January 29, 2016, 04:00:59 | #1
January 28, 2016, 17:30:00 | #2
Update 1.45.4 - 28.01.16
January 27, 2016, 21:09:09 | #3
When will it be implemented? Only Hoodfella boss will drop it? Will it have a costume or will it be like Elio's that dont have any costume?
Thank you for this great question Manochaco! We have inquired about it to the team and will keep the Community informed.
I am coming back as promised: we do not have yet a confirmation as to when it will be implemented but the team is working on it.
January 27, 2016, 20:48:58 | #4
Thank you for reporting this to us and we have inquired about it to the team, to then share information back to you and the Community, as soon as we receive them.
Quick update as the team confirmed that it will be fixed with tomorrow's Hotfix.
January 26, 2016, 17:48:37 | #5
WAKFU Update 1.45.4 Hotfix - 28.01.16 Hello everyone,
We will be performing a maintenance for all servers on the 28th of January starting from 8:30 AM GMT / 3:30 AM EST / 12:30 AM PST to deploy a hotfix.
The changelog is available here detailing the changes and fixes made.
January 21, 2016, 16:00:00 | #6
Letter to the Community #02 Last week, we summarised the WAKFU points coming in the second Letter to the Community. Today, the updated and more detailed version of the letter, concerning all the teams working on the KROZMOZ, has arrived!
EDITORIAL: The theme for 2016: Dungeons and Challenges
Here, as promised, is the second letter to the community. Our objective remains the same as before: to communicate with you with as much transparency as possible. The idea is to gradually, ever so gently, provide you with an open invitation into our (twisted) minds to get all the news and info you’ve ever dreamed of. We have taken into account your comments on our lack of communication, and we’re trying to turn this trend on its head.
Speaking of which, even though writing letters “in black and white” like this is currently the most suitable means of getting in touch, we are brainstorming about other (more visual, interactive) ways to keep you informed.
In store this January, you’ll discover the newest batch of ideas the GDs of the DOFUS and WAKFU MMOs are cooking up for you, news about the movie and how it came to life, a recap on how DOFUS Touch, KROSMAGA and KROSMASTER are getting on, a few hitherto unreleased shots from WAKFU Season 3, and a tasty little comic strip to tuck into for dessert.
But before I drag you head-first into this maelstrom of news, I’d like to make use of this editorial to explain how we work here at Ankama. Coincidentally, it fits in quite nicely with the editorial’s title. Our “theme” for 2016 is “Dungeons and Challenges!” And before I lay out the theme in more detail, I’m going to tell you about our working methods.
In developing the KROSMOZ, we created an enduring universe that never stops changing... and has a habit of slipping through our fingers. On the one hand, there’s the content we create, and on the other, there’s your experience – your perception of this epic, comic world. But the Krosmoz’s TRANSMEDIA force is also its weak point. We never tell you the same story twice, but in a context like this – and with so many of us working on the universe – it’s difficult to keep everything under control. One of the most powerful tools we have for unifying our vision is therefore our “theme”.
Whether the production in question is a comic book, a game, a film or a series, there’s always a theme driving the whole shebang. It’s a central access point that allows our artists to ensure they’re all following the same common thread. In an open universe like the Krosmoz, the theme helps us channel our energy and focus everybody on a shared goal: the production staff, our communications team, writers... Each person makes the theme their own and contributes their own ideas.
Now let’s cut to the chase.
By discussing things with you, we realised that your gameplay needs were undergoing a big shift, tending towards PvP and community-based challenges. As a result, we defined the theme according to what we thought you would like. It’s official: 2016 will be the year of dungeons and challenges.
For several months now, we have been working on DOFUS and WAKFU with this theme in mind. Much of what you will read below, in the words of various team members, will be based on this focus.
Now, even if the in-game content on the way has you champing at the bit, please be aware that our goal isn’t only to bring you this kind of content. This year, we also want to develop our meet-ups with you, still on the same annual theme. We want to keep on bringing the Krosmoz to you IRL, with more tournaments and other challenges than ever.
On this note, we are open to any ideas you might have, and that’s what the forums are there for: to keep in contact and tell us what you want to see.
