Current events/End 2007

December 21, 2007
Here is a list of modification brought with the 21/12/07 update:


 * NPC:
 * Bworkie now correctly helps you exit the Bworker dungeon.
 * Nikos Monot now offers to transport you to Minotoror’s Island once again.


 * Monsters:
 * The probability to get a ‘Bworkette Hair’ on the Bworker has decreased.
 * All monsters on Kwismas island now have the possibility to drop multiple presents.
 * The spell effects and summons of the Gigantic Kralove have been corrected
 * The Gigantic Kralove’s resistance to losing AP has increased.
 * The elemental resistance of the Exploding Spimush has decreased.


 * Spells:
 * Soothing Bramble: the range of the spell has increased from 6 to 7 squares, at level 4.

December 18, 2007
Version 1.21 will be available on 18/12/07. You will be able to start downloading the new client at 9:30 am GMT+1. Here is a list of modifications brought with this new version:


 * Kwismas Island:
 * You can now access Kwismas Island through the Port of Madrestam by taking to the NPC Hector Kwismas. The difficulty of the monsters on the island has been revised and there are now two dungeons for you to discover!


 * Living items:
 * New subscriptions pets will be available with the release of the 1.21 update. They will not replace existing pets, but will be a nice alternative.

You can test the living items in the “duty free” area. They will be sold by NPCs in that area of the test server.

Living items will attach to existing equipment and modify the appearance of items like hats, cloaks, rings and amulets...

They will evolve and take on different forms, if they are well nourished. Careful though... some of them talk ;)

Note that these items are just for show, they won’t make you more powerful.

With the upcoming update, two new dungeons will be added.
 * New area and dungeons:
 * The Blop dungeon, who holds many new blop species and is intended for characters between the levels 50 and 100.
 * The Fungus dungeon and its terrible Ougaa can be found in the new Fungus Cavern. This dungeon is intended for higher leveled characters (from level 100 to 200).
 * We’ve modified the Bworker dungeon by improving the drops and experience received. The Bworker’s level has increased.
 * The Lair of the Giant Kralove is finally available. The strongest monsters to ever be found in DOFUS await the most valiant and organized of you.


 * Items
 * More than 50 new craftable items have been added.


 * Territorial Conquest System :
 * Players can no longer use multiple accounts to attack or defend a prism.

December 04, 2007
Here are the modifications brought with the 04/12/07 update:


 * Smithmagic:
 * Items that shouldn’t have been maged (such as class sets) can no longer be maged through the cooperative craft interface.
 * Maged set items will be automatically reverted to their original form (and stats) after the maintenance.

November 27, 2007

 * Spells:


 * Coney Summoning : the spells are now cast on Eniripsas first and foremost.


 * Monsters:
 * Tynril : the Fowrk spell can now be cast without Line of Site.


 * Territory conquest:
 * It is now possible to kick players who aren't from your group when setting up a Prism fight. That option is only available for the first minute of preparations. (It is not available in the last 30 seconds.)

November 13, 2007

 * Spells:
 * Summoning of Bwork Magus: The spell Serial Lightning no longer hurts allies, and the +Critical Failure effect lasts several turns. They will no longer cast Summoning of Evil Tofu.
 * Summoning of Crackler: The critical hit of the spell Crushing now functions correctly.
 * Summoning of Prespic: The critical hit of the spell Mockery now functions correctly.


 * Houses:
 * The capacity of the chests in recently-added houses will be increased from 30 to the standard 80.


 * Items:
 * Crackler Amulet: The prerequisites to equip this amulet are removed.
 * Lucky Mulette: The prerequisites to equip this amulet are removed.

November 6, 2007
Here is the list of modifications brought by the 06/11/07 update:


 * Items:
 * Zebuth Shovel: the requirements to equip this weapon have been simplified.
 * Adventurer Hat: the recipe has been modified.
 * Rememb Ring: the maximum number of casts per turn for the spell Clumsiness has been changed back and replaced with an increase in maximum range.


 * Monsters:
 * Light Treeckler: the spell Radicle now works properly.
 * Polished Crackler: the effects of the spell "You’re Welcome" have been reduced.
 * Kitsous Nae: the number of Kitsous Nae in Aerdala has been increased.


 * Territories:
 * The zaap located at -1, 24 is now part of the Scaraleaf Plains.
 * The first two rooms of the Kitsous Dungeon are now of Neutral alignment.
 * A new underground area is now available. It links the Sidimote Land’s zaap to the edge of the Evil Forest. As a result, players can now move from the Sidimote Lands and Amakna areas more quickly.
 * A new NPC has been placed at the Sidimote Land zaap which enables players of Neutral or Brakmarian alignment to travel faster to the Brakmar city zap and it’s free too!


 * Houses:
 * A hundred new houses may now be bought in the Bonta and Brakmar areas.


 * Spells:
 * Spirit Bond: the Pandawasta is now more aggressive, and less likely to flee from his opponents. The Pandawasta’s agility has increased. His characteristics are now visible in the spell’s description.
 * Pandora's Box: the range of the spell can now be modified. The critical hit bonus has increased at level 6.
 * Reducing Key: the spell’s range can now be modified. The minimum range is now of 1 square. The spell now reduces the range of 5 squares instead of ‘4 or 5’ at level 6.
 * Shovel Throwing: the minimum range to cast the spell is now of 1 square.
 * Living Bag: the resistance and life points have increased. The spell’s cooldown goes from 10 to 7 turns at level 6.
 * Ghostly Shovel: the spell’s range goes from 8 to 9 at level 6.
 * Clumsiness: the spell is no longer limited to one use per turn. The spell effects are now less random at levels 5 and 6.
 * Acceleration: the spell is less random at level 6.
 * Shovel of Judgment: the minimum range is now of 1 square.

The new system implemented to combat ‘gold farming’ has been adjusted and improved. It no longer applies to arenas and dungeons; and should therefore have little or no impact on normal players.
 * Miscellaneous:

October 23, 2007
Here is the list of modifications for the 23/10/07 server update:

We've taken the decision to simplify the access to the Otomai's Island and the functionality which makes it possible to redistribute a character's characteristics points.

We intend to make the crossing to Otomaï Island simpler for low-level characters. We also intend to make the quests from the island of Otomaï more accessible which make it possible for characters to redistribute their characteristics points.


 * Territories:
 * Coral beach: the maximum level of the groups of monsters is decreased.
 * Castaway Island: the average level of the groups of monsters is decreased.
 * Ocean voyage to Castaway Island: the average level of the groups of pirates who attack the boat is decreased.
 * Moon Island: is now restricted to levels 29 and higher.
 * Cania Massif: la composition des groupes de monstres est désormais plus hétérogène.
 * Amakna Castle: in the future, monster groups will be more diverse.
 * Amakna Castle Underground: this territory will now permanently remain of neutral alignment.
 * Gobball Breeding of the Castle of Amakna: this territory will now permanently remain of neutral alignment.
 * Astrub surroundings : this territory can now be conquered by aligned players.
 * The Cradle: his territory can now be conquered by aligned players.
 * Sufokia Gate: this territory can no longer be conquered by aligned players.
 * Rat Dungeon of Bonta: this dungeon will now permanently remain of neutral alignment; the players of the town’s opposite alignment will no longer be teleported out of the dungeon when reconnecting.
 * Rat Dungeon of Brakmar : this dungeon will now permanently remain of neutral alignment; the players of the town’s opposite alignment will no longer be teleported out of the dungeon when reconnecting.


 * Quests:
 * The characters whose level is lower than 141 are not constrained any more to complete all the quests of Otomai’s Island to redistribute their characteristic points. The quests which the players must carry out depend on their character's level. Resetting characteristics no longer requires completing quests whose level of difficulty is too high compared to the level of the character who wishes to reinitialize his characteristics.
 * Otomai gives the information as to which quests the player must achieve, according to the level of its character.
 * The players who finished the Quests "The New World" and "Castaway Island" (allowing them to reach the island of Otomaï) can from now on accompany players who did not yet make this quest, on the boat attacked by the pirates and on Castaway Island.
 * The players who finished the "The Hidden Son" can now accompany the players who did not finish this quest into the Laboratory.
 * The players who finished "The Lost Woman" can now accompany the players who did not finish this quest into the Dark Jungle.


