be frustrating in some situations. To overcome this problem without betraying the spirit of the class, we have modified how Canine Channel works: For one turn, it will now make it possible to somewhat transform all the spells of the class into area-of-effect spells, with the conditions that you can check out below!
  • (BUFF) How it works:
    • If the target is the Prey, 50% of the damage inflicted on the target is also inflicted on enemies around the target (2 cells or less) for 1 turn.
  • Casting conditions:
    • (BUFF) Maximum range: 0 → 2
    • (NERF) Recast interval: 3 / 2 → 4 / 3
    • (NERF) Max stacking: / → 1

Call of the Pack (BUFF)

  • Call of the Pack had an interesting but hard-to-exploit potential that we wanted to improve on. Indeed, the distance constraints between the caster and allies, as well as between the caster and the Prey, made it difficult to use. This new version makes it a big "crowd control" spell, as they say in jargon, which allows you to effectively move your entire team closer to the Prey while synergizing with damage and team play spells, such as Stripping, Amarok, and Beaten. That said, the spell will have to be used with caution, as modifying positioning in a fight so much can potentially put the Ouginak team at a disadvantage, by moving an ally that would lock an enemy, for example, or by luring them into a Sram trap or an Eliotrope portal. Use it at your own risk!
  • (BUFF) How it works:
    • If cast on the Prey, all the caster's allies are pulled 4 cells towards the Prey.
  • Casting conditions: 
    • Maximum range: 13 → 1
    • Minimum range: 7 → 1
    • (NERF) Recast interval: 1 → 2

Osamodas

With the arrival of the Summons Skill, we had to review how the Verdant Toad and Red Wyrmling worked to make them playable in the game. We took this opportunity to slightly restructure the class based on its current performance, a year and a half after its revamp.

The goal for Update 2.58 is multifaceted:

  • Simplify the class when possible. The class is difficult to get to grips with and, although the Summons Skill will help simplify the class in early progression, we can do better with some spells (Dragonic, Gobball Fleece, and Whip, for example).
  • Reduce the versatility of the first four elemental spells (Geyser, Canine, Dragonic, and Fossil). These spells are so good that they completely outshine their variants and make balancing difficult. Their effects on allies make it too easy to gain charges at the start of the fight or while being too far away (and protected) from the action.
  • Remove Resurrection. The Resurrection mechanic deserves a class that works entirely around it to make it interesting and balanced. The Osamodas class, meanwhile, already has a strong identity and does not need such an effect to stand out. So we think it is better to separate them.
  • Summons can no longer be controlled without the Summons Skill spell, except for the Noformo.
  • The terms Tofucharge, Gobbacharge, Toaquocharge, and Wyrmlicharge are now used in all spell descriptions and effects.
  • Aquaculture: no longer has a max effect stacking when the spell does not bewitch.

Noformo (MOD)

  • The first elemental spells now inflict damage on allies, and the Noformo has been modified to allow an Osamodas to gain charges more easily in this new context.
  • How it works has changed:
    • Now reduces allied damage by 100%.

Dragonic (MOD, NERF)

  • Dragonic has been completely simplified and its effects have been transferred to the new Animal Tandem spell, as well as the Red Wyrmling. In return, it gains a situational area of effect and extra damage.
  • How the spell works has changed:
    • "Inflicts Fire damage in an area of effect. Gives one Wyrmlicharge (requires a target)."
      • No longer increases heals received (see Animal Tandem).
      • No longer heals allies when they attack the enemy (see Red Wyrmling).
      • Also inflicts damage on allies.
      • Area of effect: 2-cell line.
  • Damage:
    • Level 132: 24 to 28 (CH: 29 to 34) (+8%)
    • Level 66: 19 to 22 (CH: 23 to 26) (+8%)
    • Level 1: 14 to 17 (CH: 17 to 20) (+11%)

Geyser (MOD, NERF)

  • Geyser has been simplified and its bonus on allies has been transferred to the new Animal Tandem spell.
  • How the spell works has changed:
    • "Inflicts Water damage. Gives a Toaquocharge (requires a target)."
      • No longer increases Power (see Animal Tandem).
      • Also inflicts damage on allies.

Canine (MOD, NERF)

  • Canine has been simplified and its bonus on allies has been transferred to the new Animal Tandem spell.
  • How the spell works has changed:
    • "Inflicts Air damage and reduces enemies' Lock. Gives a Tofucharge (requires target)."
      • No longer increases MP (see Animal Tandem).
      • Also inflicts damage on allies, but the Lock penalty only affects enemies.

Fossil (MOD, NERF)

  • Fossil has been simplified. Its Lock bonus is disappearing for the class in favor of a shield that is easier to use with the Animal Tandem spell.
  • How the spell works has changed:
    • "Inflicts Earth damage on enemies and reduces their MP. Gives a Gobbacharge (requires a target)."
      • No longer increases Lock.
      • Also inflicts damage on allies, but the MP penalty only affects enemies.

Protective Balm (MOD, BUFF)

  • The spell has been modified to better compete with other improvement spells. Its effect is now recurring and only needs to be cast once per summoning. We are introducing a new mechanic (shared with Natural Defence): The Informo can transfer the spell's effect to the summons into which it transforms, to make the first turn with the class easier.
  • How the spell works has changed:
    • "Gives one of the caster's summons a shield immediately and refreshes it on each of the summons's turns until the summons dies or the spell is cast on another summons. The effect is transmitted when the Noformo transforms."
      • Explanation of the new mechanic.
      • Explanation of the new mechanic.
        • Values of new effects
    • Another change to note.
  • Casting conditions modified at ranks 1 / 2 / 3:
    • Recast interval: - / - / - → 1 / 1 / 1
    • Casts per turn: 2 / 2 / 2 → - / - / -
    • Casts per target per turn: 1 / 1 / 1 → - / - / -
  • Shield:
    • Level 144: 225% of level (324 to 450)
    • Level 77: 180% of level (139 to 257)
    • Level 10: 90 (fixed)

Natural Defence (BUFF)

  • Health quality improvement; an Osamodas can now use Natural Defence on a Noformo to apply the spell's effects to the summons into which it will transform. It is also a way to make the spell more competitive against summons' other improvement spells.
  • How the spell works has changed:
    • A Noformo under the effect of Natural Defence transfers the spell's effects to the summons into which it transforms.

