A major new update is available! On the program: an Osamodas revamp, balancing, the economy, and many new features and improvements to discover in this changelog.
Donning your most beautiful gear to personalize your character will be child's play with ceremonial items! Learn more about them in this devblog article.
In order to limit excessive generation of certain resources, achievements are now linked to accounts. This means that resources and kamas from an achievement can no longer be obtained several times per account on the same server. If a character on Oshimo obtains the achievement, that won't prevent a character on Herdegrize from receiving the resources from the same achievement.
The experience, titles, ornaments, Dofus, emotes, etc. can, however, be obtained by each of the account's characters obtaining the achievement.
We believe that characters below level 100 do not belong on Frigost as the monsters there are out of their reach. The game contains many areas suited to progress from level 50 to 100.
Access to the Frigost area will now be available starting at level 100. The quests requiring access to this zone have been modified accordingly.
We are aware that this labyrinth poses problems and that is why a first series of fixes had been made to it several months ago. In order to further improve the dungeon's accessibility, new changes have been made.
Ethereal weapons can no longer be obtained from monsters. Ultimately, we would like to completely remove these weapons from the game because this system does not suit us and contradicts our potential plans for legendary weapons.
We decided as a first step to stop allowing new ethereal weapons to be generated so that most of you can get rid of them before the next change, which will happen in about six months. This next change will aim to remove these weapons from the game outright.
The Osamodas class has been completely revamped so as to offer more balanced and interesting gameplay. To find out more, please check out the devblog on the subject.
With a view to offering three viable elemental paths to each class and diversifying the quantity of equipment available to each class as much as possible, in the long run, we think it's important to balance all the classes' characteristics thresholds on the same basis, namely:
For this phase of balancing, we chose to focus on five classes to which we wanted to make changes: Sadida, Sram, Rogue, Feca, and Osamodas.
For each of these classes (except Rogue), this balancing of the thresholds will go hand in hand with readjusting the damage and/or characteristics of certain spells so they'll better match the new possibilities of that class. Indeed, higher thresholds make it possible to achieve sometimes much higher characteristics stats, which makes it necessary to take them into account in the damage values that spells can inflict.
The changes to the Sadida class aim to makes its gameplay more interesting by emphasizing synergies between the class's various spells and therefore by accentuating its area-control potential. By adding more utilitarian effects, such as earthquakes or healing, we also tried to make it easier to integrate the class into different PvP and PvM make-ups at all levels.
The Feca class has been modified so as to make it more versatile in its support and hindrance role, while lowering its AP reduction potential, which made it too powerful a class in PvP. It now has three distinct paths and more spells thanks to armor groupings. The way glyphs currently work was too decisive as rounds progressed. For this reason, we wanted to orient the Feca class toward glyphs with a greater variety of uses (Range reduction, MP reduction, etc.). However, the impact is limited to the glyph's area of effect, which makes the opponent's positioning more strategic to optimize their use.
In line with this aim of not fully obstructing rounds due to glyph stacking, using an elemental glyph will prevent another one from being used during the same turn.
Changing the Sram characteristics thresholds was an opportunity to give the class more-specialized elemental paths, orienting the class in one (or more!) elements based on preferred gaming style.
The elemental paths will be generally oriented as follows:
Following the balancing of characteristics thresholds, the following spells are being changed:
AP gains have been removed from Air spells.
Summons in their current state presented several problems within the game. Summoned in great numbers, they considerably slowed down the how long rounds lasted and often behaved erratically. Moreover, they played only a minor role in PvM because of how fragile they were, especially at a high level. By giving them more health points and greater durability and by allowing Osamodas minimal control over them, we have given them enough of an impact in the game to make unreasonable numbers of them unnecessary in combat.
1 Power no longer equals 1 characteristic point but 0.8. With this change, we want to give greater importance to the primary characteristics and make the Power characteristic less crucial in multi-elemental game-mode equipment. Indeed, it was too easy to achieve equivalent damage values using Power without any or with too few concessions, thus making a great deal of the equipment obsolete.
