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Critical Success: now online!

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The new Update 1.59, Critical Success, is now available in-game! Read this changelog to see what's new.


This Critical Success is bringing new gameplay possibilities to DOFUS Touch. And that's just one of the new features available right now!

In this new update, you'll find:

  • Overhaul of critical hits
  • Class balancing
  • Updates to Legendary Weapons
  • New trophies
  • And much more!


Full changelog for the changes in this update

Changes to the Critical Hit system

The way Critical Hit chances were calculated was imposing various limitations that we wanted to eliminate, which is why we've decided to go with a percentage-based system like the one that some of you may have already experienced in DOFUS. The purpose of these changes is to:

  • Offer a system that's clearer and easier to use.
  • Implement an overall increase in Critical Hit rates, or make it possible to intentionally limit them.
  • Make it possible to go beyond a 50% chance of Critical Hit, thereby allowing characters to specialize in this stat.
  • Allow for builds that invest in Critical Hit rates, without necessarily maximizing them, to be more varied and viable.
 

Adjustment of base Critical Hit rates

The base critical hit rate is the probability that a spell (or weapon) will deal a critical hit, not taking into account any bonuses from equipment or spells.

All base critical hit rates on spells and weapons are being adjusted. There is a correlation between the old and new Critical Hit rates, with some degree of consistency: the higher the critical hit rate was before, the higher the new one will be. The following formula is used to calculate the new base critical rate from the old one:

New rate = 55 – 1/(old rate)

So, a previous rate of 1/50 (2%) would become:

55 – 1/(1/50) = a new rate of 5%

Below is a table showing the correlation between a few old and new base critical rates:

Old rate

Old rate (%)

New rate

1/30

3.33 %

25%

1/35

2.86%

20%

1/40

2.50%

15%

1/45

2.22%

10%

1/50

2%

5%


Our goal in raising these base rates across the board is to:

  • facilitate access to Critical Hits to builds that choose not to specialize in this path
  • reduce the dependence of Critical builds on Critical Hit bonuses associated with equipment.
 

Changes to the effect of the Critical Hit bonus

The effect of the Critical Hit bonus on spells and equipment has been modified: each +1 to Critical Hit will now give an extra 1% chance to land a Critical Hit. For example, if a spell has a base 5% chance to crit, a +10 CH bonus will give this same spell a 15% chance to crit (i.e. base 5 + 10 bonus).

However, there won't be a notable difference with equipment: a bonus of +X to Critical Hits is now a X% bonus to the Critical Hit rate.

This additive formula will allow for a system of diminishing returns instead of increasing returns, because the initial critical hit bonuses given to a character have proportionally more impact than the last bonuses added.

Removal of the maximum Critical Hit chance

Previously, it was impossible to have higher than a 50% chance of dealing a critical hit. Starting with this update, it will be possible for the Critical Hit chance to exceed 50%, and even go up to a 100% chance, as long as the cumulative CH bonuses from equipment and spells allow it.

However, it won't be possible to bring someone's Critical Hit chance below 1% if the spell or weapon being used can deal a Critical Hit.

NB: The effect that minimizes random effects (as with the Sram's Jinx spell) is not subject to this restriction; it still prevents an entity from dealing Critical Hits.

This change will allow for more variety among builds that are specialized for Critical Hits, so you'll be able to give your builds a much stronger Critical Hit focus.

With the updated Critical Hit system, agility will no longer increase the probability of getting a critical hit.

A sound and animation have been added for when a Critical Hit occurs.

Changes to Resistances (%)

There are currently two types of resistances:

  • Fixed resistances, which reduce damage received by a fixed quantity and can be gained in unlimited amounts.
  • % resistances reduce a percentage of damage received. These are currently limited to a max of 50% per stat (for example, it is possible to gain 60% air resistance from equipment, but the actual value applied and displayed will be 50%).

We'd like to reduce the cap on % resistances from 50 to 35%. While resistances are useful for absorbing some damage, these stats generally tend to draw out combat far too much. Also, they drastically limit the variety of so-called optimized equipment, mainly at higher levels, at which point maximizing resistances is practically required.

We believe that lowering this cap will add significant variety to gameplay and equipment selection, but without putting PvM players at a disadvantage, since classes have generally gained more power and survival capacity over the course of our various updates.

As for the few sets that previously granted over 35% resistance in an element with the full set equipped, they have been updated to no longer exceed this threshold.

The critical hit rate of certain weapons has been adjusted to be more consistent with the new percentage-based system.

Movement preview

Spells that produce movement (teleportation, pushback, switch places, etc.) now have a preview.

The preview is currently calculated according to the effects of the spell being cast, and does not take external effects into account (like trap networks). We plan to incorporate these effects into the preview in a future update.

New Trophies

New trophies have been added to the game. They can only be equipped when fewer than two set bonuses are active on the character.

 

After working to upgrade old sets and items for several years, we believe that adding these new trophies will bring exciting new variety to equipment sets at all levels.

