Machine translation
Machine translation — the official text prevails.
Enclosures
- Underground enclosures are accessible again.
Combat
- The type of challenge chosen is now correctly saved from one fight to the next.
- Alterations with a stat bonus and a limited number of fights no longer consume 1 use after a "Challenge"-type fight.
Kolizeum
- The statues have been updated with the winners of the previous season.
Quests
- Quest "And the Emmental": clicking the rope at the top of the cliff now correctly lets you climb down. It's no longer necessary to be accompanied by another player.
Monsters
- The Nightmare is now summoned 100% of the time, but no longer applies the Invulnerable state to the Eternal Conflict while it's on the field — this doesn't cancel the delock, but adds extra difficulty each time it's performed.
Items
- Bravery of Rykke Errel:
- The effects now trigger correctly if the wearer is 11 cells or more away from their attacker but not in their line of sight.
- The breastplate has been added to the Cursed Shadow set.
Legendary Pets
- "Timansot's Comfort":
- the power now correctly heals for each ally in contact with the wearer.
Ecaflip
- Pairs and Three of a Kinds now work correctly.
- Diamond Cards:
- Critical Resistance bonuses are reduced: 21 / 32 / 43 / 54 (+150 total) → 10 / 20 / 30 / 40 (+100 total)
- Heart Cards:
- Heal bonuses are reduced: 21 / 32 / 43 / 54 (+150 total) → 10 / 20 / 30 / 40 (+100 total)
- Draw (explanatory tooltip):
- The description now correctly refers to drawing a Card from Ecaflip's Poker instead of the Tarot
- Expert's Paws:
- The description now correctly refers to the Enraged kitten instead of the Affectionate one
- Feline Movement:
- The description now correctly refers to the Affectionate kitten instead of the Enraged one
- Rekop:
- The spell is available again.
- All or Nothing:
- Discards the Hand (the Cards in the Hand aren't played but are completely removed) and clears the Table.
- Peril:
- Now correctly affects allies
- Class mechanics:
- The class mechanics have been updated
ECAFLIP'S POKER
- The Ecaflip class mechanic revolves around a card game, Ecaflip's Poker, which lets the class increase or deal damage, heal itself, or protect itself.
- Ecaflip's Poker works in two parts: the Hand and the Table. The Hand represents the drawn Cards, and the Table the played Cards.
- Drawn Cards, the Hand, are represented by states above the character, visible only to that character.
- Played Cards, the Table, are represented by spells (glyph-like effects) visible to everyone.
- Some spells let you draw Cards, and others let you play them, each in their own way.
- Each Card individually grants bonuses, but it's by combining them that they reveal their full potential.
- The goal of the game is therefore to draw Cards to build the best possible Hands, the Winning Hands, which bring the most powerful effects.
- Ecaflip's Poker is played with 16 different Cards, which can be drawn deterministically or randomly depending on the spell.
THE DRAW, THE HAND & THE CARDS
- All of the Ecaflip's elemental spells, as well as certain utility spells, let it draw Cards.
- There can only be a single copy of each Card in the Hand, and a Hand can contain at most 4 cards.
- Once full, the Hand can no longer be modified. Cards are kept indefinitely, until they are played or discarded.
- Each Card is associated with an AP cost and an element: the AP cost determines the Rank (or value), and the element determines its Suit.
- For example, a 3 AP Fire spell corresponds to the Heart Queen, and a 5 AP Air spell to the Spade Ace.
- Spade: Air
- Club: Water
- Heart: Fire
- Diamond: Earth
- Jack: 2 AP
- Queen: 3 AP
- King: 4 AP
- Ace: 5 AP
- All elemental paths thus have 4 spells, each letting you draw one of the 4 ranks of its suit.
- Elemental spells reliably draw the Card associated with them, unless that Card is already in the Hand.
- Each one also has a special spell, which can either draw a Queen or play all Cards of its suit. Playing Cards of the same suit lets you sort your Hand, and also improves the effects of that spell depending on the Cards played.
- Finally, utility or multi-elemental spells are available to manipulate the Hand: play, draw, or discard.
- Some spells draw one or more Cards randomly: these spells are mostly free, or have side effects that are always worthwhile.
- Bad Draw: in the case of a random draw, 1 AP is refunded if the drawn Card was already in the Hand.
THE TABLE
- When Cards in the Hand are played, they are placed on the Table, i.e. the list of your spell effects.
- They then become visible to everyone, take effect for 3 turns, and can be dispelled.
- Each Card individually grants a bonus based on its suit and rank.
- Spade: Push Damage
- Club: Critical Hits
- Heart: Heals
- Diamond: Critical Resistance
- If the Hand is a Winning Hand, an additional bonus is granted. These bonuses also last 3 turns and are dispellable.
- Each Card or Winning Hand can only be present once on the Table at a time.
- Clean Slate: when a new Hand is played, the Cards on the Table are discarded to make room for the new ones. Winning Hands are kept.
WINNING HANDS
- Winning Hands are the best Hands that can be obtained, as they bring the best effects and bonuses.
- There are several types of Winning Hands: Straights, Four of a Kinds, Three of a Kinds, and Two Pairs.