During balancing, we're seeking to strengthen the unique qualities and role of each class, and in particular, to diversify the classes that can play the healing/support role. Healing weapons were too powerful as they were and, in too many situations, they made it possible for a support class to be ignored without any real constraints. This change makes it more difficult to use them by sometimes encouraging more risk-taking in positioning without reducing their healing effect.
In exchange, the range of the Boogey Wand and the Archetypal Bow has been changed.
A restat was given to the classes affected by these changes.
Spells that underwent drastic changes were reset to zero and the points were returned to you. For the Osamodas class, and given that this is a complete revamp, all spell points were returned.
The Sacrier class requires more substantial work in order to balance the class correctly while offering more-attractive gameplay. With all the other changes presented in this changelog, this work is not something that can be envisaged right away.
Ceremonial Items
Donning your most beautiful gear to personalize your character will be child's play with ceremonial items! Learn more about them in this devblog article.
Achievements Linked to Accounts
In order to limit excessive generation of certain resources, achievements are now linked to accounts. This means that resources and kamas from an achievement can no longer be obtained several times per account on the same server. If a character on Oshimo obtains the achievement, that won't prevent a character on Herdegrize from receiving the resources from the same achievement.
The experience, titles, ornaments, Dofus, emotes, etc. can, however, be obtained by each of the account's characters obtaining the achievement.
Access to Frigost Island Changed
We believe that characters below level 100 do not belong on Frigost as the monsters there are out of their reach. The game contains many areas suited to progress from level 50 to 100.
Access to the Frigost area will now be available starting at level 100. The quests requiring access to this zone have been modified accordingly.
Labyrinth of the Minotoror
We are aware that this labyrinth poses problems and that is why a first series of fixes had been made to it several months ago. In order to further improve the dungeon's accessibility, new changes have been made.
- The monsters Deminoball and Minotoror now appear as regular monsters, but each has a smaller chance of appearing.
- The dungeon is now divided into even and odd rooms. One of the two monsters only appears in even rooms while the other only appears in odd rooms.
Elimination of Ethereal Weapons
Ethereal weapons can no longer be obtained from monsters. Ultimately, we would like to completely remove these weapons from the game because this system does not suit us and contradicts our potential plans for legendary weapons.
We decided as a first step to stop allowing new ethereal weapons to be generated so that most of you can get rid of them before the next change, which will happen in about six months. This next change will aim to remove these weapons from the game outright.
Ascension Island
- Rotation 4 ended this morning! You can see the full rankings here. Rewards are available in your banks. The next rotation will start on Tuesday, September 24.
- New thresholds could appear in the composition of the Ascension: double bosses! We had decided to initially focus on low-level monsters to supervise the evolution and difficulty of these thresholds to make any necessary adjustments before extending this concept to new pairs. For these double boss thresholds, the map on which you fight them will be a variation of the fight map of one of the two bosses present.
- The Scale King has also been added to the list of bosses for Ascension Island rotations.
- You can now exchange one shushetoken for 15 doploons with the island merchant.
- The Regulations have been updated in the game interface, as certain points weren't properly explained.
- Monster levels have been fixed in the Ascension Island interface.
- A problem that prevented navigation in that same interface when logging off and back on has been fixed.
Miscellaneous
- It is now possible to sort guild members who have been inactive for at least 1 month.
- Characters no longer lose their appearance when switching from creature mode to normal mode in combat (for example, a Pandawa under Boozer).
- When a player loses a fight in the Azure Plop's lair, they now reappear in front of it correctly.
- The reappearance of the boss Ongnissim in zone 1.29 of Amakna Village has been changed. Ongnissim had stopped appearing correctly on certain servers.
- The left entrance to the Sram temple is now operational.
- Items linked to an account or character no longer disappear from the inventory after an exchange.
- Spells with a uses-per-turn limit are now grayed-out in the shortcut bar once the limit has been reached.
- In order to avoid movement errors in combat, it is no longer possible to press a red movement cell.
- The movement preview is now updated correctly after an enemy is thrown.
- How MP and AP lost in the event of movement while the player is Locked are displayed is now correctly updated.
