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==Terminology== |
==Terminology== |
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*Angrrr is treated as a percentage amount, from 0% when "empty" to 100% when "full". i.e. 1 point of Angrrr is effectively 1%. |
*Angrrr is treated as a percentage amount, from 0% when "empty" to 100% when "full". i.e. 1 point of Angrrr is effectively 1%. |
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+ | ==Notes== |
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+ | *It is possible to create a Sacrier who does not utilise Angrrr by using mostly Air Spells. This can leave you free to invest [[Skill Point]]s in other effects. |
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==History== |
==History== |
Revision as of 15:00, 8 June 2011
Template:Spellbox
Spell Information
This is the core skill of a Sacrier. Unlike most passives, even unlevelled it is still functional, but a Sacrier can spend point to make theirs more easily controlled. For more information on the system see below
Spell Properties
Template:EffectStub
Spell Progression
Level | 0 | 1 | 2 | 3 |
---|---|---|---|---|
Start value | 20 | 30 | 40 | 50 |
Turn loss | 7 | 6 | 5 | 4 |
Cost Progression
Template:CostProgCust
Functionality
Every Sacrier has access to Angrrr, even if the support spell is left at level 0. It is used as an additional resource unique to the class (along with the standard AP, MP, and WP).
Sacriers start the battle with it set at a low to middling amount (based on the level of their spell, but above 0%). If they're struck the value goes up (the specific amount is based on the amount of damage received). At the end of their turn, their value goes down (even if they were hit within that turn). If they receive healing, the value goes down. Ideally, a sacrier should try to take damage every turn in order to increase their Angrrr, or to at least maintain its current level.
A Sacrier's Fire spells are designed to increase Angrrr by causing damage to the Sacrier when the spells are cast, and through the Bangrrrang State. Conversely, their Earth spells are designed to actively spend Angrrr as another resource in the same way as AP or WP, etc. Only the Air spells do not actively involve Angrrr.
Angrrr itself does not provide a direct bonus, only indirectly through other spells.
Phantom Arms
With 60 Angrrr, a single pair of ghostly arms appear on the Sacrier. At 80, a second pair appear.
Terminology
- Angrrr is treated as a percentage amount, from 0% when "empty" to 100% when "full". i.e. 1 point of Angrrr is effectively 1%.
Notes
- It is possible to create a Sacrier who does not utilise Angrrr by using mostly Air Spells. This can leave you free to invest Skill Points in other effects.
History
- While the Angrrr system is unique to Wakfu, Dofus' had an equivalent gameplay design called Punishments (the act of taking damage granted bonuses to the character).