High-Energy Shot (NERF)

  • We reduce the power of High-Energy Shot over time to slightly reduce the number of situations where the spell is useful. However, it remains a very strong and versatile instant spell.
  • Bonus:
    • The bonus is reduced after the first turn.
    • Turn 1: 85% (no change)
    • Turn 2: 50 → 30%
    • Turn 3+: 25% → 5%

Whip (MOD)

  • Whip was unable to stand out as a spell and variant of Crop. We think that a simpler effect and a greater difference between the two spells will make choosing more difficult and interesting.
  • How the spell works has changed:
    • "Draws one of the caster's adjacent summons towards the targeted cell. If the cell is occupied, the summons is teleported to the other side. Only one movement per summons per turn."
  • Casting conditions modified at ranks 1 / 2:
    • Maximum range: 4 / 6 → 5 / 8
    • Line of sight: yes → no 
    • Casts per turn: 1 / 1 → 2 / 2
    • Casts per target per turn: - / - → 1 / 1

Aquaculture (BUFF)

  • Aquaculture can be difficult to place and take full advantage of. Expanding the initial area of effect will make it easier for an Osamodas to cast it. 
  • Casting conditions modified at ranks 1 / 2:
    • Area of effect: single-cell (1 cell) → cross (5 cells)

Gobball Fleece (MOD)

  • Gobball Fleece was far too complex to be a nice spell to play. The new version we're offering for 2.58 keeps the spirit of the spell and makes it much simpler to understand. The 2,000 shield points are impressive, but also extremely difficult to place in actual conditions!
  • How the spell works has changed:
    • "Inflicts Earth damage on enemies and gives a shield to allies. The more enemies there are, the more the value of the shield increases. Gives a charge if an enemy is hit and a second one if an ally is hit as well."
  • Shield:
    • 0 enemies: 50% of level (100 at level 200)
    • 1 enemy: 100% of level (200 at level 200)
    • 2 enemies: 175% of level (350 at level 200)
    • 3 enemies: 250% of level (500 at level 200)
    • 4 enemies: 350% of level (700 at level 200)
    • 5 enemies: 450% of level (900 at level 200)
    • 6 enemies: 600% of level (1,200 at level 200)
    • 7 enemies: 775% of level (1,550 at level 200)
    • 8 enemies: 1000% of level (2,000 at level 200)

Gambol (MOD, NERF)

  • Gambol, Gambol, Gambol… That's what we're going to have to do to regain the spell with the same casting conditions. Gambol is currently far too strong as a situational spell, and at the same time not strong enough for an Osamodas who wants to live a hit-and-run lifestyle like their adorable Tofus. The new evolving cost solves both of these problems.
  • How the spell works has changed:
    • "[…] Casting this spell lowers its AP cost by 1 for 2 turns (stackable 2 times)."
  • Casting conditions at rank 1:
    • AP cost: 2 → 4
  • Damage:
    • Level 175: 19 to 21 (CH: 23 to 25) (+25%)

Animal Tandem

  • One spell to bind them all! In order to simplify the initial elemental spells and give Osamodas more choices in their variants, we are introducing this new spell. How it works is simple: The Osamodas gives themself and their ally a bonus based on the last charge earned.
  • New spell!
  • Replaces the spell: Spiritual Leash
  • Variant of Natural Preserve
  • 2 ranks unlocked at levels 80 / 147
  • How the spell works:
    • "Gives a bonus to an ally based on the last charge earned. Entities can stack up to one bonus of each type."
      • Tofu: MP and Dodge.
      • Gobball: Shield.
      • Toad: Power.
      • Wyrmling: Increases healing received.
  • Casting conditions at ranks 1 / 2:
    • AP cost: 2 / 2
    • Minimum range: 1 / 1
    • Maximum range: 5 / 5.
    • Modifiable range: no
    • Line of sight: yes
    • Casts per turn: 2 / 2
    • Casts per target per turn: 1 / 1
    • Max. effect stacking: 1 / 1
    • Forbidden state: Uncharged
    • Critical: no
  • Bonus:
    • MP (Tofu): 1 / 1
    • Dodge (Tofu): - / 20
    • Shield (Gobball): 100 / 120% of level
    • Power (Toad): 110 / 150
    • Increases healing received (Wyrmling): healing × 120 / 120%

Animal Preserve

  • With this new spell, an Osamodas can trade their ability to boost their allies in favor of stronger summons. Be careful, though: The trade-off of this spell can be exploited by opponents in PvP, because as long as the summons are not dead, it is impossible to move them or summon others.
  • New spell! 
  • Replaces the spell: Sacrificial Fire
  • Variant of Animal Tandem
  • 1 rank unlocked at level 190
  • How the spell works:
    • "The caster's Tofus, Gobballs, Toads and Wyrmlings gain elemental resistances. In exchange, the caster suffers more damage and can no longer cast this spell, First, Second, Third, Fourth, Fifth, Sixth, Call to Order and Replacement as long as these summons remain alive."
      • Requires at least one eligible summons to be cast.
  • Casting conditions at rank 1:
    • AP cost: 3
    • Minimum range: 0
    • Maximum range: 0
    • Forbidden state: Nature Preserve
  • Effects:
    • Elemental resistances: +30% 
    • Damage suffered: × 115%

First, Second, Third, Fourth, Fifth, Sixth

  • Casting conditions modified at ranks 1 / 2 / 3:
    • Forbidden state: Nature Preserve

Replacement

  • Casting conditions modified at rank 1:
    • Forbidden state: Nature Preserve

Call to Order

  • Casting conditions modified at ranks 1 / 2 / 3:
    • Forbidden state: Nature Preserve

Chestnut Gobball (MOD)

  • The Chestnut Gobball has been simplified to give it a clearer and more reliable role in each fight. Its shield has been transferred to the new Animal Tandem spell.  
  • Grazing: 
    • How the spell works has changed:
      • "Removes 1 MP and Dodge from the target."
        • The removal cannot be dodged.
    • Casting conditions modified at ranks 1 / 2 / 3:
      • Area of effect: Rectangle of 4 × 3 cells → single-cell (1 cell)
      • Casts per turn: 1 / 1 / 1 → 3 / 3 / 3
      • Casts per target per turn: - / - / - → 2 / 2 / 2
      • Max. effect stacking: ∞ → ∞
      • Max. effect stacking: 1 / 1 / 1 → 2 / 2 / 2
  • Heavy Fleece: 
    • How the spell works has changed:
      • The target is immune to the spell's effects for 2 turns instead of 1 turn in 1 turn.