- Lock cells are now displayed correctly and pathfinding has been optimized.
- How shield points are displayed is no longer changed after logging out and back in.
- It is now possible to collect bags of salt from the following monsters: Farle's Pig, Dorgan Ation, Blodz Uker, Pignolia and Dragon Pig.
- It is now possible to collect barrels of water from the following monsters: Rat Tchet, Rat Suenami, Rat Bag, Black Rat, Rat Pakk, Rat Basher, White Rat, Rat Rah, Prat, Riffrat, Rugrat, Brat, Packrat, Ratter, Ratworm, Sphincter Cell.
- The Scaly monster family spells have been adjusted.
- Corrections have been made to several of the in-game texts. Thank you for your feedback!
- Osamodas' Gobball Tracking now deals (at equal rank) the same damage as Gobball Bite.
- Due to the technical issues experienced by Vulkania dungeon in Grandapan and Dodge, the island remains open for 1 more week for the mentioned servers.
- Abandoned houses and paddocks have been put back on sale. Learn more.
Osamodas Class Revamp
The Osamodas class has been completely revamped so as to offer more balanced and interesting gameplay. To find out more, please check out the devblog on the subject.
Changes to the Other Classes
Characteristics Threshold Overhaul
With a view to offering three viable elemental paths to each class and diversifying the quantity of equipment available to each class as much as possible, in the long run, we think it's important to balance all the classes' characteristics thresholds on the same basis, namely:
- 1 for 1 up to 100
- 2 for 1 up to 200
- 3 for 1 up to 300
- 4 for 1 up to 400
For this phase of balancing, we chose to focus on five classes to which we wanted to make changes: Sadida, Sram, Rogue, Feca, and Osamodas.
For each of these classes (except Rogue), this balancing of the thresholds will go hand in hand with readjusting the damage and/or characteristics of certain spells so they'll better match the new possibilities of that class. Indeed, higher thresholds make it possible to achieve sometimes much higher characteristics stats, which makes it necessary to take them into account in the damage values that spells can inflict.
Sadida
The changes to the Sadida class aim to makes its gameplay more interesting by emphasizing synergies between the class's various spells and therefore by accentuating its area-control potential. By adding more utilitarian effects, such as earthquakes or healing, we also tried to make it easier to integrate the class into different PvP and PvM make-ups at all levels.
General
- The acquisition levels for certain spells have been changed in order to better distribute attack elements and capacities.
Aggressive Bramble
- The AP cost has been changed: 5 → 4.
- The critical hit rate has been increased.
- The maximum range at spell level 6 has been reduced: 7 → 6.
- An MP-stealing effect has been added for each spell level.
- The maximum number of casts per turn is now 2.
Tree of Life
- It is now possible to use this spell on a Tree.
- If the spell is cast on a doll, the player automatically recovers 1 AP.
- The spell can no longer be cast on an allied Sadida's Summons.
Soothing Bramble
- The spell no longer heals enemies.
- The spell no longer reduces allies' MP.
- The spell range is no longer modifiable.
- The spell no longer has critical hits.
Tree
- The Summons's resistances have been changed.
- The AP cost has been reduced: 3 → 2.
- The recast time has been lowered at each spell level.
- Whenever a Tree is summoned, it destroys all other Trees in a 2-cell radius.
- When a Tree of Life is summoned on a Tree, the Tree is destroyed correctly.
- Trees can no longer be moved at all.
Earthquake
- The spell's effects have been changed.
- Casts a spell on each tree on the field that:
- Inflicts Fire damage on opponents.
- Reveals invisible enemies.
- Attracts the entities present by one cell.
Doll Knowledge
- The spell removes the Compost state from the targeted doll to apply Doll Knowledge. When this doll dies, its recast time is reduced by 2 turns. Only works with the caster's dolls. On a Sacrificial Doll, the spell removes the effects of the Dollish Decoction spell.
Poisoned Wind
- The spell's effects have been changed.
- Kills the targeted doll or tree and inflicts an Earth poison in an area of effect lasting two turns.
- If the spell is cast on a doll, the caster recovers 1 AP.