 * Monsters:
 * Polished Crackler: the Polishing spell has been fixed, and should now reduce the opposing player’s critical strike. A new spell was also added and the Polished Crackler's MPs have increased.
 * Spimush: the Spimush now have new spells.
 * Otomai Island monsters: can now loot the same object more than once, on a fight.


 * Workshops:
 * You can no longer put your characters in merchant mode, in Astrub’s Alchemy workshop.


 * Items:
 * Handyman Hammer: the recipe was simplified.

October 16, 2007
Here is the list of modifications for the 16/10/07 update:
 * Monsters:
 * Light Treeckler: damage has increased in close combat and players are now dispelled.
 * The range of the Yokai’s Abolition and Royal Gobball spells has gone down from 15 to 4 squares. The spells now have a cooldown of 5 turns.
 * Resource Protectors: The spell Massive Unsummoning now has a cooldown of 5 turns.


 * Paddocks:
 * A hundred new paddocks have been added.


 * Summons:
 * Tofu: The spell Tofu Takinflight can no longer be cast by Tofus. This temporary modification will insure that Tofus attack their opponent on the first round, until we find a better fix. The critical failure probability of the spell Kiss of Tofu goes to 1/100.
 * Red Wyrmling: the Red Wyrmling’s agility has increased. We’ve modified its AI reaction for him to avoid close combat attacks as much as possible. The spell effects of the Cri-Cri de Cœur now last 15 turns and only affect him and his allies, the spell’s cost is now 2 AP and the area of effect goes from 3 to 4 squares and the Terrifying Cry spell now only costs 1 AP, therefore, the Red Wyrmling can now dispel a player, increase his allies’ damage and attack an enemy, all in the same turn. The critical failure probability of the spell Dragofire goes to 1/100. The critical failure probability of the spell Cri-Cri de Cœur goes to 1/100. The critical failure probability of the spell Terrifying Cry goes to 1/100.
 * Prespic: the Prespic’s agility has increased. The spell Mockery is no longer limited to one use per turn, but now to one use per target per turn. The spell now has a critical hit and the critical failure probability goes to 1/100.
 * Crackler: the Crackler’s agility has increased. The critical failure probability of the spell Crushing goes to 1/100.
 * Gobball: The critical failure probability of the spell Bite of Gobball goes to 1/100.
 * Bwork Magus: all Bwork magus now have 7 AP. The critical failure probability of the spell Serial Lightning goes to 1/100. The critical failure probability of the spell Tornado goes to 1/100, and the spell now has a critical hit.
 * Boar: The critical failure probability of the spell Embrochement goes to 1/100 and the spell now has a critical hit.


 * Items:
 * Zoth Warrior Axe: The critical failure probability goes from 1/40 to 1/60.
 * Michael Dougle Axe: The critical failure probability goes from 1/40 to 1/50.
 * Porkeez Daggers: The critical failure probability goes from 1/30 to 1/50. The dagger is now a one-hand weapon and can be worn with a shield. The critical hit bonus goes from 10 to 15.

October 9, 2007
Here is the list of changes in the new server update (9/10/07):


 * Objects:


 * Powerful Parchment of Vitality: the recipe is simplified.
 * Class items: The bonuses do not disappear randomly anymore.
 * A hundred new objects are now available.


 * Spells:

Cra:


 * Distant Shooting and Bow Skill: Duration increases from 4 to 5 turns.
 * Eye of Lynx: Duration increases from 4 to 5 turns at levels 5 and 6.

Ecaflip:


 * Wheel of Fortune: The spell now causes the loss of only 1 to 5% of the life of the caster, or no damage on a critical hit.
 * Reflex: Duration increases from 4 to 5 turns.

Eniripsa:


 * Wounding Word and Forbidden Word: Damage is increased at levels 1 through 5.

Enutrof:


 * Fortune and Greed: Duration increases from 4 to 5 turns.

Feca:


 * Spell Rebound and Art of Staff: Duration increases from 4 to 5 turns.
 * Glowing Armor, Earth Armor, Aqueous Armor, and Wind Armor: Duration increases from 4 to 8 turns, and cooldown incrases from 6 to 8 turns. From now on, damage reduction for allies is based on the Feca's stats.

Iop:


 * Compulsion: Duration increases from 4 to 5 turns.

Osamodas:


 * Animal Blessing: Duration increases from 4 to 5 turns.

Sacrier:


 * Evasion: Duration increases from 4 to 5 turns.

Sadida:


 * Knowledge of Dolls: Duration increases from 4 to 5 turns.

Sram:


 * Chakra Concentration and Chakra Impulse: Duration increases from 4 to 5 turns.


 * Territories:


 * The River Kawaii: The zone is once again populated with monsters.
 * The base of Crackler Mountain: The zone is once again populated with monsters.
 * Clearing of Brouce Boulgour: The zone is once again populated with monsters.
 * Millifutaie: The zone is once again populated with monsters.
 * The Abandoned Railroad: The zone is once again populated with monsters.
 * Oreé of Millifutaie: The zone is once again populated with monsters.
 * The Countryside: The zone is once again populated with monsters.
 * The Hilly Thicket: The zone is once again populated with monsters.
 * The Ankama Underground: The zone is once again populated with monsters.
 * The Larva Dungeon: The Dungeon is now considered its own area, not part of the Crackler Mountains. It is of fixed alignment, so aligned players will not be teleported outside the dungeon when reconnecting.
 * Aligned characters will no longer get a bonus related to points of honor (experience, money, and drops) in areas where the alignment is fixed (around the cities, for example).


 * Monsters:


 * Zoth Warrior: The damage bonuses at the time of its attacks are now properly given to the Zoth Warrior instead of his enemies.
 * Gamine Zoth: Its healing spell now functions correctly.
 * Green, Brown, Red, and Blue Spimushes: Experience points are increased. The number of drops are increased.
 * Zoth Sergeant: The effects of the spell Kulbutage of the Zoth Sergeant no longer apply at the beginning of the turn of the character targeted by the spell.
 * Kimbo: The state change of the Kimbo is corrected, now changing correctly after attacks of different elements. The state changes are posted with each attack.


 * Bonuses to experience and drops on monster groups:


 * The experience and drop bonuses on groups of monsters now increase twice as quickly, and can reach up to +200%.


 * Territory conquest:


 * Players of neutral alignment no longer get messages related to territory conquests.


 * Sellrooms:


 * Objects of levels 400 to 1000 can now be sold in the sellrooms of Bonta and Brakmar.

October 4, 2007
Here is the list of changes in the new server update (4/10/07):


 * Spells:
 * Penalties to +heals no longer cause healing spells to do damage.
 * Roulette: The spell becomes 1 AP at level 3. (mod note: bugfix)
 * Summoning of Gobball: the summon has more aggressive behavior towards the enemies. (bugfix)
 * Wind Armor: The effects of a Level 6 Critical Hit are fixed. (bugfix)
 * Hangover: The spell's critical failure is no longer fatal. (bugfix)
 * Blinding Protection: the effects are correctly applied when the spell is cast on an ally. (bugfix)
 * Evasion: the effects are correctly applied when the spell is cast on an ally. (bugfix)


 * Items:
 * The recipe for Sleephairs is now available to shoemakers (and not to tailors).
 * Xavier's Flower is available on Baker's recipe list.
 * Guild Potions no longer allow you to leave dungeons. (bugfix)


 * Monsters:
 * Flib's Cursed Chest: The monster's life points and power of its spells are reduced.
 * Kimbo: Experience given at the end of battle are increased. Elemental resistances are also increased. (Double-edged sword, that)
 * Snailmet: The spell Bave of Kaskargo (not sure of English name) causes less damage to its own allies
 * Zoth Master: Its MP is reduced.


 * Zones:
 * Castaway Island: The average level of the groups is lowered.


 * Various:
 * Players can once again lose points of Dishonor by gaining Honor.


 * Territory Conquest:
 * The characters no longer lose honor when they turn off their PvP mode. This change makes it possible for players to keep their honor points when they do not want to take part in territory conquests.
 * Aligned characters no longer take any penalty in zones of enemy alignment. (The penalties are currently listed with zero values, and the entire "penalties" are will be removed from the next version of the client)
 * Zaaps located in a hostile area are once again accessible to all aligned players. (I'm not sure whether that means they'll be accessible to Neutral players)
 * Characters can no longer gain honor when they are in combat with a monsters or in a Challenge. This change is to prevent players from being able to gain points of honor without having to be attacked.
 * The aligned players must have numerical superiority to be able to attack a prism.
 * It is no longer possible to join the same PvP combat with differently-aligned characters of the same player. This change should prevent players from using "mule" accounts for attacking their own prisms.
 * Aligned characters who show up to defend a prism no longer gain honor if the enemies give up at the start of the fight.

