DOFUS 1.27, The 21st Spell will expand and enrich the game concepts introduced in version 1.26.
Following on from the previous update, we've introduced 30 new combat challenges, re-evaluated PvP quests, and completely redesigned the Class Temple Dopples: what you will find is a whole host of new ways to evolve your character!
What's more, DOFUS 1.27 will also see a significant rebalancing of the classes. The appearance of unhealable damage, modifications to Initiative management, tackling and changes to Sacriers are the main elements of the update.
Read more about all these points below!
The Community Management team.
Chapter I - New calculation
for Initiative
In order to reduce the advantage enjoyed by certain classes under the old calculation system, which was based on elementary characteristics bonuses, we've decided to change the method of calculation.
Now, only two major factors are taken into account: Health Points and Initiative bonuses from equipment and consumable items.
But that's not all: your character's Initiative is no longer fixed!
Your character's basic Initiative is calculated according to Health Points: 4 Health Points = 1 Initiative point (except for Sacriers for who 8 Health Points = 1 Initiave point). To this figure, we add bonuses given by thhe character's equipment and we have the maximum. initiative.
This figure is affected in turn by the percentage of HP your character has left. . The more warriors are injured in combat, the less initiative they will have and vice versa.
Formula:
Initiative = (Total HP/4 + Initiative Bonus) * (HP remaining/Total HP)
Initiative Sacrier = (Total HP/8 + Initiative Bonus) * (HP remaining/Total HP)
Chapter II - HP gained per level
Before 1.27, all characters gained 10 extra HP per level above level 100.
This gain will no longer exist and will be replaced by an increase in the life of characters of 5 points per level from level 1! .
This change will go some way towards reducing the power gap between characters above and below level 100, and will also make PvP combat far more playable for low-level characters. We found that fights are often cut very short due to players having powerful spells and little vitality.
Chapter III - Recuperation
of HP
and passive energy
We have made the recuperation of HP and energy points a lot quicker in order to minimise down time between fights and thereby make the game more accessible to beginner or casual players.
Here are the changes we've put in place:
- Characters will now recuperate 1 energy point. per minute of disconnection, wherever they happen to be at the time.
- Characters will now recuperate 2 energy points. per minute of disconnection if they disconnect in taverns, class temples or houses.
- When sitting, characters will now recuperate 60 HP. per minute, no matter what their level is.
- Even when not sitting, characters will now recuperate 30 HP. per minute.
And don't panic, all you Bakers, Alchemists, Hunters and Fishmongers! These changes won't ruin your business - eating consumable items will still be far quicker than any other way of recuperating energy - and still just as useful for sustained combat.
Chapter IV - New tackle system
The percentage chance of successfully tackling an adversary will be calculated with more emphasis on a player's investment in Agility for all classes and all character builds, even if not focused on Air.
While the old system would automatically accord a tackle in the case where there was a difference of 100 or more in two players' Agility, the new approach will give importance to every degree of investment in Agility.
The new formula is centred on a 50/50 chance of tackling when both players have equal Agility. The greater the difference between the two levels of Agility, the more difficult Tackling will become for the weaker player, and vice versa.

Formula:
%Dodge = 300*((Agi + 25)/(Agi + Agi Enemy + 50)-100
Chapter V - Quests and alignment
Additions to the alignment quests are one of the things players have really been looking forward to, so we decided not to make you wait any longer. In order to not take it all on at once, we've broken up the quests into several bundles.
This solution will allow us to conceive quests of very high quality but without making you wait any longer.
DOFUS version 1.27 will bring alignment quests for levels between 40 and 50, as well as an additional Order quest which will open up a second rank in Orders and the alignment rewards that accompany them. The first level alignment rewards have been completely revised also. The concept of bonuses in combat has been abandoned to make way for new features for PvP confrontations out of combat (the advantages brought to players by the old system were too great).
Here are the different ways to receive alignment rewards in 1.27:
Order of the Valiant Heart/Order of the Bleeding Heart
Disciple of Menalt/Disciple of Djaul (20)
- Extra loss of energy for beaten enemies: 200 points
- Use of level 1 aggression potions (1 aggression cell)
Page/Traitor (40)
- Extra loss of energy for beaten enemies: 400 points
- Use of level 2 aggression potions (2 aggression cells)
Order of the Salutary Spirit/Order of the Unsound Mind
Disciple of Jiva/Disciple of Hecate (20)
- Use of resurrection potions.
Apprentice/Dark Apprentice (40)
- Use of liberation potions.
Order of the Sharp Eye/Order of the Putrid Eye
Disciple of Silvosse/Disciple of Brumaire (20)
- Use of itemouflage potions.