Dolls
- Dolls' vitality and characteristics have been increased.
- Dolls' resistances have been changed.
- Dolls now have a passive spell: Compost. When a doll dies, the recast time of the Tree spell is reduced by 1 turn.
The Ultra-Powerful
- The doll no longer skips its turn without doing anything.
Sacrificial Doll
- The level-6 Summons's range has been increased to 3.
- The damage inflicted by the Sacrificial Doll is now in the Water element.
- Base damage has been reduced.
- The initial cooldown of the doll's explosion has been removed.
- The doll will explode as soon as it encounters an opponent.
- New spell: At the start of each of its turns, the Sacrificial Doll's damage and Vitality will be increased (stackable 3 times). This makes it interesting to anticipate using the spell to maximize its potential.
Madoll
- The Irritation spell is no longer shared with other in-game monsters, which should improve the AI's calculation time.
Inflatable Doll
- Initial healing has been lowered.
- The doll's healing now also happens to a lesser extent around the player's trees.
Bramble
- Critical damage has been increased.
- Damage inflicted on critical hits is no longer of a fixed value.
- A maximum number of casts per turn has been added: 3.
Manifold Bramble
- Damage has been increased at all spell levels.
- The critical hit rate has been increased.
- Damage inflicted on critical hits is no longer of a fixed value.
- The spell no longer inflicts damage on any of the caster's Summons.
Tear
- The AP cost has been changed: 4 → 3.
- Damage has been reduced at all spell levels.
Dolly Sacrifice
- The range has been changed: 4 → 5.
- Damage has been increased at all spell levels.
- In addition to the health steal effect, it now heals by 30% of damage inflicted in an area of effect around the target. This won't heal the Sadida or their Summons.
- The spell can be cast twice per turn, but only once per target in the same turn.
- The critical hit rate has been increased.
Wild Grass
- Damage has been increased at all spell levels.
Bush Fire
- A maximum number of casts per turn has been added: 3.
- Damage has been increased at all spell levels.
- Damage inflicted on critical hits is no longer of a fixed value.
Paralysing Poison
- Damage has been increased at all spell levels.
- Range can still be boosted.
- Max range is now 4 (at rank 6).
- The effect duration is now at 2 turns instead of 3. While in CC, the effect duration is now at 3 turns instead of 4.
Feca
The Feca class has been modified so as to make it more versatile in its support and hindrance role, while lowering its AP reduction potential, which made it too powerful a class in PvP. It now has three distinct paths and more spells thanks to armor groupings. The way glyphs currently work was too decisive as rounds progressed. For this reason, we wanted to orient the Feca class toward glyphs with a greater variety of uses (Range reduction, MP reduction, etc.). However, the impact is limited to the glyph's area of effect, which makes the opponent's positioning more strategic to optimize their use.
In line with this aim of not fully obstructing rounds due to glyph stacking, using an elemental glyph will prevent another one from being used during the same turn.
General
- The acquisition levels for certain spells have been changed in order to better distribute attack elements and capacities.
Aggressive Glyph
- The spell now inflicts Earth damage on enemies and increases the close-combat damage suffered by entities inside the glyph.
Blinding Glyph
- The spell now inflicts Water damage on enemies and reduces the range of entities inside the glyph.
Burning Glyph
- The spell still inflicts Fire damage and now reduces the MP of entities inside the glyph.
Escape Glyph
- Replaces the Immobilisation Glyph. Provides a Dodge bonus for entities present in the glyph.
Repulsion Glyph
- Spell damage has been reduced at levels 1 to 5.
Teleportation
- The spell has become Teleglyph: It teleports the caster and triggers the glyphs including the destination cell.
Blindness
- The AP reduction is now 2 at all spell levels.
- Spell damage has been increased.
- The spell now inflicts Earth damage.
- The spell area of effect is now a diagonal cross.
- Maximum stacking for the AP reduction effect applied by the Blindness spell is now 1. If a second reduction effect is applied, it replaces the previous one.
- The number of casts per turn is now 2.