Changes to Legendary Weapons

Legendary Weapons, a system first added in June of 2022, are ceremonial weapons that provide bonuses to characters when carried. This system was the product of a discussion held over the course of several years in the Workshop on the DOFUS Touch forum, and was intended to add extremely rare new weapons that are hard to obtain. The idea was to provide new long-term goals for high-level players, and to add new items with very low drop rates other than the Dofus, which we prefer to let players obtain through quests.

While these particular goals have been met and we're more than satisfied with the outcome, many of you have questioned the system for obtaining these weapons, deeming it too difficult. Many ideas on how to change this system have been put forward.

We've decided against a "pity" system (where you're guaranteed to get the weapon after a certain number of tries), because then obtaining these weapons would become a hunting quest without any meaning or prestige for those who end up getting them. We therefore prefer to keep them difficult to obtain, which was a defining feature of this system when it was introduced.

We opted to make legendary weapons exchangeable, thus making it possible to trade these weapons. In this way, we believe that the fun and satisfaction of obtaining a legendary weapon will approach the experience of obtaining a Dofus. Whether or not it's directly useful to the character, a Legendary Weapon will always represent a major success for anyone who obtains one, at the very least for the potential financial gain.

The system has also undergone a few changes to align with this new direction.

 
  • Legendary weapons are no longer linked to the account.
  • Challenges now affect the chance of getting a legendary weapon from monsters.
  • The nickname of the player who collected a legendary weapon from a monster is now shown in the weapon's description.
  • From now on, to equip a Legendary Weapon, you need to have completed the achievements required by the quest for getting the weapon.
  • The quest that serves as a tutorial for grinding legendary weapons has been modified so that any player at level 180 or higher with an awakened weapon can start it.
  • The tutorial quest for awakening legendary weapons has been modified so that any player at level 180 or higher with a dormant weapon can start it.
  • The amount of Elemental Artifacts obtained from Shattering has been increased for awakened weapons (150 -> 700 in the corresponding element), as well as for dormant weapons (20 -> 180) in each element.
  • The category "Legendary Weapon" has been added in the Marketplace.
  • During maintenance on June 27, a unique title will be awarded to any player who got a legendary weapon before the update.
 

Audio Revamp

Ever since DOFUS Touch first launched, many audio elements had been missing or unoptimized. We wanted to spend time working on this area, a crucial aspect of any video game for purposes of both immersion and "user feedback".
 
  • Management of monsters' and characters' distance on the map
  • Adding spatialization
  • Character sound effects
  • Monster sound effects
  • Emote sound effects
  • Sound effects for certain interfaces
  • Revamped music
Bonus: if you want more behind-the-scenes info on the Ankama sound team, you can watch this recorded Twitch livestream from a few weeks ago!
 

New Evolution Packs

New evolution packs are being introduced! These unlock after a certain amount of time has passed in the game, and once the character reaches levels 100, 150, and 200.

Evolupacks DOFUS Touch

 

Interfaces

  • A smithmagic rune's weight is now shown in the item's effects.
  • The issue of dialogue bubbles that never disappeared has been fixed.
  • Using the dragoturkey sorting interface in paddocks with 2,000 or more mounts no longer causes the app to crash.
 

Quests

  • Compasses have been added for various quests in the game.
  • It is once again possible to leave your order by talking to the Jonas Bridget or Pandawanegain NPCs.
 

Miscellaneous

  • Killing a perceptor or prism no longer ends combat.
  • The weight of the Vit, Pa Vit, Ra Vit, and Cri runes, as well as of the hunting rune, has been modified.
  • The bonus granted by all Vitality runes has been increased.
  • Certain low-level item recipes have been updated to better distribute the use of resources in this level group.
  • A number of latency issues related to using spells during combat has been fixed.
  • The option to show all monsters in a group is now turned off by default.
  • Fighting challenges that require you to cast summoning skills whenever they're available no longer fail if the player doesn't have enough summons to use the skill. The "Beaconing" challenge is not affected by this change, and its description has been updated.
  • The "Legendary Crackler (First)" achievement correctly shows the Legendary Crackler's name in its description in combat.
  • The "Reinforced Protection" spell is now included in the character's characteristics window while in combat.
  • The Pandawa's barrel can no longer be used to get around the "Hermit" challenge.
  • The resources previously from Nolifis Island that were removed from monster loot have now been entirely removed from the game.
  • The Beaztinga monster now correctly increases the characteristics of the Solid Plissken pet. This modification will not be retroactive on the versions already active in the game, unless they are killed and then revived.
  • Two new pages have been added to the in-game encyclopedia. The first one lists and explains the main states that can be applied during combat. The second one lists the other terms used during combat that are not already explained elsewhere in the game.
  • The Phoenix pet is modified (retroactively).
  • Several texts in the encyclopedia have been tweaked as a result of changes made in this update.
  • It's now possible to get a Quaquack Ghost when this creature dies, and to revive it by talking to an NPC.
  • Resolved the issue where the Mounded Ghard would give the wrong number of scrolls when a mount certificate was exchanged.
  • It is no longer possible to trade Daily Mission candies for compensokens.
  • Multiple texts have been corrected.
  • A new cosmetic set has been added to the Ascension Island rewards, available at [-73,-17] in the room on the right.