September 28, 2007
Here is the list of changes in the new server update (28/09/07):


 * Spells:
 * Agressive Brambles: The spell may now be cast once per target in each turn.
 * Critical Shooting: The effects of the spell will now last five turns.
 * Heads or tails: Critical hit damage for level three has been corrected.
 * Coagulation: When the spell is cast on an ally, the spell effects the intended target.
 * Blow: Sight-line restrictions on the spell have been removed.
 * Sacrifice: close combat attacks on sacrificed characters no longer affect both the sacrificed character and the caster, but only the latter.
 * Spell Rebound: Spells no longer rebound close combat attacks.


 * Monsters:
 * Aggression zones are now active for Otomai Island monsters.
 * Monsters with minimal range for summoning can now summon correctly in close combat situations, once it’s their turn.


 * Zones:
 * Castaway Island: Monster respawn has been accelerated.


 * Objects:
 * The key of the Hesque cave is available on Otomaï Island’s monsters.
 * The key of the Hesque cave can now be crafted by handymen.
 * Conquest prisms can be created by handymen.
 * The level of the Bulbish potion has been corrected.
 * Guild paddock potions can now be brewed by alchemists.
 * Recipes for Guild House potions have been simplified.
 * The recipe for the Jellibelt has been corrected.


 * Miscellaneous:
 * Characters will no longer be randomly teleported during combat.
 * House safes will now contain 80 slots instead of 30.
 * The Otomai Island zaap is no longer usable by characters who have not completed the Otamai Island quest.


 * Smithmagic:
 * Ra and Pa type runes may now be created by combining classic runes (100 classic runes for Pa; 10 runes for Ra).


 * Mounts:
 * Mounts and objects for rearing are no longer hidden in paddocks.


 * Summoning:
 * The creatures summoned will gain a 1% bonus to healing spells per summoner level (they still have a 1% damage bonus per summoner level, but the damage bonus no longer affects healing).

September 25, 2007
Here is a list of the functionalities and novelties included in this new expansion:

Level 6 Spells
All level 6 spells are now available. Some of these spells will continue to be balanced and adjusted over the coming months.

Modifications to class bonuses for Weapons skills
We intend to reduce the importance of Close Combat in-game. Therefore, we’ve reduced the Weapon Skills’ power as follows:


 * The AP cost to cast Weapon Skills has changed from 6 to 5 at level 3, 6 to 4 at level 4, 6 to 3 at level 5 and 3 to 2 at level 6.
 * The probability of a critical failure is reduced to 1/100.
 * The skill no longer ends your turn in the event of a critical failure.
 * The effects of the skill last for 4 turns.
 * The spell is recastable every 6 turns.
 * Weapon skills increase the damages of the weapon type associated of 10% at level 1, 15% at level 2, 20% at level 3, 25% at level 4, 30% at level 5, and 35% at level 6.
 * The spell now has a critical hit.
 * Spell points are returned.

We’ve lowered most of the monsters’ health points to counterbalance the power reduction of the Weapon Skills.

We have improved the bonus system depending on one’s class and developed a new approach to class weapons. Percentage-based damage ratings for class bonuses will in the future be calculated based on final damage (but before the addition of fixed-damage bonuses).


 * Sadidas: 100% damage with staffs; 95% damage with wands; 90% damage with any other weapon.
 * Sacriers: 90% damage with all weapons.
 * Eniripsas: 100% damage with wands; 95% damage with staffs; 90% damage with any other weapon.
 * Iops: 100% damage with swords; 95% damage with hammers; 90% damage with any other weapon.
 * Xelors: 100% damage with hammers; 95% damage with wands; 90% damage with any other weapon.
 * Ecaflips: 100% damage with swords; 95% damage with daggers; 90% damage with any other weapon.
 * Pandawas: 100% damage with axes; 95% damage with staffs; 90% damage with any other weapon.
 * Srams: 100% damage with daggers; 95% damage with bows; 90% damage with any other weapon.
 * Enutrofs: 100% damage with shovels; 95% damage with hammers; 90% damage with any other weapon.
 * Osamodas: 100% damage with hammers; 95% damage with staffs; 90% damage with any other weapon.
 * Fecas: 100% damage with staffs; 95% damage with wands; 90% damage with any other weapon.
 * Cras: 100% damage with bows; 95% damage with daggers; 90% damage with any other weapon.

Modifications to the Collector System
With these modifications to the collector system, we intend to bring more importance to guild wars. The cost of putting a Collector in place will still be determined by a guild’s level but will be considerably reduced in order to encourage PvP (Player versus Player) events by lowering costs.

We’ve established a minimum time period between consecutive collections (taking the items off a Collector) which will be determined by each guild’s level. Our goal is to allow most guilds to use collectors without suffering a high deploying cost. The amount of time - in hours - between collections is to be calculated by dividing the guild’s level by 5. The newly imposed interval between collections will make attacks on collectors far more interesting.

New System for Forgetting Spells
In the dungeons of Otomai Island, players will have the opportunity to forget all levels of a spell for free (the condition is that you complete the dungeons alive!). The higher the level of the players, the more challenging the dungeons will be. New Characteristic Reset System

Again, on Otomai Island, players will have the opportunity to reset their characteristics by venturing into dungeons adapted to their level and completing side quests. Players will be able to reset their characters’ characteristics in two different ways:


 * They will be able to redistribute all of their characteristic points, but will lose all the points previously gained from scrolls.
 * They will be able to redistribute only those characteristic points which are higher than 101.

Characteristics cannot be reset individually. Players will be able to reset their characteristics as many times as they want, but will have to complete the appropriate dungeon.

New Class Sets
New class sets can be created by craftsmen. The effects of these sets are specific to each class. The colors of these sets will automatically adopt the colors of the characters who wear them.

Dynamic balancing system for monster groups
In the new update, the value of monster groups (including XP points, resources and items) will be increased exponentially if the group has not been defeated for an extended period of time. The longer the monster group has survived, the greater the bonuses will become. This system will enable us to dynamically increase the value of monster groups which fail to attract challengers. This system was conceived in order to populate more deserted areas of the game and encourage the players to choose their groups more wisely.

Craftsmen’s Sets
Almost any sets which can be found on monsters will now be craftable by craftsmen.

New Houses and Paddocks
We have added many breeding paddocks and more than 250 new houses in this new expansion.

Guild Houses
House owners will be able to temporarily or permanently turn their house into a guild house. New privileges will be offered to those who own these guild houses:


 * The right to teleport to the guild house (by using a guild house potion!).
 * The right to enter the guild house.
 * The right to access the safes of the guild house.

Guilds will be able to decide whether or not to display their emblem on the door of their guild house. Each guild may possess several guild houses (one guild house for each 10 guild levels, just like with breeding paddocks).

New PvP System and Territorial Conquests
We’ve decided to completely revise the current PvP system. It will no longer be possible to gain honor points in PvP attacks Players will only be able to earn honor points by acting collectively in defending or conquering areas. Each area of the game (for instance: “the Gobball Corner”, the “Jelly Peninsula” etc.) will be controlled by an alignment (except for a minority of particular sub-areas). Players will win bonuses on experience, items and collection gains in the areas controlled by their alignment. Players will pay penalties on experience, item and collection gains in areas controlled by their enemy alignment. Neutral players will not be subject to penalties nor benefit from bonuses in these areas. Honor points will enable players to gain additional bonuses in the areas controlled by their alignment and benefit from lower penalties.

Conquest villages will be more interesting since they will become key points, and the number of conquest villages that an alignment possess will determine the number of areas that it can control.

An area can be controlled with prisms that must be placed in the concerned sector. Players will have to defend and attack these prisms according to their alignment. Individual player performance will be rewarded during these confrontations – regardless of level, all players will have a part to play. The essential factor will be numerical superiority. So as not to disadvantage the less popular alignments, we’ve integrated several auto-regulating mechanisms which will ensure a certain balance between the different alignments. Players from weaker alignments will have, for instance, more powerful prisms, and greater bonuses while their penalties will be lower. The numerical status of alignments will also be taken into account in regional defense and conquest in order to optimally balance the confrontations. The numerical status of alignments won’t be decisive for sub-area defense and conquest, but the participation of the players of each alignment will be. So, given considerable participation of players, a weaker alignment can conceivably counter assaults from more powerful alignments, if the latter are not as numerous.