To wrap things up here, I’d like to extend my thanks to the whole community, especially to everyone who came to express their support at our most recent events, both in the Ankama Village and at the movie’s premieres. The past three months have been very moving for me, and it’s all thanks to you. I’m going to allow myself an emotional little aside to let you know how I’m feeling right now (besides, a little mushiness never killed anyone...).
These past few years, I have mostly kept to myself. My work comes from the heart and the gut, and I was worn down by the criticism and attacks posted on the forums. I needed to take a step back and get things in perspective. I calmed my mind by immersing myself in writing and directing... I realise now that in doing so, I lost contact with you... And I regret that.
Because honestly, the last few real-life events have made me feel younger... I don’t know how to explain it... I’ve been hit by a wave of nostalgia. Most of the people I spoke to were between 20 and 25 years old... And almost all of you told me that you’d been playing for ten years or so – that you’d grown up with DOFUS. Obviously, when I say that meeting you made me feel younger, I mean in my mind (just wanted to make that clear), because at the same time it has reminded me that I’m not far off forty. But what really raised my spirits was seeing what an impact an online game can have on so many people.
I often hear other people badmouthing our player communities. But man, when I meet you for real, I feel like telling them where they can stick it. 99% of the time, I meet wonderful, generous people. Need some recent examples?
The winners of the 1001 Claws tournament, who sent their fantastic trophy to their buddy in Canada. The 4-year-old boy who came to give a staff member a hug and explain that his parents had met on DOFUS. The cards announcing the birth of little Amalia (whose parents loved the WAKFU series) and little Chloé, whose parents are always up for travelling many miles to take part in our events, our own Edroc, who only participates in the quiz once, to let the others win too, our ambassadors, who are there to help us out and create an exciting atmosphere (ahem, Feudalien!), the CDO guys who kept their cool in Lomme and did great, even though their stream underwent unholy chaos... Krosmaster... I’ve never seen a games tournament where adversaries give one another advice mid-fight... And don’t even get me started on all the (edible and non-edible) presents we’re given! This adventure has brought us together with so many wonderful people!
Every one of these magical moments serves as a reminder that we have created something far bigger than us. This universe is OURS! And when I say “ours”, I mean it belongs both to the people who create it and to all of you, who have been following it for all these years. Thank you, from the bottom of my heart, for all you’ve done. Even the trolls who rage on the forums! At the end of the day, they always leave behind stories that make us smirk a little.
In any case, these realisations have made me want to take the adventure even further together. And it has made it clear in my mind that we should never neglect our contact with you.
Without further ado, I’d like to wish you happy reading... and see you soon!
First of all, we’d like to apologise once again for all the problems that have cropped up recently. After the “turbulence” of the latest patches and WAKFU’s recent problems, our main priority for 2016, more than ever before, will be to ensure stability within the game.
The beginning of a new year is the best time to make resolutions. But for us, the WAKFU MMO team, it’s also the time to repeat existing resolutions and try to reinforce them.
Indeed, the guiding theme behind our work for the past few years, alongside adding content and new features, has been to strive constantly to improve your gaming experience. Over the course of 2016, we plan to deliver some of the results of this hard work, whilst keeping you as up-to-date as possible on the progress and improvements to come, even if we do sometimes have to postpone them to make sure they’re just right.
On the agenda is a refreshment of the key features that make WAKFU the unique game it is, whether that means a simple debug or a full revamp – not forgetting important improvements here and there. In short, whether you’re a bloodthirsty warrior, hungry for conquest, a curious observer of this rich and exciting world, or a budding handyman, there’s something in store for you!
So, are you ready? Let’s take a whistle-stop tour of everything we hold dear for WAKFU’s future, and everything you have to look forward to, this year and beyond!
MOON ISLAND, Part two
Moon Island came out last September, but if you think it’s revealed all its secrets already, think again! On the menu for the first patch of the year is a lovely batch of very high-level content, just the way we like it. Two new monster families await you: Crocodyls prowling on the beachfront, and Kannivores, monstrous, Kanniball-devouring plants, lurking in the undergrowth of the jungle.
Two new dungeons and their bosses, a new archmonster, and a new Ultimate Boss – we’ll let you guess who it is! – will also pave the way to a whole load of new equipment and Fabulous Runes. You can bet your bottom Kama that this hostile territory has plenty more surprises in store!