 

Class Balancing

Sacrier


Martyr Punishment

  • The amount of Punishment that can be accumulated each turn has been reduced: 400 → 300
 

Enutrof


Bribery

  • The Bribery state has been replaced by the following states:
    • Pacifist: cancels damage inflicted by target in this state.
    • Weakened: target can no longer use weapons.
 

Clumsiness

  • The spell can now only be cast in a straight line or diagonally.
  • At level 6, the spell can now remove up to 3 MP.
  • The maximum number of casts per target has increased: 1 → 2
  • Maximum effect stacking of 1 has been added at all spell levels.


Sadida


Earthquake

  • The spell no longer reveals invisible entities.


Xelor

The Xelor's AP reduction spells no longer incorrectly prevent an opposing Xelor from using certain spells like Cog or Rewind.

Temporal Dust

  • The bonus effects associated with the AP reduction of spells like Clock or Time Theft now work on all targets in Temporal Dust's area of effect, instead of only working on the central target.
 

Haziness

  • The bonus effects associated with the AP reduction of spells like Clock or Time Theft now work on all targets in Haziness's area of effect, instead of only working on the central target.
 

Xelor's Punch

  • The spell description has been corrected.


Foggernaut


Ambush

  • The Critical Hit chance has decreased: 20% → 5%


Sram


Invisibility

  • Casting the spell on an allied Sram or yourself now increases the spell's cooldown period by 1.
  • The duration of Invisibility has decreased by 1 turn at all spell levels.
  • The spell's cooldown period has decreased by 1 turn at all spell levels.
 

Double

  • The double is now controllable, but it disappears after 3 turns. It inflicts damage in the caster's best element when it dies.
  • The cooldown has decreased by 1 at all spell levels: 11/10/9/8/7/6 → 10/9/8/7/6/5.

 


Iop


Upheaval

  • The spell's damage has decreased by 3 at all levels.
 

Celestial Sword

  • The spell's maximum range has increased at levels 5 and 6:
    • Level 5: 3 → 4
    • Level 6: 4 → 5

Divine Sword

  • The spell's non-critical damage has increased by 1 at all levels.
 

Friction

  • The spell's maximum range has increased at levels 5 and 6:
    • Level 5: 2 → 3
    • Level 6: 3 → 4
  • The attraction effect has not changed.
  • The spell's damage has decreased by 1 at all levels.
 

Sword of Judgement

  • The spell's damage has been reduced by 2 at level 6.
 

Pressure

  • The spell's damage has increased by 2 at all levels.
 

Sword of Iop

  • The spell no longer inflicts damage on allies.
 

Destructive Sword

  • Effect duration on a Critical Hit has been reduced: 3 turns → 2 turns.
  • The Critical Hit penalty applied by the spell has increased for levels 2 to 6:
    • Level 2: 4 → 5
    • Level 3: 4 → 6
    • Level 4: 4 → 7
    • Level 5: 4 → 8
    • Level 6: 7 → 10
 

Cut

  • The spell's non-critical damage has increased by 1 at all levels.
 

Duel

  • Shield gain based on caster's level has increased at all levels:
    • Level 1: 100% → 150%
    • Level 2: 125% → 175%
    • Level 3: 150% → 200%
    • Level 4: 175% → 225%
    • Level 5: 200% → 250%
    • Level 6: 300% → 400%
 

Eniripsa


Cursed Mark:

  • The Cursed Mark effect triggered by an Earth attack has been removed. From now on, the Cursed Mark can only be activated by the elements Water, Air, and Fire.
 

Draining Word

  • The spell's damage has been reduced by 2 at level 6.
 

Resonating Word

  • The spell's damage has been reduced by 1 at level 6.
 

Piercing Word

  • The spell's damage and healing have increased by 3 at all levels.
 

Sparkling Word

  • The spell's damage has increased by 2 at spell levels 5 and 6.
 

Overwhelming Word

  • The spell's damage has increased by 1 at all levels.
 

Striking Word

  • The spell's damage has decreased by 1 at all levels.
 

Exhausting Word

  • The spell's damage has increased by 1 at all levels.
 

Pandawa

Vulnerability

  • The spell's Range is no longer modifiable.
  • The spell's Range is now: 3/4/5/6/7/8
  • The spell can no longer be cast more than once per target in a single turn.


Ecaflip

Ecaflips have been modified so that their spells are more consistent with the new percentage-based critical hit system. Ecaflips now have bonus effects on almost all of their spells. These effects differ based on whether the spell gets a critical hit. And so, even when unlucky, the Ecaflip will always be the luckiest.

