Features
Spell areas and conditions
Spell conditions
Below you'll find a list of conditions you'll find in Wakfu which are separated into two categories for now: harmful and beneficial.
Harmful conditions
- Sleep: The target suddenly falls asleep right in the middle of the battlefield and if nothing wakes the victim up, they'll stay this way until they come to their senses naturally. They do not play for the duration of the spell's effect. They will wake up if they take damage.
- Hindrance : The target's legs get heavy, really, really heavy. They can't lift their feet, so they just have to play where they are. They can continue to use their AP as normal but will lose all their MP.
- Divine Silence:The target is weakened by a strange sort of silence. They can no longer call out to Wakfu's energy and all their prayers will go unanswered. The target cannot use Wakfu points for the duration of the spell's effect.
- Hemorrhage:A well-placed blow can slice an artery and cause the victim to lose a few litres of blood. Having lost much of their vital essence, the target becomes vulnerable to all types of attack. Targets in this condition take 50% more damage on all attacks.
- Blindness: The target goes blind, they can hardly see a thing and try as they might, their attacks are weak and clumsy. Players in this condition will only strike on a critical hit in which case their damage will be reduced by 20%
- Latent Death: It's hard to fight when you've one foot in the grave, but even if you're in this condition, you can't just run off, you'll have to do your best even though you're clinging to life by a thread. They only have X turns left to play before they die.
- Immolation: A secondary effect of Fire spells. The target bursts into flames and takes Fire damage, then simmers for a while. Target loses 10% of HP per turn.
- Frozen: A secondary effect of Water spells. The target gets cold, very cold... so cold they can't move a muscle.Target loses 3 MP and 2 AP.
- Stunned: A secondary effect of Earth spells. The target is knocked out and can do nothing but take damage and wait to regain consciousness. The target loses their turn until the spell's effect ends (or is ended).
Beneficial Conditions
- Adrenaline: The target falls into a trance that makes them more aggressive than usual. All they can think of is overcoming their enemies, and so they become fierce fighters. For the remainder of the turn, all attacks by the target will be critical hits.
- Immunity: The target is protected by a shield from damage in one particular element. The target is immune to one type of damage (Fire, Water, Earth or Air).
- Numbness: The target becomes totally numb. They are immune to all elements.
- Regeneration: The blood of the taret becomes more potent and can heal wounds more effectively. So effective that cuts close up before their eyes. At the beginning of each turn, they regain some of their HP.
- Stability: The target becomes completely unshakeable and cannot be pulled, pushed or carried. The target becomes completely unmoveable
Areas of effect
Several types of area of effect exist, such as one-cell, in-line, square or circular. These are basic areas whose size can change according to the spell cast. If a spell only effects one cell, we usually say that it has no area of effect. A area of effect is the area which a spell affects, but remember not to confuse the area of effect of a spell and it's range. A spell that is cast in close combat could well have a area of effect that is greater than one cell, or on the other hand, a long-range spell may only affect one cell.
There is also what we call a area of impact", which refers to the cell that is targeted by the player and around which the area of effect is produced. It usually corresponds to the 'center' of the spell's area of effect, but in some special cases, such as when certain weapons are used, this is not the case. The area of impact is not always within the area of effect.
During combat, players will have to choose the area of effect of their spells. They may want them to reach the greatest possible number of players or not affect their allies or only affect their allies. Offensive spells affect both enemies and allies, while certain "boost" spells can affect enemies.
Here are the different types of area of effect you will find in Wakfu:
Point
This area of effect is the most common and means that the spell or the attack will affect one cell only.
Square
In close combat, this area of effect covers all cells that are of equal distance from the caster, either in a straight or diagonal line and the caster is the center of this area of effect. For distance spells, the area of impact is the center of the square.
Cross
A cross-shaped area of effect where the area of impact is located at the points where the two arms of the cross intersect.
Line
A line which covers more than two cells, and often three or four. With this area of effect, the area of impact can vary according to the spell. Sometimes it is at the center of the line and sometimes at one end. These lines can either be vertical or horizontal.
T »
Two types of "T" exist - the upright T and the inverted T. With the upright T, the area of impact is at the area's base while with the inverted T, the area of impact is where the two arms of the T intersect at the top of the area. For close combat spells (ie spells with a range of one), this difference can be very important.
Circle
This area of effect takes the form of a circle where the area's center is the area of impact. The radius of such circles may vary, and so the size of the area of effect.
Ring
With this area of effect, the area of impact is located at the center of the ring, but it is not taken into account. There are two circles, one is on the inside of the area of effect, and is not touched by spells, the other forms a band outside this circle. The radii of these two circles can vary, and the area of effect (as well as their distance from the area of impact) will change with them.
Glacialena
Community Manager
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