WAKFU SEASON 3
When I arrived at Ankama over eight years ago, I never thought I’d have the chance to direct a cartoon series like WAKFU; to be given the opportunity and the responsibility to make major narrative and graphic decisions; and to coordinate things my way – but also, and perhaps best of all, to observe, communicate and thrive with all the incredibly talented people around me, with the aim of getting the very best out of each contributor to our shared project.
WAKFU Season 3 is an extraordinary human adventure, and, on a personal level, one of my childhood dreams coming true. It’s a pleasure to see how Ankama’s animation hub is gaining in maturity all the time. Our experience with the DOFUS Movie has pushed our in-house talents to the next level: the change in calibre is tangible!
This season, we’re dealing with new issues, as we’ve been given the possibility to create a real serial story. In terms of the narrative, I think you may be pleasantly surprised, as the tone is more mature than ever. It’s going to be a chance for us to really intensify the story, explore some of our heroes’ pasts, and set them up against major plot twists... I have to be honest, we haven’t gone easy on them!
The DOFUS Movie
As a bonus, he’s a little comic strip concocted by Mary Pumpkins, DOFUS designer.
Our thanks to Eniripsa from Tumblr for this fan-translation of the comic!
What’s in store for the updates to come
Ecaflipus: A few words from Briss, Pilou and Lorko
The Bow Meow’s out of the bag: the main new content in version 2.33 will be Ecaflipus, a Divine Dimension we’ve been working on for the past few months. It will contain various references to the DOFUS Movie as well as all the treats you usually find in a Divine Dimension (dungeons, quests, achievements, equipment, etc.).
The dungeons aim to give you a new and original in-game experience, calling (as ever) upon your brainpower...
What’s more, just like in the other dimensions, the new equipment introduced should allow you substantial new options, without being so powerful as to render your previous gear obsolete.
Naturally, quest hunters will have their hands full too: Ecaflipus is a whole new world to discover, and the seedy stories at the heart of a dimension run by the Big Tease himself are bound to be full of surprises.
We have tried to set the bar very high for this new area in terms of graphics and gameplay, and we hope you enjoy discovering these brand new elements as much as we enjoyed dreaming them up and bringing them to life!
Revision of certain Duo achievements: a word from Briss and Pilou
Parallel to the arrival of Ecaflipus, we decided to modify the “Duo” achievement of each dimension’s final dungeon boss. These achievements previously required you to complete the dungeon with only two characters. To make them more accessible to all the classes, we have decided to convert them to “Trio” achievements. In other words, they will now be validated so long as you manage to finish the dungeon with three characters. This change only affects the following dungeons: King Nidas’s Palace, Throne Room of the Dark Court, and the Eye of Vortex.
Class balancing, by Briss and Pilou
Our goal is to offer you a class revamp in the first half of the year (ideally in time for 2.34, which will arrive in April), and our focus is still on the same three classes: Eniripsa, Sacrier and Osamodas. Our main challenge is redesigning the class mechanics to find a solution we like and think is interesting enough to revitalise at least one of these classes (whilst complicating its spells as little as possible). This stumbling block is the reason the revamp has been a long time coming. We’ve already explored a number of interesting avenues, but most of the time they ended up making the classes in question far more complex than they are at the moment – without necessarily making them that much more interesting to play. Moreover, some features demanded our full attention in 2015 and early 2016, which didn’t leave us much manoeuvring space for in-depth balancing, which always requires a great deal of time.
Naturally, we are also still seeking out specific, less time-consuming balancing tweaks for every update, just as we always have done in the past.
InterServer Kolossium, by Simsoft
We have continued making progress on the ISK, and a new version is set to be launched on the beta server following the 2.33 update. The biggest developments are now complete and we are concentrating on optimisation and fixing the problems we have identified. We made the most of these sessions to implement a new algorithm for managing ratings: the Glicko system (https://en.wikipedia.org/wiki/Glicko_rating_system). Before we can set up the ISK on the regular servers, we will also need to carry out a lot of tests, especially concerning the connection of several ISK servers at once (several special servers can host ISK fights at the same time in order to handle very large numbers of fights simultaneously).
The ISK is one of our top priorities, but we still have several months’ worth of work and testing to do before you can lay into your buddies from other servers.