Verdant Toad (MOD)

  • The Verdant Toad has been simplified and its pushbacks are now fixed. Damage has been rebalanced for the various spells. 
  • Toaded (MOD):
    • How the spell works has changed:
      • "Inflicts Water damage on enemies and pushes the target."
    • Casting conditions at ranks 1 / 2 / 3:
      • Area of effect: Single-cell (1 cell)
      • AP cost: 2 / 2 / 2
      • Minimum range: 1 / 1 / 1
      • Maximum range: 1 / 1 / 1
      • Casts per turn: 3 / 3 / 3
      • Casts per target per turn: 2 / 2 / 2
      • Critical: 15%
    • Damage:
      • Level 134: 20 to 23 (CH: 24 to 28)
      • Level 68: 16 to 18 (CH: 19 to 22)
      • Level 1: 12 to 14 (CH: 14 to 16)
  • Slobberhead (MOD, NERF):
    • How the spell works has changed:
      • Damage is no longer increased on the inner target based on the number of outer targets.
    • Damage:
      • Level 134: 16 to 18 (CH: 19 to 22) (-32%)
      • Level 68: 13 to 14 (CH: 15 to 17) (-46%) Damage:
  • Croaking: 
    • New spell! 
    • Replaces the spell: Bile Toaded
    • How the spell works:
      • "Inflicts Water damage on enemies around the target and draws entities in the area towards it."
    • Casting conditions at rank 1:
      • Area of effect: 2-cell cross (9 cells)
      • AP cost: 2
      • Minimum range: 1
      • Maximum range: 5
      • Modifiable range: no
      • Line of sight: yes
      • Straight-line casting: yes
      • Recast interval: 1
      • Cell must be occupied: yes
      • Critical: 15%
    • Damage:
      • Level 134: 10 to 12 (CH: 12 to 14)

Red Wyrmling (MOD)

  • The Red Wyrmling has been simplified and gains the effect of the Dragonic spell. It gains healing without line of sight and especially without the constraint of casting in a straight line. 
  • Curative Dragofire (MOD): 
    • Casting conditions modified at ranks 1 / 2 / 3:
      • Maximum range: 7 / 7 / 7 → 4 / 4 / 4
      • Line of sight: yes → no
      • Straight-line casting: yes → no
  • Dragobstruction (MOD):
    • How the spell works has changed:
      • "Heals the target. If the caster is controlled, it reduces the duration of the effects on the target by 1. Healing is reduced on the summoner."
    • Casting conditions modified at ranks 1 / 2:
      • Maximum range: 4 / 5 → 5 / 7
    • Heals:
      • 5% of HP (summoner)
      • 8% of HP (others)
  • Dragonic Mark: 
    • New spell! 
    • Replaces the spell: Dragonsecration
    • How the spell works:
      • "Inflicts Fire damage. Entities receive healing for some of the damage they inflict on the target."
        • The effect is the same as that removed from Dragonic.
    • Casting conditions at rank 1:
      • Area of effect: Single-cell (1 cell)
      • AP cost: 2
      • Minimum range: 1
      • Maximum range: 5
      • Modifiable range: no
      • Line of sight: yes
      • Straight-line casting: yes
      • Recast interval: 1
      • Max. effect stacking: 1
      • Critical: 15%
    • Damage:
      • Level 134: 10 to 12 (CH: 12 to 14)
    • Heals on attack:
      • Level 134: 25% (1 turn)

Masqueraider

Our key improvements for the class are as follows: 

  • add flexibility in the use of masks 
  • promote changing masks in order to add greater diversity to the game
  • improve Masqueraiders' tools to fend for themselves – their strengths in a group are well known, but we have observed that they are less effective when going solo 
  • reorganize the elemental paths to enhance to the Air and Fire paths
  • enable the Intrepid/Tireless mode to be a mode in its own right that is as appealing and useful as its Coward and Psychopath counterparts, plus a simple "Breastplate spam" gateway mode

 

Summary of changes: 

  • Masks' effects are infinite and are not unbewitchable on the caster. 
  • Changing masks fixes the recast interval of the mask that the caster just removed (and not of all masks at once).
    This allows you to change masks twice in the same turn. 
  • Two spells are becoming usable on two different masks: 
    • Ponteira: Can be cast with the Coward/Poltroon masks and the Intrepid/Tireless masks
    • Ronda: Can be cast with the Psychopath/Hysterical masks and the Intrepid/Tireless masks
  • The Estrelia and Atabak spell have been removed.
    • They have been replaced by spells that can be used with any mask, the effects of which adapt based on the mask worn.
  • In order to balance the elemental paths with each other and support the previously mentioned modifications, several spells are changing places in the kit and are being placed against other variants, which obviously changes the acquisition levels for the spells' various ranks.
  • The role and identity of the Air and Fire paths have been partly reworked to make them more relevant.

