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==History== |
==History== |
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*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). |
*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). |
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+ | {{Spell Navbox/Sacrier}} |
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[[Category:Terminology]] |
[[Category:Terminology]] |
Revision as of 16:58, 25 February 2012
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
Multi-Arm
Level | Effect |
---|---|
1 | |
2 |
|
Spell Progression
Template:Th suptpassStart value | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 | 40 | 42 | 44 | 46 | 48 | 50 | 52 | 54 | 56 | 58 | 70 |
Turn loss | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 3 |
Multi-Arm1 | n | y | |||||||||||||||||||
Multi-Arm2 | n | y |
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 an amount based on the level of their spell, but always 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, except through the Multi-Arm state unlocked by levelling the spell, and once Angrrr reaches the associated levels.
Multi-Arm
With 35 Angrrr, a single pair of ghostly arms appear on the Sacrier. At 70, a second pair appear. These do not provide any additional effect unless the Angrrr spell has been levelled sufficiently.
If the additional effect is available, then the Sacrier gains a Damage and Lock bonus.
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.
- 1 level of the spell is equal to +2% to Angrrr value a Sacrier starts combat with, except at level 20, the value jumps to 70 (from 58 at level 19)
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).
Template:Spell Navbox/Sacrier