Players won’t lose honor points if they fail to attack or protect a sub-area. Players in an area in conflict won’t lose any honor points if they can’t defend another area which is being attacked. Only players who are not defending territories will lose a percentage of their honor points. During attacks or defenses, players in the concerned area can join the fight with the prism very quickly using teleportation. Players who are not in the area can get there quickly, but will have to travel by their own means.

Only the areas adjoining areas which are already controlled can be conquered or attacked. In this way, the conflicts will be restricted along a certain line of attack. We started to revise the organization and the form of some areas in the game to make this new PvP system more interesting. The organization of the sub-areas of the game is still being modified and will be refined within the coming months. Conquest villages will be considered as aligned areas and can be used to extend the number of controlled areas.

Here are the general objectives of this new PvP system:


 * To favor multiplayer PvP fights.
 * To reduce the imbalance due to the sometimes considerable discrepancy between the numbers of players in the different alignments.
 * To reward the players’ participation.
 * To allow all players – regardless of level – to participate and play a decisive part in the conquest or defense of territories.
 * To make the territory and area conquest system dynamic.
 * To enable players to have a real influence on the game’s universe, its management and its organization.
 * To federate players of the same alignment around community objectives.
 * To constantly raise the stakes on PvP confrontations of newly added areas (at each update or expansion).
 * To introduce the development of advanced strategic gaming, involving numerous players and over long periods of time.

This new PvP system is still being calibrated and some parameters will be adjusted within the coming months. Here is a summary of the rules to bear in mind regarding this new territory conquest system:
 * A neutral area can only be conquered if your alignment controls the adjoining areas.
 * An enemy area can only be attacked if your alignment controls the adjoining areas.
 * An ally area can only be attacked if your alignment controls all of the adjoining areas.
 * When an enemy prism is defeated, you must wait 5 minutes before placing a prism of your own.
 * Once placed, a prism can not be attacked for one hour.
 * You can not place prisms in an area if the balance of the area is not in your favour:

If there are more enemies than allies in an area, you cannot place a prism there. That’s why any player, no matter how strong he/she is, can contribute to the fight for an area by his/her simple presence.
 * The global balance of the world (ratio between the numbers of players in each alignment) is taken into account to determine which alignment is in numerical superiority in a given area. So if there are twice as many Bontarians as Brakmarians on a server, Brakmarians will need to be twice as numerous in an area to have effective numerical superiority and prevent Bontarians from placing a conquest prism. The global balance of the world and of each area is updated each minute. Players who are in-fight are not taken into account in determining the balance of an area.
 * Players in an attacked area can automatically defend the attacked prism by teleporting through the conquest interface.
 * Players who are not in an attacked area must make their own way to the concerned area, if they so wish, however, they are not compelled to defend the prism. They just need to go to the attacked area to access the teleportation towards the attacked conquest prism (using the conquest interface).*
 * An area is considered hostile when its prism is attacked and remains hostile for over half an hour after loss of the prism.
 * Zaaps in attacked areas cannot be used when the area is considered to be hostile.
 * Players who are in a hostile area when a prism of their alignment is being placed gain honor points.
 * Players who are not in a hostile area when an enemy prism is being placed in a hostile area lose honor points.
 * Players who are not in a hostile area when losing an ally prism lose honor points.
 * Players in a hostile area when a prism has been successfully defended gain honor points, even if they didn’t actually participate in the defense of the prism.
 * Fights to defend a conquest prism accept 7 players. However, players can subscribe as reserves to defend a prism. The 7 fastest players will have priority to defend a prism but they can decide to leave their place to a reserve of their choice. Even reserves with a large gap between their honor points and those of the defenders can decide to replace them.
 * The number of conquest villages owned by an alignment determines the number of areas that that alignment can control.
 * Conquest villages are the only territories that can be attacked without requiring the attacking alignment to control the adjoining areas.
 * Conquered villages are considered as aligned areas in the area conquests. Therefore, they allow all adjoining areas to be attacked and controlled.
 * Attacks between players no longer yield honor points.
 * Characters cannot lose honor points when they are disconnected.
 * The conquest system is designed to enable any player of any level to participate in the conflicts between payers and reach the highest honor ranks. The system rewards the participation of each player. Players who mainly concentrate on territorial conquests, even if they are newcomers, will be able to access the highest ranks. Players who don’t attach too much importance to territorial conquests, even those with considerable gaming experience, won’t be able to access the higher ranks.

Pets:

 * The Fëanor pet can now eat fish.

Quests:

 * The quest “Stomp Stamp” has been corrected. The NPC doesn’t take away more than 5 Dragoturkeys from players. *
 * The NPC Erty Pratchet no longer gives his end-of-quest dialogue if players are still at the next to last step of the quest.
 * The reward for the quest “Potato Head” has been modified.

Monsters:

 * Experience given by the Golden Scarabugly has been increased.
 * The element resistances of Koalak Master have been reduced.
 * The element resistances of the Koalak Mummy have been reduced.
 * The Scaratos animation has been corrected.

Items:

 * The Barley Sugar Sticks recipe has been corrected.
 * The AmpliF’Hammer can now be used by all classes.
 * The maximum range of the Creizy-Stufh Wand has been lowered to 4 cells.
 * Conquest prisms can be bought and sold in the Handymen Marketplaces.
 * The critical hit bonus of the Pink Claw has been lowered to 10 and its critical hit probability goes to 1/50.
 * The critical hit bonus of the Fake Ceangal Claw changes to 10 and its critical hit probability goes to 1/40.
 * The critical hit bonus of the Ecaflip Paw and the Perfect Ecaflip Paw change to 10 and their critical hit probability goes to 1/50.
 * The critical hit bonus of the Hammer Ingthaiphoons changes to 10.
 * The recipe of the Oilbow Grease has been simplified.
 * The bug which considerably increased the probability of getting a Big Cannonball on some monsters in the game has been corrected.

Spells:

 * Players can now activate their invisible mode when they are in the state “Stabilized”.
 * Prospecting of the Summoning of Living Chest has been increased.
 * The damage bonuses in percentage no longer influence heals.
 * The damage bonuses of the type “Multiplies the damage by X” no longer influence heals.

Collectors:

 * The size of the collectors now varies according to their power.

Territories:

 * Attacking is possible on Moon Island.

Miscellaneous:

 * From now on, Brakmarians can no longer access the Bank of Bonta.

General
The spell points of all spells which have been reduced or of which the running has been modified, are automatically returned when characters log in. Points invested in spells whose efficiency has been increased won’t be returned.

In general, we reduced the random element of the spells by changing most of the critical failure probability goes to 1/100 (instead of 1/50). We also removed almost all the fatal critical failure (which made the player skip a turn). In this way we hope to increase the differences between spells and close combat weapons. The use of spells becomes surer and less random than the use of close combat weapons in-fight. (Indeed, the latter continue to cause a turn to be skipped on a critical failure.)

We also modified some spells to enable their use within a very short range on allies. We hope that this modification will increase the interest of some tactical spells, favor team gaming, and increase the number of tactical choices at the disposal of players when in fight. We also modified most of the spells with an infinite length, they now have a cooldown length higher than the spell length. This change makes it possible to limit the importance of un-enchantments and increase the tactical interest of the game. Placing all the “boost” spells with an infinite length at the beginning of a fight was not so interesting from a tactical point of view. Players will now have to consider cooldown periods and cast their “boost” spells at the right time. This modification will encourage players to use more spells and change their tactical approach while waiting to recast their spells. We are well aware that these modifications will compel some players to change their gaming habits, but we are convinced that these modifications will improve the game overall and develop its tactical element.

These spell modifications allow for the tactical aspect of the PvP mode of the game as well as its PvM (Player versus Monster) to evolve. They are not made to enhance the PvP interest to the detriment of PvM. We know that most players prefer PvM fights. These general spell modifications should improve the tactical aspect of the PvM fights.

PvP fights might last longer, but we do not want to increase the average length of the PvM fights.

So, these modifications which in some cases reduce the power of certain spells are counterbalanced by the reduction of health points of most in-game creatures.

Elementary Spells:

 * Leek pie:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can only be cast on a same target three times per turn.
 * The damage is reduced at the level 1 of the spell.
 * The probability of a critical hit goes to 1/60.
 * The maximum range is decreased on all spell levels.
 * The points spent on the spell have been refunded.