Reinforced Protection
- The spell's effects have been changed. Increases the resistance to pushback damage and critical resistances of the target for 1 turn.
- The effects cannot be unbewitched.
- Spell cost is now 1 AP.
- The number of casts per turn is now 2.
Rampart
- Replaces Earth Shield. Reduces damage (all elements) suffered by the caster and their allies.
Heroism
- Replaces Glowing Shield. Gives a resistance bonus for two turns to allies in a cross in exchange for part of the caster's resistances. The penalties on the caster cannot be unbewitched.
Furnace
- Replaces Windy Shield. Inflicts Fire damage on enemies and repels targets in a line (orthogonal).
Inertia
- Replaces Aqueous Shield. Applies the Gravity state around the caster for 1 turn and gives them a Lock bonus for each enemy in the area of effect.
Bubble
- The maximum stacking of the spell effects is now 1.
Cloudy Attack
- An area-of-effect effect has been added to damage.
- Characteristics steal has been reduced.
- Effects are no longer applied to allies.
- The spell now has a minimum range.
- Range has been changed at all spell levels.
- Critical damage is no longer of a fixed value.
- The chances of critical hits have been increased.
Backlash
- Spell damage has been reduced.
Ataraxia
- Ataraxia's effects are now removed by start-of-turn and end-of-turn poisons.
Sram
Changing the Sram characteristics thresholds was an opportunity to give the class more-specialized elemental paths, orienting the class in one (or more!) elements based on preferred gaming style.
The elemental paths will be generally oriented as follows:
- Fire path: networks of traps and movements.
- Air path: poisons.
- Earth path: raw damage and damage traps.
General
- The acquisition levels for certain spells have been changed in order to better distribute attack elements and capacities.
Mist
- Replaces Invisibility of Another.
- Creates an area of effect that makes entities that cross it invisible. It works the same way as Feca glyphs.
- Two turns after being cast, increases the recast time for the Invisibility spell by two turns.
Invisibility
- Two turns after being cast, increases the recast time for the Mist spell by two turns.
Epidemic
- Replaces Chakra Impulse. Applies an Air poison at the end of turn that is transferred to nearby enemies.
Repelling Trap
- The spell now inflicts Fire damage on enemies.
Sap Trap
- Replaces Poisoned Trap. The trap's area of effect is now single cell. Removes one turn of bewitchment, then inflicts Earth damage if it is an enemy.
Mass Trap
- Damage has been increased at spell level 6.
Trap of Silence
- The trap's area of effect is now a square.
Perfidy
- The name of the Furrow spell has been changed in order to better match its effects.
- Damage has been reduced at all levels.
- The order in which the effects are applied has been changed as follows: Intelligence theft → Attraction → Damage.
Following the balancing of characteristics thresholds, the following spells are being changed:
Tricky Blow
- Damage has been reduced.
Concentration
- Damage has been reduced.
Tricky Trap
- Damage has been reduced.
Perfidy
- Damage has been reduced.
Masqueraider
Picada
- Spell damage has been increased slightly at all spell levels.
- When the spell hits a target, it also inflicts damage in an area of effect around the target.
- Minimum range is now 2 (down from 3).
- Maximum range is now 5 (up from 4).
- Damage and effects are no longer applied on allies.
- The spell is now limited to 3 casts per turn.
Apathy
- Minimum range is now 2 (down from 5).
Retention
- Damage has been increased at all spell levels.
Distance
- Damage has been reduced at all levels.
- The spell's AP cost has been changed: 4 → 3.
- At level 6, the spell repels by 3 cells instead of 2.
- The chances of critical hits have been reduced.
Cra
Explosive Arrow
- Spell damage has been increased.
- The range is now non-modifiable.
Retreat Arrow
- The AP cost has been reduced: 4 → 3.
Bat's Eye
- The damage area of effect was not the same as the area of effect to reveal invisible entities. Both areas of effect are now the same.
Powerful Shooting
- The spell has been merged with Critical Shooting in order to make room for the new spell below.
- The number of Critical Hits provided has been lowered in exchange.
Numbing Arrow
- If used on an ally, reduces damage suffered by them.