Community challenges, by Lichen
For update 2.34 (in April), we are planning a major new feature that we’re calling “Community Challenges” for the time being.
Our intention is to provide you with an in-game tool that will allow you to create challenges for your friends, your guild or everyone else on your server.
Initially, these challenges will mainly be linked to monsters (both bosses and average Joe monsters). For example, you will be able to choose a monster and create a set of circumstances under which it needs to be defeated (chosen from a list of variable criteria), then open the challenge to other players.
Naturally, whoever creates the challenge must complete it themselves before they can share it. You can’t set up impossible challenges to diddle your worst enemies!
The person who creates the challenge will also be able to set up a starting kitty, charge a fee to entrants who take part in the challenge, and reward those who succeed.
The kitty will fill up as players fail miserably (thanks to their incoming entrance fees) and empty when they win (as the rewards are distributed).
The proverb “Where there are winners, there must be losers too” was already in vogue with the DOFUS game designers last year, and 2016 will see more of the same thinking. But this time round, you can blame the players who made the challenges!
Here are a couple of examples of potential challenges you might create:
Elemental Dofus Quest, by Halden
It will not lead to a new Dofus, but it will give you the chance to demonstrate very clearly to your fellow players that you have managed to collect the four first Elemental Dofus all by yourself...
Yep: in 2016, say goodbye to being mistaken for one of those rich, lazy “adventurers” who buy their Dofus at auction by the Astrub Zaap, preferring to let money talk rather than get their boots muddy on a real adventure.
Don’t be a Ouassingue among Mopy Kings...
Alignment Quests, by Korri
In 2016, we will continue to work on the alignment quests, just as we did in 2015. This is an ongoing project which is not directly linked to any one update.
It takes time to produce new quests, since they tend to involve the addition of new challenges, rewards and content too.
Accessibility, by François
DOFUS recently celebrated its 11th birthday, and we’re as proud as punch! But we’re not planning to stop any time soon!
One of our many objectives for 2016 is about the game’s accessibility. The mission we have set ourselves is to keep on working to improve the guidance provided to newcomers to the World of Twelve. We started this task in 2015 with Incarnam and various improvements to the game’s user-friendliness.
We don’t need to explain that DOFUS is a game that’s jam-packed with content, meaning that it features various interfaces and a level of complexity that new players may find discouraging. We are therefore going to focus on the interfaces in order to make them (and keep on making them) clearer and more intuitive, both for beginners and for experienced players like you!
We will be carrying out various tests and observations to figure out which are the best solutions, but please feel free to give us your own feedback via the forums: your views are always welcome!
Obviously, this will not be at the expense of the gaming experience we seek to provide for high-level players or the creation of new content, both of which are challenges we’ll be taking on in 2016.
Happy 2016, we hope you have a year filled with [insert whatever you want the most here]! (P.S. How do you like the new character creation interface?)
Scheduled for release in the first half of 2016, Season 4 of Krosmaster Arena is in the works as we write! It’s probably still a little early to tell all, but we can share the theme with you: Beyond the Grave! Ah, go on then... Since you’ve been so good this year, and since there are even more of you playing than there were last year, we can reveal one or two exclusive images:
What’s in store for the online game in 2016...
For the moment, we’re carrying out tests on two divinities: the god Iop and the goddess Cra. There’s already some slight rebalancing work underway. As soon as that’s done, four new gods will hit the battlefield: the goddess Eniripsa, the god Ecaflip, the god Sram and the goddess Sacrier!
Thank you all... for making it this far! Next month, we’ll be publishing our road map for the first six months of the year. It will contain our plans for the DOFUS and WAKFU MMOs, as well as more information on all the major dates that are coming up.
January 14, 2016, 17:00:00 | #7
Update 1.45.3 - 14.01.16
January 14, 2016, 15:43:16 | #8
The servers are back online!
Thank you for your patience and see you in-game.
January 13, 2016, 16:41:06 | #9
WAKFU Update 1.45.3 Hotfix - 14.01.16 Hello everyone,
We will be performing a maintenance for all servers on the 14th of January starting from 1:30 PM GMT / 8:30 AM EST / 5:30 AM PST to deploy a hotfix.
Thank you in advance for your patience.
