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{{WData/Spell
{{spellbox
 
 
|icon=Spell_Sac_Angrrr.png
 
|icon=Spell_Sac_Angrrr.png
 
|class=Sacrier
 
|class=Sacrier
 
|element=Support
 
|element=Support
|unlock=1
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|unlock=10/110
 
|type=[[Passive]]
 
|type=[[Passive]]
|description=The Sacrier starts the fight no Angrrr available, but gains it upon receiving damage, unlocking his more powerful spells later in the battle.
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|description=A true bloodthirsty warrior, the more hurt the Sacrier, the greater the anger, making the Sacrier more dangerous and less vulnerable to enemy attacks.
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|passive=ys
|passive=*Combat Start: {{scalingvalue|20%|70%}} Angrrr value
 
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|passive1=*+1% [[Damage|Final Damage]] per 20 Angrr
*Damage Recieved: Gain Angrrr
 
*If Angrrr &ge; 35: [[#Multi-Arm|Multi-Arm]]<sup>1</sup>
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*At 40% HP:[[Multi-Arm]]<sup>1</sup>
*If Angrrr &ge; 70: Multi-Arm<sup>2</sup>
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*At 20% HP:Multi-Arm<sup>2</sup>
  +
*At 1 HP:Multi-Arm<sup>3</sup>
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*Bonus stacks with [[Strong Blood]] passive
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|passive2=*+2% Final Damage per 20 Angrr
  +
*At 40% HP:Multi-Arm<sup>1</sup>
  +
*At 20% HP:Multi-Arm<sup>2</sup>
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*At 1 HP:Multi-Arm<sup>3</sup>
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*Bonus stacks with Strong Blood passive
 
}}
 
}}
 
==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 [[#Functionality|see below]]
 
 
===Multi-Arm===
 
{| {{prettytable}}
 
|- align="left"
 
!Level!!Effect
 
|-
 
|1||
 
*+1% [[Damage]]
 
*+1 [[Lock]]
 
|-
 
|40||
 
*+40% Damage
 
*+40 Lock
 
|}
 
 
==Spell Progression==
 
{| {{Prettytable}}
 
|-
 
{{Th suptpass}}
 
|'''Total Angrr'''||70||71||73||74||76||77||79||80||82||83||85||87||88||90||91||93||94||96||97||99||100
 
|- align="center"
 
|'''Multi-Arm<sup>1</sup>'''||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20
 
|- align="center"
 
|'''Multi-Arm<sup>2</sup>'''||0||2||4||6||8||10||12||14||16||18||20||22||24||26||28||30||32||34||36||38||40
 
|}
 
   
 
==Functionality==
 
==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).
+
Every Sacrier has access to Angrrr, even without this passive equipped.
   
Sacriers start the battle no Angrr. If they're struck the value goes up (the specific amount is based on the amount of HP lost). If they receive healing, the value goes down.
+
Sacriers start the battle with Angrrr proportional to the amount of HP he/she has. If they take damage the value goes up (the specific amount is based on the amount of HP% lost). If they receive healing, the value goes down.
   
A Sacrier's Fire spells are designed to increase Angrrr by causing damage to the Sacrier when the spells are cast. The final spells in any elemental branch require a base value of 25 Angrrr to use, but do not spend Angrrr to cast.
+
A Sacrier's Fire spells are designed to increase Angrrr by causing damage to the Sacrier when the spells are cast.
   
 
Angrrr is treated as a percentage amount, from 0% when "empty" to 100% when "full". i.e. 1 point of Angrrr is effectively 0.9% of max HP.
Angrrr provides a direct bonus of % Damage, increased through the Multi-Arm state, which is 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==
 
==Notes==
  +
*There is no way to 'spend' Angrrr. Only healing decreases your Angrrr level.
*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.
 
  +
*Angrrr is based off %HP, reaching its cap at 10% HP
*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)
 
  +
{{Clr}}
 
 
==History==
 
==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).
 
*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).
   
{{Spell Navbox/Sacrier}}
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{{WNavbox/Spell|class=Sacrier}}
 
[[Category:Terminology]]
 
[[Category:Terminology]]

Latest revision as of 03:37, 24 August 2015

Icon Missing Angrrr

Class: Sacrier
Unlock/Evolution level: 10/110
Type: Passive

Support
"A true bloodthirsty warrior, the more hurt the Sacrier, the greater the anger, making the Sacrier more dangerous and less vulnerable to enemy attacks."

Level 1:

  • +1% Final Damage per 20 Angrr
  • At 40% HP:Multi-Arm1
  • At 20% HP:Multi-Arm2
  • At 1 HP:Multi-Arm3
  • Bonus stacks with Strong Blood passive

Level 2:

  • +2% Final Damage per 20 Angrr
  • At 40% HP:Multi-Arm1
  • At 20% HP:Multi-Arm2
  • At 1 HP:Multi-Arm3
  • Bonus stacks with Strong Blood passive

Functionality[]

Every Sacrier has access to Angrrr, even without this passive equipped.

Sacriers start the battle with Angrrr proportional to the amount of HP he/she has. If they take damage the value goes up (the specific amount is based on the amount of HP% lost). If they receive healing, the value goes down.

A Sacrier's Fire spells are designed to increase Angrrr by causing damage to the Sacrier when the spells are cast.

Angrrr is treated as a percentage amount, from 0% when "empty" to 100% when "full". i.e. 1 point of Angrrr is effectively 0.9% of max HP.

Notes[]

  • There is no way to 'spend' Angrrr. Only healing decreases your Angrrr level.
  • Angrrr is based off %HP, reaching its cap at 10% HP

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).


Sacrier Elemental Spells:
Spell Sac AssaultSpell Sac RejectattooSpell Sac Light SpeedSacrier Spell Motion SicknessSpell Sac Spiritual Tempest
Spell Sac Sacriers FistSpell Sac Rocky FootSpell Sac ColonnadesSpell Sac SmashSpell Sac Insanity
Spell Sac PunishmentSpell Sac Blood RushSpell Sac Cage of BloodSpell Sac Bloodthirsty FurySpell Sac Burning Blood

Active Support Spells:
Spell Sac AttractionSpell Sac SacrificeSpell Sac TranspositionSpell Sac Sanguine ArmorSpell Sac Solid as a Rock

Passive Support Spells:
Spell Sac MoribundSpell Sac Clinging to LifeSpell Sac Blood PactSpell Sac Tattooed BloodSpell Sac TranscendenceSpell Sac MobilitySpell Sac CarrierSpell Sac BerserkSpell Sac SmasherSpell Sac Motion Sickness PassiveSpell Sac Strong Blood