 * Striking:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The damages are less random at all levels of the spell.


 * Release:
 * The critical failure probability goes to 1/100.
 * The spell can only be cast once every 2 turns.
 * The points spent on the spell have been refunded.


 * Moon Hammer:
 * The spell’s critical failure no longer ends your turn.
 * The minimal range of the spell changes to 1 square.


 * Cawotte:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Summoning of Arachnee:
 * The critical failure probability goes to 1/100.
 * Critical failure no longer ends your turn.
 * The spell now has a critical hit.
 * A critical hit summons a Major Arachnee.


 * Summoning of Chaferfu:
 * The critical failure probability goes to 1/100.
 * The elementary resistance of the Chaferfu has increased.
 * The spell now has a critical hit.
 * A critical hit summons a Chaferfu Lancer.


 * Weapon Skills:
 * The AP cost of the Weapon skills goes from 6 to 5 at level 3, 6 to 4 at level 4, 6 to 3 at level 5, and 3 to 2 at level 6.
 * The critical failure probability goes to 1/100.
 * Weapon skills critical failures no longer end your turn.
 * The effects of the skills last for 4 turns.
 * Weapon skills have a cooldown of 6 turns.
 * Weapon skills increase the damage of the weapon type associated of 10% at level 1, 15% at level 2, 20% at level 3, 25% at level 4, 30% at level 5, and 35% at level 6.
 * Weapon skills no longer have a critical hit.
 * The points spent on the spell have been refunded.

Cra

 * Magic Arrow:
 * The critical failure probability goes to 1/100.


 * Critical Shooting:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The effects of the spell now last for 4 turns.
 * The spell has a cooldown of 6 turns.
 * The spell can be cast on an ally within a range of 1.
 * The points spent on the spell have been refunded.


 * Frozen Arrow:
 * The critical failure probability goes to 1/100.


 * Homing Arrow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Burning Arrow:
 * The critical failure probability goes to 1/100.


 * Distant Shooting:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The effects of the spell now last for 4 turns.
 * The spell has a cooldown of 6 turns.
 * The points spent on the spell have been refunded.


 * Atonement Arrow:
 * The critical failure probability goes to 1/100.
 * The spell's element changes to Neutral.
 * The AP cost changes to 4 AP at the spell’s level 6.
 * The points spent on the spell have been refunded.
 * Bat's Eye:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * Spell's range is now boostable.
 * The spell now requires line of sight.
 * Level 1: Area of effect zone of 2 squares. Range of 6 squares.
 * Level 2: Area of effect zone of 2 squares. Range of 6 squares.
 * Level 3: Area of effect zone of 2 squares. Range of 6 squares.
 * Level 4: Area of effect zone of 2 squares. Range of 7 squares.
 * Level 5: Area of effect zone of 2 squares. Range of 8 squares.
 * Level 6: Area of effect zone of 3 squares. Range of 9 squares.


 * The points spent on the spell have been refunded.


 * Retreat Arrow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell pushes back the opponent up to 3 squares or 4 on a critical hit at level 6.


 * Paralyzing Arrow:
 * The critical failure probability goes to 1/100.
 * The spell's element changes to Neutral.
 * The points spent on the spell have been refunded.


 * Punitive Arrow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Powerful Shooting:
 * The cooldown is now 10 turns at all levels of the spell.
 * The spell can be cast on allies within a range of 1.


 * Plaguing Arrow:
 * The critical failure probability goes to 1/100.
 * Spell's critical failures are no longer fatal.


 * Lashing Arrow:
 * The critical failure probability goes to 1/100.
 * The spell can be cast only once on a target per turn at the levels 1, 2, 3, 4, 5 and twice at level 6.
 * The points spent on the spell have been refunded.


 * Eagle Eye:
 * The critical failure probability goes to 1/100.
 * The AP cost of the spell changes from 6 to 5 at level 5.


 * Destructive Arrow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Absorptive Arrow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Slow Down Arrow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Explosive Arrow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Bow Skill:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The length of the spell changes to 4 turns.
 * Spell has a cooldown of 6 turns.
 * The spell can be cast on allies within a range of 1.
 * The cost of the spell is now 2 AP.
 * The points spent on the spell have been refunded.

Xelor

 * Haziness:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.
 * When the spell is cast, the allies fall in a state of "Haziness" which prevents them from using the Haziness spell while it is in effect.
 * The points spent on the spell have been refunded.


 * Frostbite:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell is no longer limited to a single use per turn.
 * The spell is limited to one cast per target per turn.


 * Hand:
 * The critical failure probability goes to 1/100.


 * Counter:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.
 * The spell can be cast on allies within a range of 1.


 * Slow Down:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now removes 2 AP at level 5.
 * The spell now removes 3 AP at level 6.
 * The points spent on the spell have been refunded.


 * Dark Ray:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's damage at level 6 has increased.


 * Teleportation:
 * The critical failure probability goes to 1/100.


 * Shriveling:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Xelor's Sandglass:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Temporal Dust:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Time Theft:
 * The critical failure probability goes to 1/100.
 * The spell’s range is reduced.
 * The spell’s critical failure no longer ends your turn.
 * The points spent on the spell have been refunded.


 * Homing Hand:
 * The critical failure probability goes to 1/100.
 * The spell’s damage has increased.


 * Devotion:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Flight:
 * The critical failure probability goes to 1/100 at the spell’s level 5.
 * Loss of Motivation


 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can now be cast differently than in line.
 * The spell's range is increased.


 * Blinding Protection:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can be cast on allies within a range of 1.


 * Mummification:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The movement points are now removed for the entire duration of the spell (5 turns).
 * The points spent on the spell have been refunded.


 * Clock:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Xelor's Punch:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Xelor's Dial:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.

Ecaflip

 * Felintion:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can no longer be cast more than once per turn.
 * The points spent on the spell have been refunded.


 * Roulette:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell was completely modified; it now randomly affects all allies, all enemies, or everyone on the map.
 * The points spent on the spell have been refunded.


 * Heads or Tails:
 * The critical failure probability goes to 1/100.
 * The Health Points restored by the spell are increased at levels 4, 5, and 6.
 * The number of Health Points restored by the spell is now affected by Intelligence.
 * The points spent on the spell have been refunded.


 * Ecaflip's Luck:
 * The critical failure probability goes to 1/100.
 * Spell’s critical failures are no longer fatal at level 1.


 * Repercussion:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can be cast on allies within a range of 1.
 * The loss of life is now a percentage of the caster's life: 6% at level 1, 5% at level 2, 4% at level 3, 3% at level 4, 2% at level 5, and 1% at level 6.
 * The points spent on the spell have been refunded.


 * Clover:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can be cast on allies within a range of 1.
 * The spell effects now last for 5 turns, with a cooldown of 6 turns.
 * The AP cost is lowered to 3 at level 5.
 * The points spent on the spell have been refunded.


 * All or Nothing:
 * The critical failure probability goes to 1/100.
 * The spell's effects now last for 2 turns, with a cooldown of 4 turns.
 * The +damage and –wisdom effects have been removed.
 * The area of effect is reduced to an 8-square zone.
 * The AP cost has been reduced at the levels 3 and 4 of the spell.
 * The points spent on the spell have been refunded.


 * Feline's Leap:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The AP cost becomes 2 at levels 1, 2, 3 and 4.
 * The spell is limited to 5 casts per turn at level 6.
 * The points spent on the spell have been refunded.


 * Topkaj:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Rough Tongue:
 * The critical failure probability goes to 1/100.
 * The spell now has a cross-shaped area of effect with a 1 square range.
 * The range reduction lasts henceforth for 2 turns at level 1, 4 turns at level 2, 6 turns at level 3, 8 turns at level 4, 10 turns at level 5, and 12 turns at level 6.
 * The points spent on the spell have been refunded.


 * Wheel of Fortune:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The life lost is based on a percentage of the spell caster’s total life points.
 * The spell can be cast on allies within a range of 1.
 * The points spent on the spell have been refunded.


 * Summoning Claw:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's cooldown has been reduced.
 * The summoned Kitten's characteristics (HP, AP, MP, and damage) have been increased.


 * Feline Spirit:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * Henceforth, the spell always deals damage to the opponent.
 * The spell can only be used 3 times on the same target per turn.
 * The points spent on the spell have been refunded.


 * Smell:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.