We hope that with these additions, along with the ability to manipulate luck using the Clover spell, Ecaflip players will be free to specialize in critical hit rate or the lack thereof, to adjust to the needs of combat as they face them.

Points previously invested will be refunded for all 20 of the Ecaflip's base spells.

 

Heads or Tails - Level 1

Inflicts Earth damage on enemies and heals the (allied or enemy) target for a few HP.

Additional effect:

  • On a standard cast: healing is applied to allies as a percentage of HP.
  • On a critical hit: the spell also applies a Dodge penalty to the opponent.
 

Feline Leap - Level 1

Gives the target 1 MP for 1 turn and gives them a Dodge bonus.
 

Topkaj - Level 1

Steals Water health.

Additional effect:

  • On a standard cast: reduces the target's critical hit rate.
  • On a Critical Hit: increases the caster's Critical Hit rate.
 

Perception - Level 3

Shows the position of invisible targets and traps in the area of effect, and increases Power. This bonus increases for each ally in the area of effect, and the base bonus is doubled for the caster.

Additional effects:

  • On a standard cast: heals allies for a percentage of their HP based on the number of enemies in the area of effect.
  • On a Critical Hit: applies a shield to allies, the value of which increases with the number of enemies in the area of effect.
 

Feline Spirit - Level 6

Inflicts Air damage and teleports the caster symmetrically relative to the target's position.

Additional effects:

  • On a standard cast: also applies a Dodge bonus on the caster for the current turn.
  • On a critical hit: the spell's damage is greater and has a fixed value.

The spell must be cast on an occupied cell.

 

Summoning Claw - Level 9

Summons a controllable Kitten that heals allies and inflicts damage on enemies.

 

Kraps - Level 13

Inflicts Water damage in an area of effect and repels targets.

Additional effects:

  • On a standard cast: applies a pushback resistance penalty on enemies in the area of effect.
  • On a critical hit: increases pushback damage for each enemy in the area of effect.
 

Bluff - Level 17

Inflicts Air damage and reduces the target's resistance to pushback damage.

Additional effects:

  • On a standard cast: the penalty lasts longer.
  • On a Critical Hit: the penalty's value is greater.
 

Ecaflip's Luck - Level 21

Temporarily reduces the targeted enemy's Vitality, but increases it on the following turn.

On an ally, Vitality is increased on the first turn but reduced on the following turn.

 

Playful Claw - Level 26

Inflicts Earth damage on several cells along a straight line.

Additional effects:

  • On a standard cast: the caster gains 1 AP each time one of the targets lands a critical hit on its next turn. This effect stacks up to 3 times.
  • On a critical hit: targets that land critical hits on their next turn lose AP. This effect stacks up to 3 times.
 

Roulette - Level 31

Casts a random effect on the caster, allies, and enemies.

The caster has a 50% chance of recovering the spell's AP cost.

 

Rough Tongue - Level 36

Reduces enemies' Range and inflicts Water damage on them in an area of effect. Increases their Range on the following turn.

On allies: increases their Range but reduces it on the following turn.

Additional effects:

  • On a standard cast: the caster gains 1 Range for each enemy hit. This effect stacks up to 3 times.
  • On a critical hit: the Range bonus is never applied to enemies, and the Range penalty is never applied to allies.
 

Smell - Level 42

Grants MP but removes AP in an area of effect on the current turn. The next turn, it grants AP but removes MP.

The spell's AP cost is reimbursed to the Ecaflip.

 

Reflex - Level 48

Inflicts Earth damage in an area of effect and applies an unhealable HP penalty.

Additional effects:

  • On a standard cast: the unhealable HP penalty is extended by 1 turn.
  • On a critical hit: the spell's damage is greater and has a fixed value.
 

Clover - Level 54

Reduces the enemy player's odds of landing a critical hit and then increases them on the next turn.

On an allied player: increases the odds of landing a critical hit and then reduces them on the next turn.

The spell is triggered with a 1-turn delay when the caster is the target.

 

Tenderness - Level 60

Inflicts Air damage and moves the caster closer to the target. Gives the caster a Lock bonus.

Additional effects:

  • On a standard cast: the Lock bonus is greater.
  • On a critical hit: the spell's damage is greater and has a fixed value.
 

Felintion - Level 70

Steals HP in the Water element and repels enemies. Heals and repels allies.

Additional effects:

  • On a standard cast: increases the number of casts per target by 1.
  • On a Critical Hit: increases the spell's range by 2 for 2 turns.
 

Claw of Ceangal - Level 80

Inflicts Earth damage.

Additional effects:

  • On a standard cast: if the spell's target is an enemy, it suffers a heals received penalty for this turn.
  • On a Critical Hit: if the spell's target is an enemy, it may also lose AP if it is healed this turn. This effect stacks up to 2 times.
 

Fate of Ecaflip - Level 90

Inflicts Air damage, attracts and then repels the target.