January 13, 2016, 11:15:00 | #10
Introducing the Huppermage Class Want to know more about the Huppermage Class? We have just the thing for you! In this special Huppermage Class focused devblog discover more details about the class' spells and features.
In WAKFU, Huppermages are elementalist mages who draw their power from the Quadramental Breeze. They control the four elements as well as a fifth one: the element of Light. In total, Huppermages have 20 elemental spells, 5 actives and 10 passives, specific to their class.
Each elemental path has its own special features: Fire for damage, Water for control, Earth for defense, and Air for positioning.
These are capable of causing heavy damage from a distance, as well as getting their users out of complex situations, through the delicate use of their runes.
Each element has 3 elemental spells and 2 Light spells.
The Quadramental Breeze
All of the Huppermage's elemental spells generate Quadramental Breeze "QB". This is used by Light spells, which are the most powerful.
The Earth spell "Collapse" generates QB, while the Light spell "Glistening Halo" consumes it.
The amount of Quadramental Breeze is displayed in the UI of the character in combat, next to the heart. It works like a resource bar (or "mana" bar, if you like): a Huppermage will start the fight with 0 QB, and generate 15 % of the maximum amount at the end of each turn. Furthermore, all elemental spells (Fire, Water, Earth, Air) generate Quadramental Breeze.
Equipment and skills-related bonuses that increase Wakfu increase QB by +75 for +1 Wakfu.
The Huppermage class does not possess any Wakfu.
The Light Element
Light spells need and consume Quadramental Breeze. To make up for this, they are considerably more powerful than elemental spells. A dynamic is thus created between elemental spells and Light spells.
The better the Huppermage's elemental mastery when casting a Light spell, the higher the damage it does will be. In other words, the Light element works the same way as "chromatic" damage – that is, it uses the best elemental mastery of the Huppermage and causes damage in the same element (for the target's resistance).
Runes (Incan’rune, Aqua’rune, Tellu’rune et Aer’rune) are generated naturally when elemental spells are used. For example, casting a Water spell creates a Water rune, which will be visible above the character's head.
When a Huppermage carries a rune, it increases their mastery of its element. This therefore allows them to more easily control the element of damage of Light spells.
A visual effect above the head indicates the presence of runes.
Elemental runes can also be used for extra effects on many Huppermage spells, unlocking new effects. Note that the runes do not remain indefinitely, but last 2 turns.
The Heart of Fire state
"Heart of Fire" is a spell that puts the Huppermage in the state of the same name. In this new state of power, all damage is increased by 20%, some Light spells cost less AP, and all spells' animations are different.
But beware, this spell can be cast only when the Quadramental Breeze bar is completely full. It stops the Huppermage from naturally generating Quadramental Breeze each turn, and instead causes a 25% loss of its maximum amount at the end of each turn.
But uh... is something burning?
Some example spells
Iconic spells include the Light spell "Twilight Beam", which consumes all of the Huppermage's remaining QB in order to cause heavy damage to the target. It is used in conjunction with passives, which increase the maximum amount of QB – the damage caused, after the necessary QB has been consumed for casting, is increased for each remaining point of QB.
The spell requires 224 QB to be cast and consumes all of the remaining QB.
The active spell Will-o-the-Wisp stores the runes carried by the Huppermage. The first casting therefore lets you save the runes and put a Will-o-the-Wisp – which blocks neither movement, nor line of sight – on the board.
The following turn, the Huppermage may decide to remove their Will-o-the-Wisp for two reasons: to retrieve the previously saved runes, and/or to trigger the effects linked to the stored runes. But they should carefully choose when to do so, as not to penalize their team by triggering some of the powerful effects linked to runes.
Saved runes are visible around the Will-o-the-Wisp in combat. Here, 4 elements are saved.
Wall of Energy
An active spell that has a previously unseen effect! For a slight cost in movement points, the Huppermage can put be a wall on the board, which has the distinctive feature of blocking line of sight, but not movement. Thus, they can protect their team from ranged attacks without stopping Johnny, their Iop pal, from jumping into the fray! The wall also discourages the opponent from moving their characters, because they will lose movement points if they try to cross it.
The character can move through the Energy Wall, but it isn't possible to cast spells through it.
A defensive asset of Huppermages, which reduces damage taken in exchange for consuming QB. In addition, each blow suffered allows you to retrieve the elemental rune linked to the attack's element.