- If used on an enemy, reduces damage inflicted by them.
Poisoned Arrow
- Has taken the place of Critical Shooting.
Xelor
Haziness
- The spell now applies an Out of Phase state to the caster. The state cannot be unbewitched.
- The Out of Phase state:
- Prevents the Teleportation spell from being used.
- Prevents the Rewind spell from being used.
- Prevents the Cog spell AP gain from working.
Xelor's Dial
- The spell can no longer be used on the first turn.
- The Dial now gets 50% of the caster's Agility characteristic as well as Air damage.
- The spell's range has been reduced.
- Xelor's Dial no longer inflicts damage on allies.
Dial – Oscillation
- Spell damage has been reduced.
- The area of effect has been increased.
Dial – Weakness
- The AP Parry penalty has been increased at all spell levels.
Dial – Imbroglio
- Replace the Pendulum spell. Teleports nearby enemies symmetrically in relation to the Dial (two-cell circle).
Frostbite
- When cast on the Dial, the Frostbite spell now triggers damage and teleports the Dial.
- The spell no longer inflicts damage on the Dial.
- The AP cost is now 2 (down from 3).
Shrivelling
- When cast on the Dial, Shrivelling now counters damage in a 3-cell cross around the Dial.
- The spell no longer inflicts damage on the Dial.
- Spell damage has been increased.
AP gains have been removed from Air spells.
Pandawa
Barrel
- The AP cost has been reduced: 4 → 3.
Stabilisation
- AP cost has been increased: 1 → 2.
Stain
- The spell no longer removes Power from allies.
Foggernaut
Harpooners, Tacturrets and Lifesavers
- Turrets can now be moved.
- The element state applied to a turret is now displayed properly (Water, Fire, Earth).
- The Backwash, Torrent and Froth spells no longer cause damage to allies, including turrets; this allows movement without taking damage.
Salt Armour
- When the spell is cast on a turret, prevents it from being moved for 2 turns.
Enutrof
Pull Out
- The spell's effects can no longer be unbewitched.
Bribery
- The spell no longer has critical effects.
- The spell's effects have been changed.
- Applies the Bribery state to the target for 1 turn: prevents the use of spells and close combat.
- On allies: heals 40% of the target's HP.
- On enemies: applies the Invulnerable state for 1 turn.
- The AP cost has been reduced: 7 → 5.
Pandora's Box
- The Pandora's Box spell now has an extra line of healing indexed on the caster's Intelligence; this is intended to make the Fire path more interesting.
Ecaflip
Topkaj
- The maximum number of times the spell can be used is now 4.
- The maximum number of times it can be used per target has been reduced: 3 → 2.
Repercussion
- The spell's recast time has been increased: 3 → 4.
Ecaflip's Luck
- The spell now works differently. It halves damage suffered for 1 turn. On the next turn, damage suffered is increased by 50%.
Rogue
- Characteristics threshold balancing: Since this change provides a minimal bonus compared to the other classes affected, Rogues' attack spells have not been changed.
Eniripsa
Silencing Word
- The area of effect and amount of AP removed by the Silencing Word spell have been reduced.
- An overall recast is now applied if there are several Eniripsas in the same group.
Draining Word
- Can now be casted a max of 2 times per turn while still being 1 max per target.
Dopple Summons Spells
- Osamodas Dopple: The Dopple's spells have been updated in line with the new Osamodas spells.
- Feca Dopple: The Bubble spell has been replaced by Cloudy Attack.
- Sacrier Dopple: The Sacrier's Foot spell has been replaced by Assault.
Additional Changes
The maximum number of Summons can no longer exceed 6.
Summons in their current state presented several problems within the game. Summoned in great numbers, they considerably slowed down the how long rounds lasted and often behaved erratically. Moreover, they played only a minor role in PvM because of how fragile they were, especially at a high level. By giving them more health points and greater durability and by allowing Osamodas minimal control over them, we have given them enough of an impact in the game to make unreasonable numbers of them unnecessary in combat.
The impact of the Power characteristic has been reduced.