 

Coward Mix Intrepid Mix Psychopath

Picada / Agular

Distance / Apathy

Apostasy / Brincaderia

 

 

Ponteira /

Martelo / Catalepsy

Decoy /Bocciara

Parafuso || Retention

 

 

Ronda

Furia / Cavalcade

Capering / Purgatorio

Boliche / Inferno

All Masks (BUFF, MOD)

  • Many of you have long questioned the relevance of the inflexibility of the mask system. So we wondered how to keep this constraint that makes up the identity and gameplay of the class, while providing better fluidity and versatility in game turns. Our proposal is to increase the recast interval of the previous mask only, to allow for a second change of mask in the same turn. We also took the opportunity to make the bonuses given to the caster by their masks unbewitchable, because they are, in a way, the "passive" of the class and therefore they had no reason to be able to be removed by a simple unbewitchment spell. Bonuses on allies can still dissipate. To balance this added versatility, the duration of the effects has been reduced to two turns.
  • How it works: 
    • (BUFF) Masks' effects on the caster are now infinite and are not unbewitchable. 
    • (BUFF) Changing masks only fixes the recast interval of the mask that the caster just removed. 
    • (NERF) Masks' effects do not stack between each other and now only last two turns. 

Coward Mask (NERF, BUFF)

  • See All Masks.
  • How it works: 
    • Applies the Coward Mask. Increases the MP of the caster and adjacent allies.

      • (BUFF) 1 MP that is not unbewitchable on the caster (infinite).
      • (NERF) 1 MP that is unbewitchable on allies (2 turns).

Poltroon Mask (NERF, BUFF) 

  • See All Masks.
  • How it works: 
    • Applies the Coward Mask. Increases the ranged damage of the caster and adjacent allies.

      • (BUFF) 10% ranged damage that is not unbewitchable on the caster (infinite).
      • (NERF) 10% ranged damage on allies (2 turns).

Intrepid Mask (NERF, MOD)

  • See All Masks. The description has been modified to clarify the type of bonus: It is an overall damage reduction that is applied, whether at a distance or in close combat, but as with the other masks, this bonus only applies to allies adjacent to the caster when the spell is cast.
  • How it works: 
    • (MOD) Applies the Intrepid Mask. Reduces the damage suffered by the caster and adjacent allies.
      • (BUFF) 10% that is not unbewitchable on the caster (infinite).
      • (NERF) 10% that is unbewitchable on allies (2 turns).

Tireless Mask (NEW) 

  • See All Masks. The Lock bonus was not relevant enough, and as soon as the variant was available, that is what was chosen due to its much more useful bonus. The new bonus granted by the Tireless Mask is now a 1 AP bonus: This corresponds well to our wish to increase Masqueraiders' gaming possibilities during their turns, but at the expense of the resistance granted by the Intrepid Mask. So it's a more difficult choice, but also a more interesting one!
  • How it works: 
    • Applies the Tireless Mask. Increases the AP of the caster and adjacent allies.
      • 1 AP that is not unbewitchable on the caster (infinite).
      • 1 AP that is unbewitchable on allies (2 turns).

Psychopath Mask (NERF, BUFF)

  • See All Masks.
  • Ranks: 25 / 92 / 159 → 10 / 70 / 144
  • How it works: 
    • Applies the Psychopath Mask. Increases the close-combat damage of the caster and adjacent allies.

      • (BUFF) 10% close-combat damage that is not unbewitchable on the caster (infinite).
      • (NERF) 10% close-combat damage on allies (2 turns).

Hysterical Mask (BUFF, MOD)

  • See All Masks.
  • Ranks: 135 → 120 / 187
  • How it works: 
    • Applies the Hysterical Mask. At the end of their turn, the caster inflicts Neutral damage around them. The less health the caster has, the greater the damage.
      • BUFF Inflicts 10% of the caster's missing HP as neutral damage. 

Martelo (BUFF, MOD)

  • Martelo, like most spells that are playable in Tireless/Intrepid, suffered from a very low damage ratio despite its health steal ability. So the damage has been slightly increased to enhance the Tireless/Intrepid game mode.
  • Is now the variant of Catalepsy
  • (BUFF) Damage: 
    • Level 1: 13 to 15 (CH: 15 to 17) → 15 to 17 (CH: 19 to 21)
    • Level 67: 17 to 19 (CH: 20 to 22) → 20 to 23 (CH: 24 to 27)
    • Level 133: 22 to 24 (CH: 26 to 29) → 26 to 29 (CH: 31 to 35)

Catalepsy (MOD)

  • Just like for Martelo, Catalepsy is getting increased damage, continuing with this desire to improve the Tireless/Intrepid mode. Reduction has been increased but is limited to a max stacking of 1, to give it greater impact with a single use while preventing a complete and excessive reduction.
  • Is now the variant of Martelo 
  • Ranks: 170 → 100 / 167
  • (NERF) Casting conditions: 
    • Max. stacking: 2 → 1
  • (BUFF) How it works: 
    • Steals life in the Earth element and removes MP from the target.

      • -2 MP → -3 MP, dodgeable (1 turn)
  • Damage: 
    • Level 100: / → 18 to 20 (CH: 22 to 24)
    • Level 167: 23 to 25 (CH: 28 to 30) → 23 to 25 (CH: 28 to 30)

Picada (BUFF, MOD)

  • Oh, Picada… It's meant to be! More seriously, Picada suffers from two major problems: very restrictive casting conditions and too little damage, even for a spell without a line of sight. We have therefore improved these two aspects to make it more competitive against Agular, and the addition of a small AP reduction fits into the logic explained in the introduction so as to give the Air path a specific role.
  • (BUFF) Casting conditions: 
    • Maximum range: 4 → 6
    • Max. stacking: / → 1
  • (BUFF) How it works: 
    •  Inflicts Air damage and removes AP. 
      • Removes 1 / 2 / 2 AP, dodgeable (1 turn). 
  • (BUFF) Damage: 
    • Level 1: 14 to 16 (CH: 17 to 19) → 15 to 17 (CH: 18 to 20)
    • Level 68: 19 to 21 (CH: 22 to 25) → 20 to 22 (CH: 23 to 26)
    • Level 134: 24 to 27 (CH: 29 to 32) → 25 to 28 (CH: 30 to 34)

Furia (MOD)