Additional effects:

  • On a standard cast: if the target suffers pushback damage in the same turn, the caster gains 1 MP.
  • On a critical hit: if the target suffers pushback damage in the same turn, it suffers an MP penalty.
 

Rekop - Level 100

Inflicts Air, Water, Earth damage as well as damage in the caster's best element.

The spell takes effect randomly in 1, 2, or 3 turns.

The later the damage is applied, the more significant it will be.

 

 


Last post-beta patch - Ecaflip

The modifications listed below are the ones that have been applied since the end of the beta phase.

Perception

  • The caster correctly gains double power even if they are not the direct target of the spell.
 

Ecaflip's Luck

  • The spell's AP cost has decreased: 3 AP → 2 AP
  • Range has been reduced by 1 at all spell levels.
 

Claw of Ceangal

  • The penalty to heals received has increased: 10 → 15%
 

WEAPON BALANCING

Level Weapon name Change
1 Albueran Fighter Hammer Critical Hit chance: 10
1 Novice Sword Critical Hit chance: 15
2 Twiggy Hammer Critical Hit chance: 15
2 Com Bow Critical Hit chance: 15
2 Twiggy Wand Critical Hit chance: 15
2 Twiggy Shovel Critical Hit chance: 20
2 The Tail Critical Hit chance: 10
2 Twiggy Bow Critical Hit chance: 20
2 Half Loaf Critical Hit chance: 10
2 Staff Bonely Critical Hit chance: 10
2 Twiggy Staff Critical Hit chance: 20
2 Smithy Daggers Critical Hit chance: 20
2 Crapouille's Shovel Critical Hit chance: 15
3 Twiggy Sword Critical Hit chance: 15
4 Twiggy Daggers Critical Hit chance: 10
8 Hevlalav Hatchet Critical Hit chance: 20
11 Aclou Mallet Critical Hit chance: 20
11 Whistling Bow Critical Hit chance: 20
12 Initiate's Wand Critical Hit chance: 15
12 Leurnettes Critical Hit chance: 15
14 Leafy Staff Critical Hit chance: 20
15 Gobbherd Staff Critical Hit chance: 15
15 Strong Bow Critical Hit chance: 30
15 Holy Sword Critical Hit chance: 25
15 Smithy Sword Critical Hit chance: 20
15 Terophyle Axe Critical Hit chance: 20
15 Field Shovel Critical Hit chance: 15
15 Scraping Hammer Critical Hit chance: 20
16 Sacred Staff Critical Hit chance: 15
16 Cerberus Critical Hit chance: 35
17 Yew Axe Critical Hit chance: 20
17 Epée d'Ha Critical Hit chance: 15
18 Initiate's Staff Critical Hit chance: 15
18 Scratchy Shovel Critical Hit chance: 15
18 Initiate's Sword Critical Hit chance: 15
18 Initiate's Shovel Critical Hit chance: 15
18 Initiate's Hammer Critical Hit chance: 15
18 Initiate's Bow Critical Hit chance: 15
18 Initiate's Axe Critical Hit chance: 20
18 Hour Wand Critical Hit chance: 15
18 Buzzard Bow Critical Hit chance: 20
18 Slash Critical Hit chance: 30
19 Ivory Hammer Critical Hit chance: 25
20 Ice Knight Sword Critical Hit chance: 10
20 Greybeard Critical Hit chance: 20
20 Will-o'-the-Wisp's Wand Critical Hit chance: 15
20 Liriel's Wand Critical Hit chance: 35
20 Flatu Lance Critical Hit chance: 25
20 Disconcerting Bow Critical Hit chance: 15
21 Walnut Cutter Critical Hit chance: 15
21 The Infernal Tail Critical Hit chance: 15
22 Infernal Sharp Critical Hit chance: 20
22 Bwork Archer Bow Critical Hit chance: 20
22 Samuel J. Axe Critical Hit chance: 15
22 Rain Bow Critical Hit chance: 15
23 Wisdom Wand Critical Hit chance: 20
23 Eco Bow Critical Hit chance: 20
23 The Sad Blade Critical Hit chance: 20
23 Crackler Shovel Critical Hit chance: 25
23 Barabas Critical Hit chance: 25
24 Bearman's Staff Critical Hit chance: 20
24 Houze Shovel Critical Hit chance: 20
24 Dha's Mace Critical Hit chance: 25
25 Maple Tree Eater Critical Hit chance: 20
25 The Chafer Hammer Critical Hit chance: 15
25 Ha Hammer Critical Hit chance: 20
26 Robber Daggers Critical Hit chance: 20