1 Power no longer equals 1 characteristic point but 0.8. With this change, we want to give greater importance to the primary characteristics and make the Power characteristic less crucial in multi-elemental game-mode equipment. Indeed, it was too easy to achieve equivalent damage values using Power without any or with too few concessions, thus making a great deal of the equipment obsolete.
- All spells that confer Power have been modified accordingly.
- Power-based pets, Dragoturkeys, and petsmounts gain +20 Power.
- All Crimson Dofus are now retroactively 100 Power, fixed-roll.
Miscellaneous
- When the Chaferfu common spell is cast with a critical hit, the Summons no longer attacks its allies.
- The spells of certain temple Dopples have been changed or replaced.
Changes to Some Equipment
Healing weapons can now only be used in a line.
During balancing, we're seeking to strengthen the unique qualities and role of each class, and in particular, to diversify the classes that can play the healing/support role. Healing weapons were too powerful as they were and, in too many situations, they made it possible for a support class to be ignored without any real constraints. This change makes it more difficult to use them by sometimes encouraging more risk-taking in positioning without reducing their healing effect.
In exchange, the range of the Boogey Wand and the Archetypal Bow has been changed.
Changes to Class Sets
Masqueraider Class Set
Cloak
- The AP cost reduction has been replaced by an increase in the maximum number of uses per turn.
Osamodas Class Set
Headgear
- Toad: +30 CH is now Bestial Heal +2 Range.
- Natural Resistance: +25 CH is now Ghostly Claw +15 CH.
Cloak
- Summoning of Bwork Magus: -1 recast interval is now Summoning of Gobball: -1 recast interval.
- Animal Blessing: -1 recast interval is now Crackler Punch Range +1.
- Bear Cry: +25 CH is now Determination +25 CH.
Belt
- Fangs of Boowolf: +25 CH is now Deactivates line of sight for Feline Movement.
- Boots: Crackler Punch: +1 Range is now Summoning of Boar: +1 Range.
- Summoning of Prespic: No line of sight is now Substitution: no line of sight.
- Animal Healing: +30 Heals is now Communion: -1 recast interval.
- High-Energy Shot: -1 AP is now Favouritism: -1 AP.
Ring
- Summoning of Crackler: +1 Range is now adds a Critical Hit bonus to the Gust spell.
- Ghostly Claw: +20 CH is now Whip: -1 AP.
- Summoning of Gobball: +2 Range is now Deactivates line of sight for Martyr.
- Feline Movement: +1 Range is now Summoning of Koalak +1 Range.
Sram Class Set
Ring
- Reduces the AP cost of Poisoned Trap by 1 is now Increases the Range of the Sap Trap spell by 2.
- Reduces the recast interval of the Chakra Impulse spell by 1 is now Epidemic no longer requires a line of sight.
Sadida Class Set
Cloak
- Increases the Range of the Earthquake spell by 3 is now Earthquake: -1 Range.
Belt
- Reduces the AP cost of the Tree spell by 2 is now Deactivates line of sight for the Tree spell.
Feca Class Set
Headgear
- The recast time reduction for Barricade has been reduced: 2 → 1.
Cloak
- Earth Armour: +30 CH is now Rampart: AP cost -1.
Belt
- Glowing Shield: +30 CH is now Furnace: +1 Range.
Ring
- Aqueous Shield: +30 CH is now Heroism: deactivates line of sight.
Boots
- Wind Shield: +30 CH is now Blindness: +30 CH.
Cra Class Set
Boots
- The Retreat Arrow spell's AP cost reduction has been replaced by line-of-sight deactivation.
FAQ
What happened to the characters' characteristics whose thresholds were changed?
A restat was given to the classes affected by these changes.
What happened to the spell points for modified spells?
Spells that underwent drastic changes were reset to zero and the points were returned to you. For the Osamodas class, and given that this is a complete revamp, all spell points were returned.
Why is the Sacrier class the only one that hasn't yet been adjusted since balancing started?
The Sacrier class requires more substantial work in order to balance the class correctly while offering more-attractive gameplay. With all the other changes presented in this changelog, this work is not something that can be envisaged right away.