  • Since the acquisition levels for Furia have been modified, the damage has also been modified accordingly.
  • Ranks: 30 / 97 / 164 → 15 / 82 / 149 
  • Damage: 
    • Level 15: 22 to 25 (CH: 27 to 30) → 21 to 23 (CH: 25 to 28)
    • Level 82: 28 to 31 (CH: 34 to 38) → 28 to 31 (CH: 34 to 38)
    • Level 149: 35 to 39 (CH: 42 to 47) → 35 to 39 (CH: 42 to 47)

Cavalcade (MOD)

  • Since the acquisition levels for Cavalcade have been modified, the damage has also been modified accordingly.
  • Ranks: 140 → 125 / 192
  • Damage: 
    • Level 120: / → 33 to 37 (CH: 40 to 44)
    • Level 187: 38 to 42 (CH: 46 to 50) → 38 to 42 (CH: 46 to 50)

Capering (MOD)

  • Since the acquisition levels for Furia have been modified, the damage has also been modified accordingly. Capering has been put up against Purgatorio to better distribute the spells between the paths and masks; see the introduction.
  • Is now the variant of Purgatorio
  • Ranks: 55 / 122 / 189 → 20 / 87 / 154 
  • Damage: 
    • Level 20: 18 to 20 (CH: 21 to 24) → 18 to 20 (CH: 21 to 24)
    • Level 87: 24 to 28 (CH: 29 to 33) → 23 to 26 (CH: 27 to 31)
    • Level 154: 28 to 32 (CH: 34 to 38) → 28 to 32 (CH: 34 to 38)

Purgatorio (MOD)

  • See Capering.
  • Is now the variant of Capering
  • Ranks: 85 / 152 → 130 / 197
  • Damage: 
    • Level 130: 26 to 29 (CH: 31 to 35) → 29 to 32 (CH: 34 to 39)
    • Level 197: 32 to 36 (CH: 38 to 43) → 32 to 36 (CH: 38 to 43)

Tortoruga (MOD)

  • Ranks: 10 / 77 / 144 → 25 / 92 / 159.

Armadur (MOD)

  • Ranks: 120 / 187 → 135

Bling (MOD)

  • Ranks: 15 / 82 / 149 → 30 / 97 / 164.

Scudo (MOD)

  • Ranks: 125 / 192 → 140

Distance (MOD)

  • Distance has been put up against Apathy to better distribute the spells between the paths and masks; see the introduction.
  • Is now the variant of Apathy

Apathy (MOD)

  • See Distance. A max stacking has been added to limit the maximum reduction amount, which is currently too great.
  • Is now the variant of Distance
  • Ranks: 75 / 142 → 145
  • (NERF) Casting conditions: 
    • Max. stacking: 2 → 1

Comedy (NERF)

  • Comedy is a very powerful spell right now, but its presence as a variant of Stampede helps balance it, essentially reserving it for pushback damage modes. It is therefore very effective in this regard, but it is also effective in easily getting out of a lock from an opponent. Changing it to 2 Range minimum should limit this effectiveness, preventing getting out of a lock too easily, but also preventing its being used as a close-combat pushback damage spell, and it will therefore have to be used at a distance before placing Boliches, a Release, etc.
  • Casting conditions: 
    • Minimum range: 1 → 2

Decoy (BUFF, MOD)

  • Since the acquisition levels for Decoy have been modified, so has the damage accordingly. Decoy has been put up against Bocciara to better distribute the spells between the paths and masks; see the introduction.
  • Is now the variant of Bocciara
  • Ranks: 60 / 127 / 194 → 55 / 122 / 189
  • (BUFF) Damage: 
    • Level 55: 16 to 19 (CH: 19 to 23) → 16 to 18 (CH: 19 to 22)
    • Level 122: 20 to 23 (CH: 24 to 28) → 21 to 24 (CH: 25 to 29)
    • Level 189: 22 to 26 (CH: 26 to 31) → 24 to 28 (CH: 29 to 34)

Bocciara (BUFF, MOD)

  • See Decoy.
  • Is now the variant of Decoy
  • Casting conditions: 
    • (BUFF) Maximum range: 3 → 5  
    • (NERF) Casts per turn: 4 → 3

Parafuso (MOD)

  • Since the acquisition levels for Parafuso have been modified, the damage has also been modified accordingly. Parafuso has been put up against Ponteira to better distribute the spells between the paths and masks; see the introduction.
  • Is now the variant of Ponteira
  • Ranks: 100 / 167 → 60 / 127 / 194
  • Damage: 
    • Level 60: / → 16 to 19 (CH: 19 to 23)
    • Level 127: 18 to 21 (CH: 21 to 25) → 20 to 23 (CH: 24 to 28)
    • Level 194: 22 to 26 (CH: 26 to 31) → 22 to 26 (CH: 26 to 31)

Ponteira (BUFF, MOD)

  • See Parafuso. Pointeira can now be used in both Intrepid/Tireless mode and Coward/Poltroon mode, as its fixed damage reduction effect suits the tank aspect of Intrepid mode very well.
  • Is now the variant of Parafuso
  • Ranks: 185 → 170
  • Casting conditions:
    • (NERF) Modifiable range: Yes → No
    • (BUFF) Minimum range: 2 → 1
    • (BUFF) Required state: Cowardly → Cowardly or Intrepid
  • Damage: 
    • (BUFF) Level 170: 17 to 19 (CH: 20 to 23) → 19 to 23 (CH: 23 to 28)

Apostasy (MOD)

  • The attraction effect has been replaced by a retreat effect, for better consistency with the Coward and Poltroon masks that are played at a distance.
  • How it works: 
    • Inflicts Fire damage and repels the caster from the target. 
      • Moves forward 2 cells → Moves back 2 cells

Brincaderia (MOD)

  • Like Catalepsy, we wanted to reduce the maximum reduction potential of Brincaderia, while giving it greater impact with a single use. The Range reduction has therefore been increased and a max stacking has been added.
  • (NERF) Casting conditions: 
    • Max. stacking: 2 → 1
  • (BUFF) How it works: 
    • Inflicts Fire damage and reduces the target's Range. 
      • -3 Range (1 turn) → -4 Range (1 turn)

Transfiguration (NEW)

  • We said it in the introduction: Two new spells are being introduced! These two spells replace Atabak and Estrelia, and how they work aims at being based on changing masks regularly. They can be cast with any mask, and the effects will obviously depend on the mask worn. The first one, Transfiguration, is focused on being useful, and can serve as both a tanking spell and an offensive spell.
  • Ranks: x → 75 / 142
  • Casting conditions: 
    • AP cost: 3
    • Range: 1 to 4 / 6 
    • Recast interval: 6
    • Max. stacking: 1
    • Target needed: yes
  • How it works: 
    • Applies an effect on the target based on the mask that the caster is wearing. Each mask change reduces the recast interval by 1 turn.
      • Intrepid: -20% close-close-combat damage (1 turn).
      • Coward: -20% ranged damage (1 turn).
      • Psychopath: -50% heals received (1 turn).