 * Reflex:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit
 * The spell can be cast on allies within a range of 1.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The points spent on the spell have been refunded.


 * Playful Claw:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can only be cast twice per turn.
 * The spell no longer requires line of sight at level 1.
 * The points spent on the spell have been refunded.


 * Claw of Ceangal:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The length of the AP loss is reduced to 3 turns at level 1, 4 turns at level 2, 5 turns at level 3, 6 turns at level 4, and 7 turns at level 5.
 * The points spent on the spell have been refunded.


 * Rekop:
 * The AP cost is reduced from 6 to 5 at level 5 of the spell.
 * Water and Air damage is less random at all the levels of the spell.


 * Fate of Ecaflip:
 * The critical failure probability goes to 1/100.
 * The MP-reduction effects now last for 8 turns at all the levels of the spell.
 * The damage is now more random for critical hits at all levels of the spell.
 * The points spent on the spell have been refunded.

Enutrof

 * Fortune:
 * The critical failure probability goes to 1/100.
 * The spell can be cast on allies within a range of 1 square.
 * The spell effects now last for 4 turns, with as cooldown of 6 turns.
 * The points spent on the spell have been refunded.


 * Shovel Throwing:
 * The critical failure probability goes to 1/100.


 * Unsummoning:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The damage dealt by this spell is now of Air type.
 * The cooldown has been reduced for all the levels of the spell.
 * The range has been increased.
 * The AP cost has been reduced for the levels 3, 4, 5 and 6 of the spell.
 * The points spent on the spell have been refunded.


 * Reducing key:
 * The critical failure probability goes to 1/100.


 * Living Bag:
 * The critical failure probability goes to 1/100.
 * The spell can now be cast every 10 turns.


 * Pandora's Box:
 * The critical failure probability goes to 1/100.
 * The spell still has a 50% chance to heal or increase the critical hits of the target, but now has a critical hit which increases its effect.


 * Mound:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's area of effect is now of 2 squares (area of effect still cross-shaped) for the levels 4 and 5 of the spell; and is of 3 squares for the level 6 of the spell.
 * The usage of the spell is no longer limited.


 * Ghostly Shovel:
 * The critical failure probability goes to 1/100.


 * Prime of Life:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The maximum range of the spell has been increased from 1 to 2 squares.
 * You can now steal 1 MP from your opponent (it can be dodged).
 * This spell can be used several times per turn, but on different targets.
 * The AP cost is now of 5 for the levels 1, 2, 3, 4, 5 of the spell.


 * Coins Throwing:
 * The critical failure probability goes to 1/100.
 * The spell can only be used 3 times on the same target, per turn.
 * The spell’s critical failure no longer ends your turn.
 * The points spent on the spell have been refunded.


 * Living Shovel:
 * The critical failure probability goes to 1/100.
 * The cooldown is now of 10 turns at level 1, 9 turns at level 2, 8 turns at level 3, 7 turns at level 4, 6 turns at level 5, and 5 turns at level 6.


 * Greed:
 * The critical failure probability goes to 1/100.
 * The spell's effects last for 4 turns.
 * The spell can be cast every 6 turns.
 * The spell now has a critical hit.
 * The points spent on the spell have been refunded.


 * Shovel Kiss:
 * The critical failure probability goes to 1/100.
 * The critical hit rate changes from 1/45 to 1/40 at the level 6 of the spell.


 * Clumsiness:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.


 * Mass Clumsiness:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.
 * The spell's area of effect is now of 8 squares.
 * The points spent on the spell have been refunded.


 * Acceleration:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Shovel of Judgment:
 * The critical failure probability goes to 1/100.


 * Slaughtering Shovel:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The AP cost of the spell has been reduced to 5.
 * Damage is less random on a critical hit.
 * The spell can only be cast once on the same target, per turn.
 * The points spent on the spell have been refunded.


 * Bribery:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The HP restored by the spell are now of 100 for all the levels of the spell.
 * The spell can be cast on allies.
 * The minimum cooldown has been increased to 6 turns at the level 5 of the spell.
 * The spell now plunges the allied players into the state "corrupt" which prevent them from casting the spell during 4 turns.
 * The points spent on the spell have been refunded.


 * Living Chest:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.

Sram

 * Deviousness:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Tricky Trap:
 * The critical failure probability goes to 1/100.
 * The range goes from 5 to 7 at level 6 of the spell.


 * Deceitful Attack:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Mistake:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The AP cost goes from 6 to 5 at level 5 and 6 to 4 at level 6.


 * Tricky Blow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Double:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Invisibility:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Mass Trap:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Invisibility of Others:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Poisoned Trap:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell no longer has a critical hit.


 * Chakra Concentration:
 * The critical failure probability goes to 1/100.
 * The spell's effects last for 4 turns.
 * The spell has a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell can be cast on allies within 1 square range.
 * The points spent on the spell have been refunded.


 * Paralyzing Trap:
 * The critical failure probability goes to 1/100.


 * Trap of Silence:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The minimum range is now of 1 square.


 * Unsummoning Trap:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell no longer requires line of sight in order to be cast.
 * The maximum range changes from 2 to 3 at level 2, from 2 to 4 at level 3, from 3 to 5 at level 4, from 4 to 6 at level 5, and from 5 to 7 at level 6.
 * The AP cost goes from 4 to 3 at level 5 and from 3 to 2 at level 6.


 * Fear:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Con:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell is limited to 2 uses on the same target, per turn.
 * The spell steals Kamas on a critical hit.
 * The spell's range has increased.


 * Chakra Impulse:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell can be cast on allies within a 1 square range.
 * The points spent on the spell have been refunded.


 * Lethal Attack:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The critical hit probability goes to 1/90 at all spell levels.
 * The points spent on the spell have been refunded.


 * Lethal Trap:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.

Osamodas

 * Summoning of Tofu:
 * The Tofu can now use a spell that adds an additional MP for 1 turn (cross-shaped area of effect of 1 square, spell cast on itself) to its allies once per fight.


 * Ghostly Claw:
 * The critical failure probability goes to 1/100.


 * Bear Cry:
 * The critical failure probability goes to 1/100.


 * Crow:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Feline Movement:
 * The critical failure probability goes to 1/100.


 * Summoning of Gobball:
 * The AP cost to cast the spell goes from 5 to 4 at level 6.


 * Toad:
 * The critical failure probability goes to 1/100.


 * Summoning of Prespic:
 * The HP and AP of the Prespic have increased.
 * The Prespic can now cast "Counter" on himself or on an ally.


 * Whip:
 * The spell now has a critical hit.


 * High-Energy Shot:
 * The critical failure probability goes to 1/100.


 * Animal Blessing:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell can be cast on allies within a 1 square range.
 * The spell changes from 5 to 4 AP at levels 2 and 3, and changes from 5 to 3 AP at levels 4 and 5.
 * The points spent on the spell have been refunded.


 * Lashing Claw:
 * The critical failure probability goes to 1/100.
 * The spell changes from 4 to 3 AP at level 5.


 * Animal Healing:
 * The critical failure probability goes to 1/100.


 * Punch of the Crackler:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Natural Defense:
 * The critical failure probability goes to 1/100.


 * Fangs of Boowolf:
 * The critical failure probability goes to 1/100.


 * Summoning of Red Wyrmling:
 * The Red Wyrmling's spell "Cri-cri de coeur" now increases basic damage non-random. The spell's effects now apply to all allies and summons within the area of effect. The spell now has a critical hit.


 * Summoning of Crackler:
 * The Crackler now has the "Stone Protection" spell, allowing him to boost the resistance (up to 10% of all elements, at level 5) of the allies around him (the area of effect is 2 squares). The spell effects last for 4 turns, with a cooldown of 6 turns. This spell does not affect the Crackler itself.

Sadida

 * Earthquake:
 * The critical failure probability goes to 1/100.


 * The Madoll:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Bramble:
 * The critical failure probability goes to 1/100.
 * The spell is limited to 2 uses on the same target, per turn.
 * The minimum range of the spell is now of 1 square.