26 Deflower Staff Critical Hit chance: 30
26 Bamboo Slayer Critical Hit chance: 20
26 Hammer of Dawn Critical Hit chance: 20
27 Fake Magic Staff Critical Hit chance: 20
27 Agride Critical Hit chance: 15
27 Sargasse Critical Hit chance: 25
27 Intelligence Wand Critical Hit chance: 15
27 Sylvan Daggers Critical Hit chance: 30
27 Pushn Shovel Critical Hit chance: 20
27 Chafer Blade Critical Hit chance: 20
28 Penn Knives Critical Hit chance: 25
28 Treechnid Root Bow Critical Hit chance: 10
28 Nomoon Critical Hit chance: 25
28 Francisca Mac Axe Critical Hit chance: 25
28 R'Unique Hammer Critical Hit chance: 25
29 Arson Fire Staff Critical Hit chance: 15
29 Bashers Critical Hit chance: 30
29 Horned Staff Critical Hit chance: 15
29 Koutoulou's Shovel Critical Hit chance: 20
29 The Infernal Razor Critical Hit chance: 15
30 Billy-Ray's Daggers Critical Hit chance: 15
30 Joan's Bow Critical Hit chance: 20
30 Ykulf Bow Critical Hit chance: 25
30 Aermyne's Rolling Pin Critical Hit chance: 25
32 Cherry Splitter Critical Hit chance: 20
32 Gwandpa Wabbit's Staff Critical Hit chance: 15
33 Oak Killer Critical Hit chance: 20
33 Treechnid Root Wand Critical Hit chance: 25
33 Table Knives Critical Hit chance: 20
33 Dagguise Critical Hit chance: 20
33 Yamato String Critical Hit chance: 30
34 Karne Rider Blade Critical Hit chance: 30
34 Treechnidis Vivitus Critical Hit chance: 10
34 Tabi Master Staff Critical Hit chance: 20
35 Pym's Blade Critical Hit chance: 20
35 Toh'Lo Hammer Critical Hit chance: 20
35 Huvant Axe Critical Hit chance: 20
35 Wangs Critical Hit chance: 30
35 Unlucky Knight's Broken Sword Critical Hit chance: 1
35 The Claw Critical Hit chance: 25
35 Stek Knife Critical Hit chance: 20
36 Ivan Nowe String Critical Hit chance: 20
39 Bombu Cutter Critical Hit chance: 25
39 Gobball Hammer Critical Hit chance: 15
39 Tofu Wand Critical Hit chance: 15
39 Treebow Critical Hit chance: 25
40 Staff of Dina Mite Critical Hit chance: 20
40 Eulasse Daggers Critical Hit chance: 30
40 Tabi Staff Critical Hit chance: 15
40 Elorie Entuwan's Cruel Daggers Critical Hit chance: 25
40 Golden Rhizome Critical Hit chance: 30
40 Goultard Critical Hit chance: 35
40 Hidsad Bow Critical Hit chance: 20
40 Shodanwa Sabre Critical Hit chance: 25
41 Gobkool Hammer Critical Hit chance: 30
41 Sawn-Off Pulley Bow Critical Hit chance: 25
42 Oliviolet Pruner Critical Hit chance: 30
42 Gobball Horn Bow Critical Hit chance: 25
43 Draugur Chafer Hammer Critical Hit chance: 20
43 Sleeping Shovel Critical Hit chance: 25
43 Sylvian Wand Critical Hit chance: 20
43 Akwadala Staff Critical Hit chance: 25
43 Mace Tmosfer Critical Hit chance: 25
43 Wand Hering Critical Hit chance: 25
44 Hot Staff Critical Hit chance: 20
44 Otof'Mai'We Daggers Critical Hit chance: 15
44 Treechnid Root Staff Critical Hit chance: 15
45 Ogralimde's Sword Critical Hit chance: 20
45 Inacleft Stick Critical Hit chance: 25
45 Treetoken Critical Hit chance: 20
46 Shodanwa Staff Critical Hit chance: 25
46 Eurfolles Daggers Critical Hit chance: 10
46 Rento Bow Critical Hit chance: 15
46 Daggers Oonies Critical Hit chance: 15
46 The Cardboard Twot Critical Hit chance: 20
46 O'Basan Spade Critical Hit chance: 20
47 Hornbeam Pruner Critical Hit chance: 20
47 I Kea Bow, New Model Critical Hit chance: 20
47 Kanniball Andchain's Sceptre Critical Hit chance: 35
48 Hyldegarde Critical Hit chance: 25
49 Knuckle Rapping Hammer Critical Hit chance: 30
49 Hickory Tree Critical Hit chance: 20
49 Efferves Sword Critical Hit chance: 20
50 Mushd Bow Critical Hit chance: 25
50 Mishmashovel Critical Hit chance: 25
50 Pinambour Hammer Critical Hit chance: 20
50 Ber Ed Stick Critical Hit chance: 20
50 Ni'Ninnin Wand Critical Hit chance: 20