Spy/Dark Spy (40)
- Use of immobile itemouflage potions.
Aggression potions allow players to automatically aggress enemies who come within range. As they progress through their order's ranks they will be able to use stronger and stronger aggression potions which serve to increase the area of their "automatic zone of aggression."
Resurrection potions have the same function as before - they return life to a player who has been transformed into a tomb or a phantom after being defeated.
Liberation potions allow players to force a warrior's soul out of a tomb. The soul in question will be automatically sent to a grave yard in the form of a ghost. These potions can be used to prevent an enemy priest from resurrecting dead players from his side after a defeat.
Itemouflage potions transform the character that uses them into an element of the background. As soon as the player moves, they will take on their normal appearance.
Immobile itemouflage potions render the character that uses them invisible (unlike the invisibility scrolls that currently exist, we will only see their footsteps.) As with the ordinary itemouflage potions, any movement will end the effects of the potion.
[TODO]Les potions de libération permettent à un personnage de forcer la libération de l'âme de la tombe d'un autre personnage. Celui-ci sera automatiquement envoyé dans un cimetière sous forme de fantôme. Ces potions permettent d'empêcher un prêtre ennemi de ressusciter les morts de son camp directement sur le lieu de leur défaite.
Les potions d'objouflage transforment le personnage qui les utilise en objet de décor. Le camouflage reste actif tant que le personnage est immobile.
Dès qu'il se déplace, il retrouve son apparence normale.
Les potions de camouflage immobile rendent le personnage qui les utilise invisible (à l'instar des parchemins d'invisibilité actuels, on ne voit plus que la marque de leurs pieds). Comme pour les potions d'objouflage, le moindre mouvement met fin à l'invisibilité.
Chapter VI - New challenges
For the last time, challenges are specific missions which are offered at the beginning of each fight. If you manage to succeed, you will receive XP bonuses and booty.
With version 1.27 we wanted to review the bonuses players receive when they complete challenges, in order to make the game more balanced... but the best part is the 34 new challenges to discover and enjoy!
Here is the list of challenges:
Casino Royal: Cast the spell Roulette each time the spell is available for the duration of the combat. Araklover: Summon an Araknee each time the spell is available, for the duration of the combat. Untouchable: Do not lose any HP for the duration of the combat.
Incurable: Do not regain any HP for the duration of the combat.
Clean hands: Kill all monsters without dealing direct damage for the duration of the combat. Traps, glyphs, poisons, damage caused by moving as well as attacks by summons may all be used. Elementary, my dear! : Use the same element to attack for the duration of the combat.
Keep moving! : Do not steal MP from your enemies for the duration of the combat.
Time Flies: Do not steal AP from your enemies for the duration of the combat.
Sightseeing: Do not reduce the range of any enemies for the duration of the combat.
Pighead: Use the same spell or close combat attack for the duration of the combat.
Maniac: Enemies must be killed according to the descending order of their levels.
Neither Piwin nor submissive: Male players must let female players deliver the mortal blow to enemies for the duration of the combat.
Neither Piwi nor submissive: Female players must let male players deliver the mortal blow to enemies for the duration of the combat.
Low levels first! : The player with the lowest XP must deliver the mortal blow to all enemies.
Focus: When an enemy is attacked, they must be finished off before any other enemy is attacked.
Elitist: All attacks must be made exclusively on %1 until they die.
Survivor: All allies must be alive at the end of the fight.
Unpredictable: All attacks must be made exclusively on the target selected by a character at each new turn.
Contract Killer: Your enemies must be killed in the designated order. A new target will be selected each time the preceding target has been killed.
Impertinence: Finish your turn on a cell adjacent to an enemy.
Tight: Finish your turn on a cell adjacent to an ally.
Blietzkrig: Whenever an adversary is attacked, that character must be killed before their next turn begins.
Hermit: Never finish your turn on a cell adjacent to an ally.
Limpwrist: Never finish your turn on a cell adjacent to an enemy.
Exuberant: Use all your action points before the end of your turn.
Two for the price of one: When a character kills an adversary, this character must kill one (and only one) more enemy during the enemy's turn.
Self Sacrifice: Characters must not be healed during their turn.
Sharing: Every character must finish at least one enemy off during the fight.
Duel: When a character attacks an enemy, no other character must attack the enemy for the duration of the combat.
To each his pwn: Each character must kill at least one enemy during the combat and once a character attacks a particular enemy, no other character must attack that enemy for the duration of the combat.
Contamination: When an ally is attacked by an adversary, you have 3 turns to kill your ally.
We've also introduced 3 hidden challenges, which we'll let you find for yourself in game!