Huppermages can thereby reduce up to 5 blows, because when they have no more QB, Solar Stronghold is removed!
This is a spell that gives Range in the area targeted… but not only that!
This is an example of a spell whose effects and conditions for casting are influenced by runes.
The more there are, the more interesting it gets: the size of the area of effect is increased, thereby making it possible for more allies to gain Range. The AP cost is removed and the casting range increased.
And best of all, the spell even allows Huppermages to teleport to a targeted cell when the rune they carry is linked to the Air element!
That's all for this devblog dedicated to Huppermages! We hope to see you in game, defeating the creatures of the World of Twelve using the Quadramental Breeze!
January 12, 2016, 17:55:00 | #11
Huppermage Issues Resolved! As originally announced, the Huppermage class early access should have begun on Saturday the 9th of January at 4:00 PM server time. However, technical problems on our web servers prevented the activation of the new class on player accounts. This problem has now been corrected by our teams and the Huppermage Class is now available on early access.
We would like to share with you a summary of the action taken, over the last few days, to correct the issue and release the Huppermage class on early access!
Many of you may have noticed that the Huppermage Pack (and codes) for DOFUS were fixed on Saturday night (the 9th). The correction we implemented for DOFUS Huppermages worked (for DOFUS) but did not solve the problems for Huppermage access on WAKFU. Therefore, we decided to temporarily disable the WAKFU Huppermage Pack on our website so that we could ensure that our players did not purchase a dysfunctional Pack.
Since Monday morning, we have been running numerous tests to identify the cause of the problem that caused the early access Huppermage codes (distributed in community events on social media/forums, and those included in the Huppermage Pack) to not work as intended.
During these tests, the DOFUS Huppermage Pack was available for all players. This meant that those who bought the Pack on the DOFUS website could technically play a Huppermage on WAKFU (as the access allows for both games.) However we were not made aware of this until your reports.
We have corrected the access issues for the following cases:
From now on, any pack purchased or early access code used, will work correctly!
We understand that you are eager to play the new Huppermage class and for us, we are very excited to see you try it out too!
January 07, 2016, 16:40:31 | #12
We originally announced the issue regarding linked items here: click here!
However, following the messages we posted yesterday concerning this issue, we would like to address some of the queries you have raised in regard to linked items. We would first like to give further details on the information that we published yesterday in regard to the intent of removing the “Bind on Equip” status from already-equipped items.
We discovered an issue with linked items when we introduced the Account Transfer service. Certain situations of character transfer would cause linked items to no longer function as intended. The modification we made yesterday (which incidentally caused this issue) was deliberate, not because we wanted to make this change but because we were technically obliged to (to solve the issue with Account Transfer.)
However this was not intended for “Bind on Pickup” items. In regard to those, we have many safety clauses that force linked items to become linked again automatically (for example: re-equipping a linked item and relogging, or, withdrawing an “Bind on Pickup” item from your Account Chest and into your inventory and then relogging.)
Currently unlinked items (which are supposed to be linked) will resolve themselves following the activation of these clauses (two of which we detailed above). As the issue would essentially resolve itself, we decided not to shutdown or rollback the servers after discoveries of this issue were made. However, we don’t exclude the possibility to make some further modifications to speed up the ‘bind’ process with a future hotfix.
We can confirm that there will be no rollback.
In addition, for the problem where you are unable to stack linked items (those with red and white text), there is a simple solution: keep both items in your inventory and reconnect to the game. This will solve the issue and the items will stack correctly.
We also take this opportunity to remind you that exploitation of this issue is considered a form of bug abuse, therefore action could be taken against those who knowingly and intentionally took advantage of this issue.
We end this message to advise that the logical steps to be taken should be to place the linked items in your character’s inventory and reconnect to the game.
January 06, 2016, 18:21:24 | #13
Following today’s update, an issue occurred (related to items in the Haven Bag, the Account Chest and those equipped on characters) causing certain items to become unlinked.
We had planned to remove the “Bind on Equip” status from already-owned items. However, we did not anticipate that “Bind on Pickup” items would also be affected.We have decided that we will not perform a hotfix for this issue because we estimated that the in-game impact is limited.We apologize for this problem and for any inconvenience caused as a result of it.