Carnavalo (NEW)

  • Carnavelo, the second new spell, works similarly, and is also highly versatile, since it enables positioning, tanking, and damage.
  • Ranks: x → 185
  • Casting conditions: 
    • AP cost: 3
    • Range: 1 to 3 Range
    • Recast interval: 5
    • Critical hits: 15%
    • Target needed: yes
  • How it works: 
    • Inflicts damage in the best element, pushes back the target, and applies shield on the caster. The mask being worn increases the effect associated with it. Each mask change reduces the recast interval by 1 turn. 

      • Damage
        • Level 185: 24 to 28 (CH: 29 to 34) → 31 to 35 (CH: 37 to 42) + 7 damage (Psychopath/Hysterical Mask)
      • Pushes by 1 cell → 3 cells (Coward/Poltroon Mask) 
      • 100% of caster's level as shield → 300% (Intrepid/Tireless Mask)

Retention (BUFF, MOD)

  • Since the acquisition levels for Retention have been modified, the damage has also been modified accordingly. Retention has been put up against Ronda to better distribute the spells between the paths and masks; see the introduction. As above with the Air path and Picada, the MP reduction effect of Retention has been replaced by an AP reduction to give the path an interesting hindrance ability.
  • Is now the variant of Ronda
  • Ranks: 20 / 87 / 154 → 85 / 152
  • (NERF) Casting conditions: 
    • Max. stacking: 2 → 1 
  • (MOD) How it works: 
    • Steals HP in the Air element and reduces AP
      • -2 / -3 AP, dodgeable (1 turn)
  • (BUFF) Damage: 
    • Level 85: 18 to 20 (CH: 21 to 23) → 21 to 25 (CH: 25 to 30)
    • Level 152: 22 to 24 (CH: 26 to 29) → 26 to 31 (CH: 31 to 37)

Ronda (MOD)

  • See Retention. Given how it works, Ronda lends itself very well to being used in Intrepid/Tireless mode in order to lock opponents and create areas of effect for health steal spells.
  • Is now the variant of Retention
  • Casting conditions:
    • BUFF Required states: Psychopath → Psychopath or Intrepid

Grimacing Mask (NERF)

  • In order to balance the choice of variants between the Grimacing Mask and Diffraction (especially to make this summons less essential), and to balance the Masqueraider's power in view of the many improvements made, we are reducing the HP of the mask to slightly reduce its ability to take damage; shields are the solution to focus on to make it survive as long as possible.
  • Characteristics: 
    • HP: 1,500 at level 200 → 1,200
  • How it works:
    • The Grimacing Mask can now be controlled by its summoner if they so wish: see Summons Skill.

Diffraction (BUFF, MOD)

  • As said earlier, it was tough for Diffraction to compete with the Grimace, and the changes made should already rebalance the power gap. In addition, we want to give better control over the spell by changing the shield values based on the distance to the targets. Thus, if the Masqueraider is close to their allies and far away from their enemies, they will be able to give shield advantageously.
  • How it works: 
    • (BUFF) Applies shield, based on the caster's level, to everyone for 2 turns. The shield value depends on the distance between the caster and the targets.

      • 0 to 5 cells: 450% 
      • 6 to 11 cells: 250%
      • 12+ cells: 50% 
    • (MOD) Diffraction correctly gives 50% of shield to enemy summons, just like for allied summons.

Boliche (MOD)

  • Stacking has been removed.

 

COMBAT

  • How the health point threshold bar is displayed during the fight against Tanukouï San has been fixed.
  • Captain Chafer correctly summons tormented souls when he becomes invisible.
  • When a Noformo is transformed while in the Invulnerable state, that state is no longer displayed infinitely.
  • When a Pandawa carrying the monster Qu'Tan dies while going through a portal, they correctly disappear from the map.
  • Most spells triggered by traps/glyphs/runes were no longer taken into account for the Clean Hands challenge. This issue has now been fixed.
  • Some triggered spells that inflict direct damage were not correctly increased when going through portals because the starting cell was not correctly calculated for these cases.

 

PREVIEWS

  • A bug affecting the Huppermage class's Journey spell caused some cells not to be targeted when an entity was moved. This has been fixed.
  • The displayed damage of triggered spells is correctly increased through a portal.
  • The arrival positions of entities that are pushed/attracted through portals are now correct.
  • The preview of the Sacrifice spell has been fixed.
  • In areas of effect, priority in managing the order of targets has been fixed, so that the preview does not associate effects with the wrong targets.

 

SMITHMAGIC

  • The smithmagic history has been changed to show more details (rune used, achievement colors, failures, exos modified).
  • Information about rune density has been added to the rune tooltip to make it easier to understand the smithmagic system.
  • Over characteristics are now displayed in bold in the central part of the smithmagic interface.
  • Characteristics that have disappeared from smithmagic are now displayed at 0 in an item's tooltip.
  • An advanced mode has been added to the smithmagic interface. It lets you fuse a rune with a single click in the central part.
  • Smithmagi's workshops and a rune marketplace have been added to Frigost Village, Sufokia Port, and Pandala Village.

