Sphera 1.2 Update
Below are all the changes for this update. Thank you for all of your feedback. We hope you enjoy the new changes going into the finale and the next season.
If you see any discrepancies or if there are mechanics that are highly confusing, please tag me in #Support, as we need to make sure everything is as accurate and as error-free as possible before these changes are imported into the Builder and then the bot. If there are questions about the update, don't hesitate to reach out.
The kind of things we're looking to iron out include but are not limited to: confusing or undocumented terminologies, typos, grammatical errors, discrepancies between the action list and the patch note, etc.
All changes can be seen here.
General Changes
Wiki
Wiki
- The action lists for ALL masteries have been updated to reflect the changes in Sphera 1.2
- Action slots are now unlocked, meaning that you are no longer required to take any action pair and only take sub-actions, free actions, and passive, or only take action pairs.
- Now only apply to the highest source instead of applying to all sources.
- Passives are actions that happen automatically without you needing to do anything.
- Actions you have to activate either by rolling or checking your mastery rank
- You may use any number of free actions, but each unique free action may only be used once per post
- All actions are now tagged
- Are now visible at the end of the action page.
Armor
Heavy Armor
Heavy Armor
- Immortal has been changed back into a passive with an optional self heal
- 20 HP per AR → 25 HP per AR
- 15 HP per AR → 20 HP per AR
- Buffed non-bonus effects
General Actions
Sturdy → Healthy
Consistent
Sturdy → Healthy
- 20 HP → 25 HP
Consistent
- New requirement to take the Consistent: 4 masteries at A-rank and no Alter mastery
- Turn modifiers into additional dice rolls for d20s and d100s
Defense Actions
Ultra Protect
Sentry
Ultra Protect
- 2d100 → 1d100
- 2 allies → 3 allies
- If successful +20 damage / -15 damage, otherwise, normal attack
- → If successful +20 damage / -10 damage, otherwise, +10 damage / -5 damage
- Succeed on: 85+ (D), 70+ (C), 55+ (B), 40+ (A), 25+ (S)
- → 70+ (E), 60+ (D), 50+ (C), 40+ (B), 30+ (A), 20+ (S)
- May mitigate damage for self or allies.
- If successful +100 damage / -20 damage (no vuln), otherwise, +50 damage / -10 damage (vuln)
- → If successful +75 damage / -25 damage (no vuln), otherwise, +30 damage / -10 damage (vuln)
- Succeed on: 85+ (D), 70+ (C), 55+ (B), 40+ (A), 25+ (S)
- → 80+ (E), 70+ (D), 60+ (C), 50+ (B), 40+ (A), 30+ (S)
- May mitigate damage for self or allies.
- Now a free action.
- New Bonus Action: *5 instead of *3 threat value
- New Bonus Action: Double your thorned damage.
- Retired and merged with Counter/Ultra Counter
- New Free Action: Hinder and Ultra Hinder deal both HP and SP damage in any amount
- New Bonus Action: When you use Hinder or Ultra Hinder, add 10 (D) 20 (B) 30 (S) bonus damage.
- Now available for defense masteries
- Renamed and now applies to any defensive actions
- Now available for Defensive and Support masteries
- Now applies to attacks, buffs, and heals.
Offense Actions
Sharp Attack
Sharp Attack
- Roll: 1d100 + (MR*2) + WR + other bonuses
- → 1d100 + (MR*2) + (WR*1.5) + other bonuses
- Roll: 2d100 + (MR*2) + (WR*2) + (other bonuses * 2)
- → Roll: 2d100 + (MR*2) + (WR*2) + (other bonuses * 1.5)
- No longer uses 2 buff charges
- Explosion: Each 20 rolled grants another d20 roll
- → Explosion: Each 19 and 20 rolled grants another d20 roll
- Explosion: Each 20 rolled grants another d20 roll
- → Explosion: Each 19 and 20 rolled grants another d20 roll
- If successful: +40 damage. Unsuccessful: +0 damage
- → If successful: +40 damage. Unsuccessful: +20 damage
- Success: 85+ (D), 70+ (C), 55+ (B), 40+ (A), 25+ (S)
- → 75+ (E), 65+ (D), 55+ (C), 45+ (B), 35+ (A), 25+ (S)
- 2d100 (take the higher die) + modifiers
- → 2d100 (take the higher die) + 40 + other bonuses
- Roll: 2d100 (-10 to the next save roll)
- → 2d100 + WR (save roll penalty dropped)
- New conditional: E, D, C rank rolls 3d100, B, A, S, rolls 4d100
- New Free Action: Split your damage as you please between the target and any number of adjacent enemies
- New Bonus Action: Deal 1/2/3d20 flat damage to all of the enemy and enemies adjacent to them
- New Passive: If attacking an enemy while not on its square, +5 or +10 (if you have Hyper Awareness)
- New Bonus Action: Your attack or buffs gain 10/15/20 and heal gains 5/10/15 bonus per square of distance starting from the adjacent square to you and ending on the target’s
- See changes above
- Now available to Defense masteries
- New Free Action: Your attack deals 10 (D) 20 (B) 30 (S) flat SP damage in addition to its regular damage
- New Bonus Action: Double Disruptive's damage.
Support Actions
Heal
Assist
Heal
- Explosion: Each 20 grants another d20 roll
- Explosion: Each 20 grants another d20 roll
- Now works with Heal, Power Heal, Buff, Power Buff, Haste, and Inspire
- Action now effects now apply to the revived person
- Revive also works with the AoE version of the actions
- Roll: 1d6 → 1d6+2
- Roll: 1d6 per MR → 1d6 + 1d6 per MR (new max: 6d6)
- Can you give bonus to: mastery or expertise check, contribution, save roll, buff, heal, or attack
- Both bonus actions have been combined and will now apply to both Heal, Power Heal, Buff, and Power Buff
- New Free Action: When AoE is used, give the effects to 2 targets and give the last charge to 1 of them
- New Bonus Actions: Roll both Heal and Buff or Power Heal and Power Buff, choose which of your targets is getting either the heal or buff
- Roll 1d2 → 2
- Now stacks with itself and Haste and may target self if one of the targets for the main action is yourself
- Has been retired
Alter Actions
Momentum
Harrier
Momentum
- Map movement has been dropped as a requirement to trigger
- New Passive: All damage resulting from moving is halved
- New Bonus Action: You may split your movements to do move - act - move
- New Passive: +1 movement
- +5 per MR flat bonus to attack, heal, or buff → +5 (D) 15 (B) 25 (S) flat bonus to attack, heal, or buff
- Has been retired
- Passive. When you target an ally or allies with an action or a bonus action, reduce incoming damage to them by [12]. If AoE was used, distribute the reduction in any amount between up to 3 targets.
- Bonus Action: +5/10/15 stackable bonus to saves → +5/15/25 non-stackable bonus to saves
- Can now boost attack, buff, or heal
- Bonus no longer applies to saves
- No longer disallow Special Actions to be used with Twice
- New Passive: +5/15/25 to a pool at the beginning of the user’s turn, when it reaches 75 or higher, the ability unloads regardless of what action you do.
- New Bonus Action (Unload - 74 or lower) Use the charged amount as a bonus to attack, buff, or heal
- New Bonus Action (Hold - 75 or higher) Stop your charge from unloading
DM Actions
Carry
Carry
- Currently unlisted
- A base action that DMs can enable based on context
- Currently unlisted
- DM may enable this based on context
- If a DM enables this action as an option, they may require players to leave an action slot empty.
- Costs a BA to use
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