 * Paralyzing Poison:
 * The spell has changed, the health points loss caused by using AP now deal Fire-type damage and are boosted by intelligence.
 * Level 1: Maximum range: 2 squares. AP cost: 4. Cooldown: 6 turns. Causes 1 damage per AP used for 3 turns.
 * Level 2: Maximum range: 3 squares. AP cost: 3. Cooldown: 6 turns. Causes 1 damage per AP used for 3 turns.
 * Level 3: Maximum range: 4 squares. AP cost: 3. Cooldown: 5 turns. Causes 1 damage per AP used for 3 turns.
 * Level 4: Maximum range: 6 squares. AP cost: 3. Cooldown: 5 turns. Causes 1 damage per AP used for 3 turns.
 * Level 5: Maximum range: 7 squares. AP cost: 3. Cooldown: 5 turns. Causes 1 damage per AP used for 4 turns.
 * Level 6: Maximum range: 8 squares. AP cost: 3. Cooldown: 5 turns. Causes 2 damage per AP used for 4 turns.
 * The points spent on the spell have been refunded.


 * Tear:
 * The maximum range of the spell increases from 7 to 8 squares at level 6.
 * The minimum range of the spell is now 1.
 * The critical failure probability goes to 1/100.


 * The Block:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Soothing Bramble:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell causes a loss of 5 MP on a level 6 critical hit.


 * Sylvan Power:
 * The critical failure probability goes to 1/100.
 * The spell can be cast on allies within a 1 square range.
 * The cooldown is now of 15 turns at level 1, 14 turns at level 2, 13 turns at level 3, 12 turns at level 4, 11 turns at level 5, and 6 turns at level 6.


 * The Sacrificial Doll:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Dolly Sacrifice:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Knowledge of Dolls:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell can be cast on allies within a 1 square range.
 * The AP cost of the spell is reduced from 5 to 4 at levels 2 and 3 and from 5 to 3 at levels 4 and 5.
 * The points spent on the spell have been refunded.


 * Manifold Bramble:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Tree:
 * The critical failure probability goes to 1/100.
 * The health points and resistance of the Summoned Tree have increased.
 * The spell’s range has increased.


 * Poisoned Wind:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * The Inflatable:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Aggressive Bramble:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can only be used on a specific target once per turn, as opposed to only once per turn.
 * The spell’s minimum range is now 1 square.


 * Wild Grasses:
 * The critical failure probability goes to 1/100.


 * Bush Fire:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The Earth-type damage has been replaced by Water-type damage.
 * The spell damage at level 5 has increased.
 * The spell’s minimum range is now 1 square.
 * The points spent on the spell have been refunded.


 * Insolent Bramble:
 * The critical failure probability goes to 1/100.


 * The Ultra-Powerful:
 * The critical failure probability goes to 1/100.
 * The Wisdom of the "Swindling" has been increased.

Eniripsa

 * Curative Word:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Wounding Word:
 * The critical failure probability goes to 1/100.
 * The spell now does Air-type damage.
 * The spell is no longer limited to one use per turn.
 * The points spent on the spell have been refunded.


 * Draining Word:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The caster now loses 2% of his HP for every use of the spell, but doesn’t lose any on a critical hit.
 * The points spent on the spell have been refunded.


 * Healing Word:
 * The critical failure probability goes to 1/100.
 * The probability of a critical hit at level 6 passes from 1/30 to 1/35.
 * The points spent on the spell have been refunded.


 * Forbidden Word:
 * The critical failure probability goes to 1/100.


 * Stimulating Word:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The caster now loses 10% of his HP for every use of the spell, but doesn’t lose any on a critical hit.
 * The points spent on the spell have been refunded.


 * Preventing Word:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The cooldown changes from 9 to 10 turns at level 2, 8 to 9 turns at level 3, 7 to 8 turns at level 4, 6 to 7 turns at level 5, and 5 to 6 turns at level 6.
 * The points spent on the spell have been refunded.


 * Frightening Word:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can only be used 3 times on a target, per turn.
 * The points spent on the spell have been refunded.


 * Revitalizing Word:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Regenerating Word:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The maximum range of the spell changes from 0 to 1 at levels 3 and 4, from 1 to 2 at level 5 and from 2 to 3 at level 6.
 * The spell is no longer limited to one use per turn, but remains limited to once per target, per turn.
 * The spell duration changes from 4 to 3 turns at level 3, from 5 to 4 turns at level 4, from 6 to 4 turns at level 5, and from 7 to 5 turns at level 6.
 * The points spent on the spell have been refunded.


 * Word of Thorn:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.
 * The spell can be cast on allies within 1 square range.


 * Word of Youth:
 * The critical failure probability goes to 1/100.


 * Vampiric Word:
 * The critical failure probability goes to 1/100.
 * The spell is no longer limited to one use per turn.
 * The maximum range changes to 3 squares.
 * The spell can only be cast in line.
 * The life points stolen are now of Water-type.
 * The points spent on the spell have been refunded.


 * Word of Sacrifice:
 * The critical failure probability goes to 1/100.
 * The spell now has a critical hit.


 * Paralyzing Word:
 * The critical failure probability goes to 1/100.


 * Lifting Word:
 * The critical failure probability goes to 1/100.
 * The spell can be cast on allies within a square range.


 * Word of Silence:
 * The critical failure probability goes to 1/100.
 * The spell now has a critical hit.


 * Word of Recovery:
 * The critical failure probability goes to 1/100.
 * The spell can be used on the caster at the levels 1, 2, 3, 4.

Sacrier

 * Forced Punishment:
 * The critical failure probability goes to 1/100.
 * The spell now has a critical hit.


 * Sacrier's Foot:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The critical failure probability has changed to 1/40 at level 5, and 1/35 at level 6.
 * The spell now allows you to reduce the target's agility for a few turns.


 * Bold Punishment:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.


 * Attraction:
 * The critical failure probability goes to 1/100.


 * Life Transfer:
 * The spell now requires 2 AP to be cast.
 * It can be cast once per turn at level 1, twice per turn at level 2, thrice per turn at level 3, four times per turn at level 4, five times per turn at level 5, and 6 times per turn at level 6.
 * The spell allows for distributing 10% of your health points to your allies in the area.
 * The spell now has a circular area of effect of one square at level 1, of 2 squares at level 2, of 3 squares at level 3, of 4 squares at level 4, of 5 squares at level 5 and of 6 squares at level 6.
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit enabling the Sacrier to gain health points.
 * The points spent on the spell have been refunded.


 * Assault:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The critical hit rate changes from 1/50 to 1/45 at level 4, from 1/50 to 1/40 at level 5, and from 1/50 to 1/35 at level 6.


 * Nimble Punishment:
 * The critical failure probability goes to 1/100.
 * The spell now has a critical hit.


 * Dancing Sword:
 * The critical failure probability goes to 1/100.
 * The Dancing Sword is able to attack the Sacrier once more for every level.
 * The spell’s critical failure no longer ends your turn.


 * Sacred Punishment:
 * The critical failure probability goes to 1/100.
 * The spell now has a critical hit.


 * Sacrifice:
 * The critical failure probability goes to 1/100.


 * Absorption:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.
 * The maximum range of the spell increases from 1 to 3 squares.
 * The spell can be cast differently than just in line.


 * Wise Punishment:
 * The critical failure probability goes to 1/100.
 * The spell now has a critical hit.


 * Evasion:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell can be cast on allies within a 1 square range.
 * The spell now costs 3 AP at levels 1, 2, 3, 4, 5.
 * The points spent on the spell have been refunded.


 * Cooperation:
 * The critical failure probability goes to 1/100.
 * The minimum range of the spell is of one square.


 * Punishment:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell makes Sacriers lose 10% of their health points with a normal hit.
 * The spell now has a critical hit which causes no damage loss.


 * Fury:
 * This spell has completely changed.
 * This spell now deals Water-type damage with a 3-square range (not boosted) with a cross-shaped area of effect of size 1.
 * When the spell is used, casters increase their damage (fixed bonus) for 2 turns, each time they receive damage.
 * Casters also lose 1% of their health points for 1 turns, each time they receive damage.
 * Spell's effects on the caster can be cumulated.
 * The points spent on the spell have been refunded.


 * Flying Sword:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * Health points, movement points and resistances of the Flying Sword have been increased.


 * Coagulation:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The minimum cooldown of the spell has been reduced from 15 to 10 turns at level 1, from 14 to 9 at level 2, from 13 to 8 at level 3, from 12 to 7 at level 4, and from 10 to 6 at level 6.


 * Bloodthirsty Madness:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * Life points stolen away are now fixed at 300 at all spell levels.
 * The spell now requires 2 AP at levels 1, 2, 3, 4, 5.
 * The spell is limited at one cast per turn and per player at level 1, 2 at level 2, 3 at level 3, 4 at level 4, 5 at level 5 and 6 at level 6.
 * The points spent on the spell have been refunded.