 

INTERFACE

  • Rune effects, like those of traps and glyphs, are now displayed in spell tooltips.
  • Increases in spell range due to equipped items correctly change the maximum range in the spell tooltip.
  • Achievement points in the achievement interface are correctly centered in their square.
  • In the gift interface, the gift list is no longer visually duplicated.
  • It is no longer possible to circumvent pod overloading by placing your items in merchant mode.
  • In the world map, discovered Zaaps are differentiated from Zaaps that have been discovered by the character.
  • It is now possible to lock items in the inventory, bank, and chests. It is also possible to lock all visible items in the inventory, bank, and chests via the "Option" icon in the same interface. But be careful, because these settings are only saved on the computer and are not linked to the account. If you use a different computer, you will have to set the items as locked again.

 

INFINITE DREAMS

  • Accessing the Infinite Dreams is now subject to the same restrictions as accessing Haven Bags.
  • When using the Redistribution bonus, the restrictions specific to each guardian are correctly taken into account.
  • The surprise gain of a better box can no longer be exploited to get clues about the surprise boxes in the next rooms.
  • The monster Fangshu and the guardian Nagate can no longer appear in the same fight.

 

CHAT

  • Inter-game messages no longer disappear by enabling/disabling the option to display the time a message was sent.
  • When shift + clicking on the name of a character in the social interface's in-game contacts, their name was supposed to be copied to the chat interface. A coded message appeared instead. This has been fixed.

 

ACHIEVEMENTS

  • The text indicating the level needed to unlock the Tanuki achievement has been fixed (level 120 → level 130).
  • The "Gobballs" monster achievement icon now matches the Gobballs in the game.
  • The "Rest Beasts" monster achievement icon now matches the monsters in the achievement.
  • The Shogun's name correctly appears in the details of his "Shogun Tofugawa's Tomb" achievement.
  • The value of kamas earned through the "Kharnotaurus (Duo)" achievement is the same as the other Kharnotaurus achievements.
  • General subcategories have been added in the Exploration, Dungeon, Monsters, Quests, and Breeding categories. They combine achievements that previously had no subcategory.

 

ITEMS

  • Shariva's dyes and balloons can no longer be used on a target other than yourself.
  • Shariva's portable balloons have a new look that matches the icon visible in the inventory.
  • The book entitled Pandawushu has been removed; the new version of the book dealing with the paths of Pandawushu is available from the librarian in Pandala Village.
  • The following pets can again be obtained in the game:
    • Peki Peki
    • Little Black Bow Wow
    • Pandawa Cub
  • Following the changes to Pandala, how the following items are obtained has changed: Agathe Stone, Aquamarine Stone, and Topaz Stone.
  • Following the changes to Pandala, recipes using the following items have been changed: Agathe and Aquamarine.
  • Rabmajokes are now grouped into the same resource category.
  • The "Scythe" weapon category has been modified:
    • Their maximum range has changed from 1 to 2.
    • Their area of effect is now a 1-cell semicircle/Boomerang, i.e. an area of 3 cells.
    • The decrease applied to the two "outer" cells is the same as for the other areas of effect that inflict area-of-effect damage, i.e. 25%.
      • The following weapons have been modified:
        • Blord Warrior's Cursed Scythe (level 200)
          • The critical hit rate has been reduced to offset the increase in power granted by the new casting conditions: 5% → 1%.
        • Farle Ingalsse's Scythe (level 13)
        • Damaged Farmer Scythe (level 17)
      • Two new scythes are appearing in this update, which can be crafted using resources that can be obtained from Ink and Paper Yokihanzi.
  • Davyd's Scythe: It is no longer compatible with "Sword" items, but with "Scythe" items, given the changes made to the latter in Update 2.58.
  • Obsolete Pandala resources can no longer be obtained in Kwismas gifts.
  • Nolifis Island resources and new resources related to Wukin and Wukang have a bug. Depending on the case, the consequences of this bug can be manifold: wrong recycling coefficient, inability to recycle the resource, wrong experience earned by pets, or inability to feed a pet with the resource.
  • Hammerture: The AP cost has changed from 5 to 6.
  • Corrupted Bow: The AP cost has changed from 5 to 6.
  • Catseye Bow: 
    • The minimum range has changed from 3 to 4.
    • Critical hits have changed from 15% to 5%.
    • Critical damage has changed from +6 to +5.

 

LEGENDARY ITEMS

  • Death-Defying:
    • Resistance bonuses and penalties are now updated as soon as the bearer's health points change (damage, healing, etc.).
  • Kicked Ass Boots:
    • Pushback has been increased: 1 → 2 cells.
  • Corruption Pestilence: 
    • When the caster returns to 100% HP, they apply a poison at the start of their turn on entities two cells away or less.
    • Poison: 10 to 12 damage (best element), 2 turns, stackable 1 time.
  • Dodge's Audacity:
    • At the start of each turn, the caster randomly teleports to an adjacent cell. If the move is impossible, they earn +10% critical hits and +80 pushback damage for 1 turn.
  • Lady Jhessica's Courage:
    • The Dodge penalty has been increased: 50 → 100.
  • Fallanster's Rectitude:
    • If the bearer ends their turn with a line of sight to at least one opponent, they earn a 10% damage suffered reduction for 1 turn as long as they haven't been pushed, attracted, carried, teleported or transposed.
  • Bram Worldbeard's Crown:
    •  When the bearer suffers an attempted AP, MP or Range removal, they gain 3% weapon damage for 2 turns, stackable 5 times.

 

DOFUS

Ebony Dofus (MOD, NERF)

  • The Ebony Dofus's effect has been completely simplified and its power has been reduced in most situations where the bearer does not adapt their gameplay to the mechanics of the Dofus. It will now be necessary alternate between close-combat and ranged gameplay to make the most of the Ebony Dofus's effects. These effects are now limited to the bearer's turn, in an effort to limit the amount of information displayed in combat.
  • The effect in combat has been simplified:
    • "Inflicting ranged damage and close-combat damage during one's turn triggers the Ebony Dofus's power: the next attack during the same turn applies a poison (2 turns).
      This attack takes 2 turns to recharge. The poison can be stacked 2 times."