50 Crystal Staff-Ball Critical Hit chance: 30
50 Ikan Shovel Critical Hit chance: 25
51 Aj Taye Mace Critical Hit chance: 20
51 Powerful Aj Taye Mace Critical Hit chance: 25
52 Clergy Wand Critical Hit chance: 20
55 Houvette's Wand Critical Hit chance: 20
56 Crystal Bow Critical Hit chance: 25
56 Rowler Blade Critical Hit chance: 25
60 Mechba Shovel Critical Hit chance: 20
61 Kralove Cutting Sword Critical Hit chance: 35
62 Purrin Axe Critical Hit chance: 25
64 Woukuis Shovel Critical Hit chance: 25
65 Royal Gobball's Sword Critical Hit chance: 35 → 15
68 The Sharp Claw Critical Hit chance: 30
70 Pospodrol Hammer Critical Hit chance: 25
74 Treechnid Splitter Critical Hit chance: 25
79 Falistos's Maul Critical Hit chance: 40
80 Koss Axe Critical Hit chance: 25 → 30
85 The Migraine Critical Hit chance: 20
85 Coralator Mace Critical Hit bonus: 10 → 12
100 Ecaflip Paw Critical Hit chance: 35
100 Will Killson Critical Hit chance: 25 → 15
Critical Hit bonus: 12 → 10
105 Kilih Wand Jaro Critical Hit chance: 35 → 30
106 Red Root Chileepaperz Critical Hit chance: 30
106 Evening Razor Critical Hit chance: 25
106 Spanner's Wrench Critical Hit chance: 35 → 25
107 Punkirake Critical Hit chance: 30
107 Young Wild Bow Agility required: 150 → 100
Critical Hit chance: 35 → 30
Critical Hit bonus: 10 → 12
108 Black Rat Daggers Critical Hit chance: 25 → 15
109 Minotoror Axe Critical Hit chance: 30
109 White Rat Sword Critical Hit chance: 35 → 30
110 Koolich Staff Critical Hit chance: 35 → 15
Critical Hit bonus: 10 → 3
111 Grizmine Claw Critical Hit chance: 35 → 30
113 Hammer Ingthaiphoons Critical Hit chance: 30
113 Gobbly Killer Apprentice Daggers Critical Hit chance: 35 → 30
Critical Hit bonus: 6 → 3
114 Caribbean Staff Critical Hit chance: 35 → 30
116 Axe of Lies Critical Hit chance: 35 → 30
119 Rotaflor Stem Level: 119 → 111
Critical Hit chance: 35 → 30
120 The Hagogue Root Critical Hit chance: 30
120 Amrothiline Critical Hit chance: 30
120 Draught Bow Level: 120 → 113
Removed the Intelligence requirement
Critical Hit chance: 35% → 30%
120 Crick Hammer AP: 6 → 5
Critical Hit bonus: 8 → 4
Removed requirements
120 Blarney Hammer Level: 120 → 112
Strength required: 100 → 80
Critical Hit chance: 35 → 30
120 Doozi Bow Critical Hit chance: 35 → 30
120 Elya Wood's Wand Critical Hit chance: 35 → 30
121 Web Bow Critical Hit chance: 35 → 30
122 Snailmet Bow Critical Hit chance: 35 → 30
124 Dreggon Wand Critical Hit chance: 30
126 Star Wand Critical Hit chance: 30
126 Crashbang Staff Critical Hit chance: 30
127 Dreggon Sword Critical Hit chance: 30
127 Wand Heroff Min range: 4 → 3
Critical Hit chance: 35 → 30
128 Gyver Wand Critical Hit chance: 30
128 Kape Axe Critical Hit chance: 35 → 30
132 Light Treeckler Branch Critical Hit chance: 25
134 Palm Cane Critical Hit chance: 25 → 20
134 Great Sweet Gum Wand Critical Hit chance: 20 → 15
137 Cheeken Axe Critical Hit bonus: 7 → 6
138 Barkritter Root Critical Hit chance: 35 → 30
140 Soft Oak Staff Critical Hit bonus: 5 → 8
145 The Xyothine Critical Hit chance: 30 → 25
Critical Hit bonus: 7 → 5
147 Shovel Tonjon Critical Hit chance: 25 → 20
Critical Hit bonus: 8 → 6
150 Ice Daggers Critical Hit chance: 25 → 10
153 Talklyka Pirate Axe Removed Critical Hit chance
AP cost: 4 → 3
Uses per turn: 1 → 2
156 Shovel Egant Critical Hit chance: 35 → 30
163 Sternutatory Wand Critical Hit bonus: 12 → 10
164 Youyettes Critical Hit chance: 25 → 10
165 Vampire Bloodlord Sword Critical Hit chance: 30 → 15
Critical Hit bonus: 8 → 7
167 Arctangent Bow Critical Hit chance: 25 → 20
168 Mishmash Wand AP: 4 → 3
Uses per turn: 1 → 2
Critical Hit bonus: 5 → 6
171 Gaga Daggers Critical Hit bonus: 5 → 6