Pandawa

 * Boozer:
 * The spell’s critical failure no longer ends your turn.
 * The spell requires 5 AP at level 1, 4 AP at levels 2 and 3, 3 AP at level 4, 2 AP at level 5, and 1 AP at level 6.
 * The spell only causes the loss of 1 MP at all levels.
 * The critical hit rate has been increased from 1/50 to 1/40.


 * Blazing Fist:
 * The spell’s critical failure no longer ends your turn.
 * The critical hit rate has been increased from 1/50 to 1/40.
 * The spell’s range has increased.
 * The damage at level 6 has been increased.


 * White-Hot Vulnerability:
 * The spell’s critical failure no longer ends your turn.
 * The spell only costs 2 AP at all levels.
 * The strength of elemental weakness is divided by two.


 * Terror:
 * The spell now reduces the probability that an enemy will get a critical hit for two turns, and pushes him back 1 square.
 * The points spent on the spell have been refunded.


 * Alcoholic Blow:
 * The spell’s critical failure no longer ends your turn.
 * The spell’s range has increased.


 * Aqueous Vulnerability:
 * The spell’s critical failure no longer ends your turn.
 * The spell only costs 2 AP at all levels.
 * The strength of elemental weaknesses is divided by two.


 * Hangover:
 * The spell’s critical failure no longer ends your turn.
 * The spell’s range has increased.


 * Karcham:
 * The spell critical failure rate changed to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now allows you to carry your allies as well as your enemies.


 * Wind Vulnerability:
 * The spell’s critical failure no longer ends your turn.
 * The spell only costs 2 AP at all levels.
 * The strength of elemental weaknesses is divided by two.


 * Stabilization:
 * The critical failure rate changed to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell allows the target to succeed all their dodge rolls, but they cannot dodge lock their opponent for the entire length of the spell.
 * The points spent on the spell have been refunded.


 * Chamrak:
 * The spell’s critical failure no longer ends your turn.


 * Earth Vulnerability:
 * The spell’s critical failure no longer ends your turn.
 * The spell only costs 2 AP at all levels.
 * The strength of elemental weaknesses is divided by two.


 * Stain:
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit which accumulates the effects of a normal hit.


 * Bamboo Milk:
 * The spell’s critical failure no longer ends your turn.


 * Melancholy:
 * The spell’s critical failure no longer ends your turn.


 * Karzam:
 * Because the spell Karzam now allows you to carry both enemies and allies, Karzam has been replaced with "Wrath of Zatoishwan".
 * This spell increases one's damages and one's probability of getting a critical hit for 3 turns, while making you Drunk, at the cost of 6 AP.
 * This spell is not meant to replace the spell "Boozer," it is a powerful spell to do more damage with your other spells, but is a lot less flexible then the spell “Boozer”.
 * These two spells are complementary (their effects do not stack).
 * The points spent on the spell have been refunded.


 * Explosive Flask:
 * The spell’s critical failure no longer ends your turn.
 * The range of the spell is now "boosted".


 * Pandatak:
 * The spell’s critical failure no longer ends your turn.


 * Pandiniuras:
 * The spell’s critical failure no longer ends your turn.
 * The cooldown of the spell is now of 6 turns at all levels.
 * The spell's effects now last for 4 turns.


 * Spirit Bond:
 * The spell’s critical failure no longer ends your turn.

Feca

 * Glowing Armor:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 8 turns, with a cooldown of 8 turns.
 * The spell’s area of effect - on allies - has increased.
 * The points spent on the spell have been refunded.


 * Blindness:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.


 * Natural Attack:
 * The critical failure probability goes to 1/100.


 * Spell Rebound:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell can be cast on allies within a 1 square radius.
 * The spell costs 3 AP at all levels.
 * The rebounded effects are reduced by the protections of the target, then the caster.
 * The points spent on the spell have been refunded.


 * Aggressive Glyph:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Earth Armor:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 8 turns, with a cooldown of 8 turns.
 * The spell’s area of effect - on allies - has increased.
 * The damage reduction is reduced at level 5.
 * The points spent on the spell have been refunded.


 * Cloudy attack:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Aqueous Armor:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 8 turns.
 * The spell has a cooldown of 8.
 * Damage reductions have decreased at all levels of the spell. The damage reductions are identical to the other elementary armor spells.
 * The spell’s area of effect - on allies - has increased.
 * The points spent on the spell have been refunded.


 * Immunity:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Wind Armor:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 8 turns.
 * The spell has a cooldown of 8 turns.
 * Damage reductions are reduced at all levels of the spell. The damage reductions are identical for all of the Feca elementary armor spells.
 * The spell’s area of effect - on allies - has increased.
 * The points spent on the spell have been refunded.


 * Bubble:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The number of cast per target is no longer limited.


 * Truce:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Art of Staff:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell can be cast on allies within a 1 square radius.
 * The spell costs 3 AP at levels 1, 2, 3, 4, 5.
 * The points spent on the spell have been refunded.


 * Backlash:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Glyph of Blindness:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Teleportation:
 * The critical failure probability goes to 1/100.


 * Burning Glyph:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Feca Shield:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell's effects last for 4 turns, with a cooldown of 6 turns.
 * The spell now has a critical hit.
 * The spell costs 4 AP at levels 1, 2, 3, 4 and 5.
 * The points spent on the spell have been refunded.


 * Glyph of Silence:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.

Iop

 * Brokle:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The critical hit range has been increased to 1/50.
 * In addition to the base damage, the spell reduces all enemies' Agility present in the area of effect of the spell, for 2 turns.


 * Pressure:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Jump:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Intimidation:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Compulsion:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The effects of the spell last for 4 turns, with a cooldown of 6 turns.
 * The spell can be cast on an ally or on the caster himself.
 * The AP cost for the spell has been reduced from 4 to 3 at levels 3, 4, 5, and from 3 to 2 at level 6.
 * The points spent on the spell have been refunded.


 * Divine Sword:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The damage is less random on critical hits.
 * The spell now has a cross-shaped area of effect of 1 square.
 * The spell can only be done on the caster.
 * The spell’s damage has increased at the levels 1 and 3.


 * Sword of Fate:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The area of effect is now infinite.
 * The minimum range of the spell is now 1.
 * The damage dealt on a critical hit has been increased at level 6.
 * The range of the spell is no longer boosted.
 * The points spent on the spell have been refunded.


 * Bravery Guide:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.


 * Increase:
 * The critical failure probability goes to 1/100.
 * The spell now has a critical hit.
 * The spell’s critical failure no longer ends your turn.
 * The spell can be cast on an ally within a 1 square range.
 * The spell is no longer limited to 1 cast per turn, but remains limited to 1 cast per target per turn.
 * The damage boosts are less random.


 * Destructive Sword:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The minimum range of the spell changes to 1 square.
 * The maximum range of the spell changes from 1 to 2 squares.
 * The spell can now increase other player’s critical hits.
 * The damage dealt on a critical hit is less random.


 * Cut:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Blow:
 * The spell has changed, it now enables you to repel allies or enemies around the targeted cell by 1 square.
 * The points spent on the spell have been refunded.


 * Vitality:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell can be cast on allies within a range of 1 square.


 * Sword of Judgment:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The maximum range of the spell extends from 1 to 3 squares.
 * The spell will occasionally steal water and fire-type HP as well as elemental Air damage.


 * Power:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell now has a critical hit.
 * The AP needed for this spell changes from 6 to 5 at level 5.


 * Mutilation:
 * The critical failure probability goes to 1/100.
 * The spell causes the caster to lose 2% of their life upon casting, and 1% on a critical hit.
 * The spell can only be used 3 times on each target, per turn.


 * Strength storm:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Celestial Sword:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.


 * Concentration:
 * The critical failure probability goes to 1/100.
 * The spell can only be used 3 times on each target, per turn.
 * The points spent on the spell have been refunded.


 * Sword of Iop:
 * The critical failure probability goes to 1/100.
 * The spell’s critical failure no longer ends your turn.
 * The spell is limited to 2 casts per turn.

Shields

 * Shields that can be used by players have been completely revised.
 * Shield resistances (both basic and percentage-based) have been considerably reduced.
 * The old shields can no longer be used and can be exchanged for functioning ones with the NPC Bouwada, located in the shield-smith workshop in Pandala.