Ivory Dofus (MOD, NERF)

  • The Dofus's effect has been modified to be of greater benefit to players who regularly suffer damage, and of less benefit to others. The percentage resistances slightly reduce the Dofus's power against multi-line damage. 
  • The bonuses have been changed:
    • Elemental resistances: 40 (fixed) ⇒ 4%
  • The effect in combat has been changed:
    • "The bearer reduces damage from one out of five attacks by 50%. The reduction is lost if the caster is sacrificed."

Sparkling Silver Dofus (MOD)

  • The Sparkling Silver Dofus is losing a little power and how it is triggered is now clearer for the other participants in combat. This trigger is a key moment in the fight that encourages the other fighters to react, whereas the old version was a bit difficult to notice and anticipate. 
  • How the effect is triggered has been slightly modified:
    • Falling below 20% HP at any point in the fight forces the effects to be activated at the start of the bearer's turn.
    • A status icon appears over the bearer during this time lapse.
  • The effect when activated has been modified:
    • Heals: 40% ⇒ 30% of HP

Silver Dofus (MOD)

  • The Silver Dofus has also been modified to work the same way as the Sparkling Silver Dofus. 
  • How the effect is triggered has been slightly modified:
    • See Sparkling Silver Dofus.

 

PRYSMARADITES

Prytekt (MOD, NERF)

  • Pryteks are too strong and discouraging for opponents, especially when the latter have little or no erosion. The new version still gives a lot of Shield at the start of the fight, but distributes it in a different way so that your opponents can get through it if they decide to unleash all their power on you. This new version is, as with the Ivory Dofus, more effective if you suffer damage regularly.
  • The effect in combat has been changed:
    • "The bearer gains 20% of their current HP in shield points on the first turn, 15% on the second turn and 10% on the third."

Shiny Prytekt (MOD, NERF)

  • The effect in combat has been changed:
    • "The bearer gains 15% of their current HP in shield points on the first turn, 15% on the second turn and 15% on the third."

Iridescent Prytekt (MOD, NERF)

  • The effect in combat has been changed:
    • "The bearer gains 10% of their current HP in shield points on the first turn, 15% on the second turn and 20% on the third."

 

MONSTERS

 
  • Levito: Meleeraca → All effects applied now have a duration of one turn.
  • Spykbal: Spikrate → The MP loss effect duration has been increased (0 → 1 turn).
  • Nocturnowl: Mechanical Burst → The effect that allows the Nocturnowl to get closer to its target is also played in the event of a critical hit.
  • Royal Rainbow Blop: Blopeace → The spell had two MP reduction effect lines in the event of a critical hit; it now has only one but can also reduce MP when cast in non-critical.
  • Draegnerys: Incubator → The spell can no longer be unbewitched.
  • Founoroshi:
    • Monsters' damage penalties inflicted by Fire-Fighting Barrels now increase with each turn instead of decreasing. This change has been made because, since players are less exposed at the start of the fight, they will get more out of an increasing penalty rather than a decreasing one.
    • Heavying Smoke: The MP penalty has been reduced. It no longer increases in the event of a critical hit.
  • The following archmonsters have been renamed: 
    • Dragostino the Tiny (Vetauran) → Vetaurine the Energised
    • Dreggoog the Downunder (Foxfyter) → Fouflay the Fallen
    • Dreggooniz the Adventurous (Beaztinga) → Blunder the Clumsy
    • Dreggooliz the Macho (Plains Larva) → Grubby the Tubby
    • Dreggrieg the Pianist (Green Mouse) → Cheesy the Immortalised
    • Dragoolash the Stewed (Fire Kwakere) → Kwadbury the Chocolaty
    • Dreggonzola the Cheesy (Wind Kwakere) → Kwaked the Pirated
    • Drakween the Cross Dresser (Earth Kwakere) → Kwakamole the Appetising
    • Dreggershween the Tinpanalley (Water Kwakere) → Kwakwatic the Soaked
    • Dragaustin the Power (Pignolia) → Baconolia the Salty
    • Dragospel the Black (Mumussel) → Mastostroke the Strokable

 

DUNGEONS

  • Turtelonia's Sanctuary: The levels of the monsters in the dungeon have been fixed.
    • Second room: 200 → 203
    • Third room: 200 → 206
    • Fourth room: 200 → 209
    • Fifth room: 200 → 212
  • Shackles of Tyranny: The levels of the Ecaptives in the dungeon has been fixed.
    • Second room: 202 → 203
    • Third room: 204 → 206
    • Fourth room: 206 → 209
    • Fifth room: 208 → 212

QUESTS

  • It's time for the guardians of Domakuro and Dorigami to complete their quest… After meeting Orukam and Imagiro once again under the northern lights, adventurers must enter the Forbidden Inn, then explore the Celestial Kingdoms in order to reunite the two dragons. At the end of their journey, they will get a special prize: the Black-Spotted Dofus!
  • The Cania Bandits: The method to get the three Scales has been modified.

  • Requiem for a Yokai:
    • You must now have an engraving tool in your inventory to engrave the unmarked tomb.
    • During the objective "Find Yor Solismynao's resting place", some players got stuck after participating in other players' fights. These players can now continue the quest.
  • When an item is removed from the inventory by a system action (e.g. NPC, interactive element), items that are in the inventory but not equipped are removed first.

 

MISCELLANEOUS

  • The Ankabox has been removed from the game's interfaces.
  • Sorting by level in the list of craftsmen correctly sorts in descending order on the second click.
  • Various Support texts have been modified for greater clarity, and links to the Support website have been updated.
  • A problem where runes would (visually) disappear during a cooperative craft has been fixed.
  • Some icons in the advanced part of the characteristics interface no longer matched the new chart. They have been updated.
  • All appearance change effects are now active on underwater maps (e.g. Bonbomb monsters and using consumables such as "Ice Sugar Snowball").
  • The sack of tin now has its own appearance.
  • The levels of the following resources have been revised to match the levels of the monsters that allow you to get them:
    • Slicing Canine: 95 → 200
  • The sale price of Okirhym beer in the Stubbyob Inn in Pandala has been increased (200 → 2,200) and it no longer provides energy. Okirhyms in the game before the update will become Flat Okirhyms.