172 Soft Oak Wand Critical Hit chance: 10 → 20
Critical Hit bonus: 8 → 7
172 Hickory Shovel Critical Hit chance: 15 → 25
Critical Hit bonus: 7 → 12
173 Oracular Hammer Strength required: 200 → 130
Critical Hit chance: 15 → 20
Critical Hit bonus: 12 → 8
175 Dagger Doo Critical Hit chance: 25 → 20
Critical Hit bonus: 5 → 7
176 Thrusty Staff Critical Hit chance: 25 → 20
Critical damage bonus: 7 → 5
176 Canni Blade Critical Hit chance: 20 → 10
177 Peccadillo Blade Critical Hit bonus: 5 → 8
181 Vetic Shovel AP: 5 → 4
182 Day'inda Knife AP cost: 4 → 3
Uses per turn: 1 → 2
Critical Hit bonus: 4 → 3
182 Az'tech Critical Hit bonus: 7 → 9
183 Beddy Bow Critical Hit bonus: 12 → 15
183 Aggravating Daggers Critical Hit bonus: 8 → 10
184 Wanderelle Critical Hit bonus: 5 → 12
184 Sword Indinz Critical Hit chance: 5 → 10
Critical Hit bonus: 12 → 10
187 Thunderbuff Hammer Critical Hit chance: 15 → 20
Critical Hit bonus: 5 → 8
187 Eternal Wand Critical Hit chance: 5 → 10
Critical Hit bonus: 7 → 10
188 Sunshade Staff Critical Hit chance: 15 → 30
Critical Hit bonus: 8 → 7
190 Teroid Axe Critical Hit bonus: 7 → 10
191 Mush Mishish Staff Removed Critical Hit chance
AP: 4 → 3
191 Shovel Emlaka Uses per turn: 1 → 2
Removed Critical Hit chance
192 Hail Sceptre Critical Hit chance: 10 → 25
192 Slashen Axe Critical Hit chance: 10 → 15
193 Ethical Wand Max range: 4 → 5
Critical Hit bonus: 6 → 8
194 Elven Shovel Critical Hit chance: 15 → 25
194 Sepulchral Sceptre Critical Hit chance: 10 → 25
194 Henual's Hammer Critical Hit chance: 15 → 20
195 Rampant Bearbarian Hammer Critical Hit chance: 15 → 20
Critical Hit bonus: 6 → 10
195 Stormcloud Staff Critical Hit bonus: 4 → 6
196 Giger's Nightmare Blade Critical Hit chance: 10 → 15
196 Archaic Bow Critical Hit chance: 15 → 20
Critical Hit bonus: 7 → 5
197 Mallard's Mallet Critical Hit bonus: 7 → 10
197 Godswrath Daggers Critical Hit chance: 15 → 20
Critical Hit bonus: 6 → 7
197 Gilbert G. Rapier Critical Hit chance: 5 → 10
198 Nerotic Wand Critical Hit bonus: 6 → 8
198 Joyous Seizers Critical Hit bonus: 5 → 4
199 Sanockout Stick AP: 5 → 4
Critical Hit chance: 5 → 25
199 Ground Dog Removed Critical Hit chance
AP: 5 → 4
199 Bearbaric Sword Critical Hit chance: 15 → 20
200 Corrupted Bow Critical Hit chance: 15
200 Spectral Bandit Sword Critical Hit chance: 15
200 King Allister's Sceptre Critical Hit chance: 30
200 Ghoul Splitter Condition: AP<12 → PM>5
200 Tomahorse Conditions: Strength & Chance > 350 → Strength & Chance > 300
200 Terror Critical Hit chance: 5 → 10
Critical Hit bonus: 8 → 10
200 Riff Hatchet Critical Hit chance: 5 → 15
Critical Hit bonus: 6 → 8
200 Submerged Hammer Critical Hit chance: 15 → 20
Critical Hit bonus: 10 → 12
200 Archon's Bow Equipment condition removed
Removed Critical Hit chance
200 Bubotron Sword Critical Hit chance: 5 → 25
200 Strange Wand Critical Hit chance: 20 → 25
Critical Hit bonus: 5 → 8
200 Corporation Shovel Intelligence and Chance required: 500 → 250
200 Ghoul Hammer Critical Hit chance: 15 → 20
Critical Hit bonus: 12 → 14
200 Corrupted Spear Conditions removed
200 Koutoulou Bow Critical Hit chance: 10 → 15
Critical Hit bonus: 5 → 10
200 Croknives Critical Hit chance: 5 → 10
Critical Hit bonus: 3 → 7
200 Shorpoon Critical Hit chance: 35 → 20
200 Hanshi Staff Critical Hit chance: 10 → 15
Critical Hit bonus: 5 → 6
200 Monkiki'ng Sword Critical Hit chance: 10 → 15
200 Shihan Fans Critical Hit chance: 15 → 5
200 Flinty Daggers Critical Hit chance: 25 → 5
Critical Hit bonus: 6 → 7
200 Nun-Charang Critical Hit chance: 10 → 5
200 Sacrificial Daggers Critical Hit chance: 15 → 10
Critical Hit bonus: 6 → 5

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