- List of Winning Hand compositions and their bonuses, from best to worst:
- Four Aces: All 4 Aces
- +200 in all elements
- Kings & Aces: 2 Kings and 2 Aces
- +180 Power
- Three Aces: 3 Aces and one other Card
- +170 Power
- Four Kings: All 4 Kings
- +160 in all elements
- Queens & Aces: 2 Queens and 2 Aces
- +160 Power
- Mixed-Suit Royal Straight: A Jack, a King, a Queen, and an Ace of different suits
- +140 in all elements
- Spade Royal Flush: All the Spade Cards
- +140 Agility
- Club Royal Flush: All the Club Cards
- +140 Chance
- Heart Royal Flush: All the Heart Cards
- +140 Intelligence
- Diamond Royal Flush: All the Diamond Cards
- +140 Strength
- Royal Straight: A Jack, a King, a Queen, and an Ace
- +140 Power
- Queens & Kings: 2 Queens and 2 Kings
- +140 Power
- Jacks & Aces: 2 Jacks and 2 Aces
- +140 Power
- Three Kings: 3 Kings and one other Card
- +140 Power
- Four Queens: All 4 Queens
- +120 in all elements
- Jacks & Kings: 2 Jacks and 2 Kings
- +120 Power
- Three Queens: 3 Queens and one other Card
- +110 Power
- Jacks & Queens: 2 Jacks and 2 Queens
- +100 Power
- Four Jacks: All 4 Jacks
- +80 in all elements
- Four Suits: 4 Cards of different suits
- +80 in all elements
- Three Jacks: 3 Jacks and one other Card
- +80 Power
- Four Aces: All 4 Aces
- Lower Winning Hands are not unlocked if a better one is also valid. For example, if the Hand contains a Mixed-Suit Royal Straight, it also contains a Royal Straight, but the Mixed-Suit Royal Straight takes priority.
Forgelance
- Noa:
- Duration of the state: 1 turn → 2 turns
Feca
- Barrier:
- Cooldown: 2 → 3
- Aegis:
- Base HP of the summon: 160% (1680 at level 200) → 140% (1470 at level 200)
- Silbo:
- Uses per turn: 2 → 1
- Critical: 15% → 20%
- Warning:
- Now requires being inside the glyphs to activate them
Enutrof
- Ancients' Spade:
- Max range: 8 → 7
- Modifiable range: yes → no
Steamer
- Keeper:
- Vitality bonus:
- Evolution II: 6% / 9% / 12% → 6% / 8% / 10%
- Evolution III: 9% / 12% / 15% → 8% / 10% / 12%
- Vitality bonus:
- Bathyscaphe - Coating:
- Effect duration: 2 turns → 1 turn
- Sonar:
- AP cost: 2 → 3
- Critical: 5% → 10%
Sacrier
- Punishment:
- AP cost: 4 → 3
- Max range: 3 → 0
- Blood Pact:
- Effect duration: 4 turns → 3 turns
Iop
- Breath:
- Damage is now dealt after the move.
- Sword of Destiny:
- Line of sight: no → yes
- Max range: 2 → 5 / 6
Sadida
- Groute - Sylvan Rejection:
- Can now Infect the pushed entity
- Infection duration: 2 turns, dispellable
- Can now Infect the pushed entity
- Treant - Sylvan Embrace:
- Can now Infect the target
- Infection duration: 2 turns, dispellable
- Can now Infect the target
- Groute & Treant:
- Summons are now correctly placed in the Untargetable and Untargeter states
- Ephemeral Bramble:
- Can now Infect attackers
- Infection duration: 2 turns, dispellable
- A little boost that stays true to the Sadida's whimsy. The Bramble spell lets you Infect a target directly, Haunted Forest lets you Infect an attacker of a Tree, so why not have a summoned Bramble that also Infects its attacker
- Can now Infect attackers
- Classic Dolls:
- It is now correctly possible to replace the Groute or the Treant with a Doll
- The Crazy One - Annoyance:
- Infection duration: 1 turn → 2 turns
- The Inflatable One - Spring Breath:
- The area now correctly extends around the Groute and the Treant
- The Overpowered One - The Sneaky One:
- Cooldown: / → 2
- The Sneaky One - Cutting:
- Range removal becomes Range theft
- Range bonus: 1 → 2
- Modifiable range: no → yes
- The Sacrificed One & The Transmuted Sacrificed One:
- Cooldown: 3 → 2
- MP: 4 → 6
- The summon's base Chance is reduced: 400 / 450 / 500 (1500 at level 200) → 250 / 300 / 350 (1050 at level 200)
- Haunted Forest:
- Duration of Haunted Forest: 2 turns → 1 turn
- Infection duration: 1 turn → 2 turns
- Voodoo Sacrifice:
- On a Doll: can now Infect in an area
- Infection duration: 2 turns, dispellable
- On a Doll: can now Infect in an area
- Blight:
- Can no longer Infect
- Voodoo Curse:
- Duration of the Voodoo state: 2 turns → 1 turn
- No longer increases damage taken by summons
- Global cooldown: 1 → /
- Bushfire:
- Can now deal damage to Trees when it triggers
- Min range: 1 → 0
- Charred Fetishes:
- Duration of Charred Fetishes: 2 turns → 1 turn
- Contagion:
- Can now remove MP
- MP malus: -3 (1 turn, non-dispellable)
- Max stacking of effects: / → 1
- Can now remove MP
- Mandrake:
- No longer removes MP
- Modifiable range: no → yes
Pandawa
- Spirit Bond:
- Barrels no longer abnormally block the re-summoning of the Pandawasta
- Brewing:
- The minimum range is now correctly 1 only in the Sober state