We communicate this message to you transparently in order to help you avoid accidentally causing a situation where one of your linked items may get linked to the wrong character.
Thank you for understanding.
when servers will be back online?
We are sorry that we had to delay the maintenance, but it has been since completed. The details can be found: Here.
Those with early access can access it on the 9th
How do you get the early acess?
More Huppermage Class early access codes will be given out as prizes for future events, so make sure to stay tuned on those on our social medias too!
January 06, 2016, 14:24:32 | #14
The servers are back online!
Thank you for your patience and see you in-game.
January 06, 2016, 10:30:00 | #16
Update 1.45.2 - 06.01.16
New Class: HuppermageIn WAKFU, Huppermages are elemental mages who draw their power from the Quadramental Breeze. They control the four elements as well as a fifth element: Light. In total, Huppermages have 20 elemental spells, 5 active spells and 10 passive spells which belong to their class.
The amount of Quadramental Breeze they have available is displayed during battle in the character’s UI, next to the heart. It works like a “resource” bar (or “mana” if you prefer). A Huppermage starts battle with 0 QB—short for Quadramental Breeze—and generates 15% of the max value at the end of each turn. Elemental spells (Fire, Water, Earth and Air) also generate Quadramental Breeze.
On the other hand, Quadramental Breeze is used up when Huppermages cast Light spells, which are more powerful and have varying effects. In this way, a dynamic is created between elemental spells and Light spells: generation, consumption and so on.
The Light element works in the same way as “chromatic” damage, meaning that it uses the element the Huppermage is most proficient in and deals damage in the same element (for the target’s resistance).
But what makes Huppermages great elementalists above all is their ability to use elemental runes.
Elemental runes (Fiery Rune, Aqua Rune, Earthy Rune and Are Rune) are naturally generated when using spells. Huppermages just need to cast a Light spell after having cast an elemental spell in the same turn to get the rune linked to this element.
A small graphic will be displayed above the Huppermage’s head when they have an elemental rune. Elemental runes apply bonuses which vary according to the rune the mage has enabled, but they can also be used to confer additional effects to a good deal of the Huppermage’s spells, unlocking brand new effects.
But wait, there’s more! You would never guess after seeing our lovely Huppermage with the Bow Meow ears. “Heart of Fire” is a spell that invests the Huppermage with the state of the same name. In this secondary power state, all damage is increased 20%, certain Light spells cost less AP, and all the spell anims are different.
But watch out, this spell can only be cast when the Quadramental Breeze bar is completely full. It disables natural generation each turn and, in contrast, makes the Huppermage lose 25% of their maximum Quadramental Breeze each turn.
January 06, 2016, 09:40:29 | #17
The maintenance has been delayed and we will be bringing down the servers for maintenance in approximately 30 minutes to an hour.
Times have been updated on the message above.
January 04, 2016, 16:20:51 | #18
WAKFU Update 1.45.2 - 06.01.16 Hello everyone,
We will be performing a maintenance for all servers on the 6th of January starting from
The reason for the update is to activate and unlock the new Huppermage class. Those who used early access codes will have access to the Huppermage class on the 9th of January at 4:00 PM server time.
Any new early access Huppermage codes will not be valid until after the 9th of January at 3:01 PM GMT / 10:01 AM EST / 7:01 AM PST.
The full changelog can be read here.
Thank you in advance for your patience.
December 18, 2015, 16:00:00 | #19
It’s Kwismas time for Booster Packs! The World of Twelve is getting ready for Kwismas: the Winter Booster packs will bid you farewell! Get them while they're still here! And enjoy a preview of the upcoming Kwismas season with an item pack that will keep you warm. Hurry up and grab one before Monday the 21st of December!
Starting today and ending next Monday at 10:45 PM GMT / 5:45 PM EST / 2:45 PM PST, you can enjoy this special gifts on the following Booster Packs:
December 16, 2015, 16:32:32 | #20
WAKFU Update 1.45.1 Hotfix - 16.12.15 Hello everyone,
We will be performing a maintenance for all servers on the 16th of December starting from 3:45 PM GMT / 10:45 AM EST / 7:45 AM PST to deploy a hotfix.
The reason for the hotfix is to address certain class and combat issues, highlighted in the changelog here.
Thank you in advance for your patience.