Chapter VII - Modifications
to the Sacrier
Punishment spells

Before version 1.27, a team could be built in a certain way to give excessive and definitive power to Sacriers, with almost no way to counter this tactic. This often leads to overly one-sided combat and negatively affected the strategic possibilities of the game. On the other hand, the Punishment spells did not offer enough bonuses in solo play.

In this update, we have redesigned the Sacriers' Punishment spells with two objectives in mind:
- To reduce the power of Sacriers in optimised team (to make other classes equally attractive)
- To increase their usefulness in solo play, in varied teams and in PvP.

For these reasons, the Punishment spells now have a temporary duration. They can be recast when their effects wear off.
For the duration of the spells effect, all damage received by a Sacrier will bring bonuses, which also have a specific duration.
When a monster attacks a Sacrier, one lost HP gives them one bonus point to the Punishment characteristic. When a player attacks a Sacrier, whether they are allies or enemies, two lost HP give them one bonus point to the Punishment characteristics. Sacriers have a maximum of characteristic points per turn that they can reach; this maximum depends on the level of the Punishment.
Bonuses gained with the Punishment last for 5 turns and can be added up.
Therefore, it is not that interesting anymore for a team to concentrate their blows on the Sacrier. On the contrary, teams will have to find a balance between blows that are useful to maintain their power and blows that are better dealt to the enemy. Since Sacriers are often exposed in fight, enemy attacks are often enough to make up for these Punishments.

In solo play, Sacriers will now have significant and rapid characteristics bonuses once they have received several blows from the enemy.

The spell Wise Punishment which aimed to compensate for the great difficulty Sacriers had in gaining XP alone was rendered useless by new Punishment spells which made solo play far easier. It has been replaced by Vital Punishment.
This spell will work in the same way as the other Punishment spells, by giving Vitality bonuses to Sacriers, avoiding the need for healing in order to compensate temporarily for a loss in Health Points.

In a general way, the loss in power to teams optimized around a 'super-punished' Sacrier will not be entirely disadvantaged, because they will also benefit from the global re-evaluation of several other classes since the changes to spells and the addition of Special Spells which will make for considerably quicker combat.
Simply put, Sacriers will no longer be the only characters in teams with the ability to deal high levels of damage. They will even be able to lend their allies some of their power with their special spell Pain Shared.

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Chapter VIII - Modifications
to heals

Before version 1.27, a team could be built in a certain way to give excessive and definitive power to Sacriers, with almost no way to counter this tactic. This often leads to overly one-sided combat and negatively affected the strategic possibilities of the game. On the other hand, the Punishment spells did not offer enough bonuses in solo play.

In this update, we have redesigned the Sacriers' Punishment spells with two objectives in mind:
- To reduce the power of Sacriers in optimised team (to make other classes equally attractive)
- To increase their usefulness in solo play, in varied teams and in PvP.

For these reasons, the Punishment spells now have a temporary duration. They can be recast when their effects wear off.
For the duration of the spells effect, all damage received by a Sacrier will bring bonuses, which also have a specific duration.
These bonuses will be fixed and will systematically grow weaker during a given turn (the first blow received will bring a high level of bonus, the second, a little less etc).

It is therefore not so interesting anymore for teams to focus all their blows on Sacriers during a full game turn: the Sacrier will have to find the right balance between maintaining power and attacking the enemy, especially since Sacriers will now be much more exposed in combat. Damage dealt by the opposition may be enough to make the Punishment spells worthwhile.

In solo play, Sacriers will now have significant and rapid characteristics bonuses once they have received several blows from the enemy.

The spell Wise Punishment which aimed to compensate for the great difficulty Sacriers had in gaining XP alone was rendered useless by new Punishment spells which made solo play far easier. It has been replaced by Vital Punishment.
This spell will work in the same way as the other Punishment spells, by giving Vitality bonuses to Sacriers, avoiding the need for healing in order to compensate temporarily for a loss in Health Points.

In a general way, the loss in power to teams optimized around a 'super-punished' Sacrier will not be entirely disadvantaged, because they will also benefit from the global re-evaluation of several other classes since the changes to spells and the addition of Special Spells which will make for considerably quicker combat.
Simply put, Sacriers will no longer be the only characters in teams with the ability to deal high levels of damage. They will even be able to lend their allies some of their power with their special spell Pain Shared.

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Chapter IX - Dopples
and Doploons

The Dopples in the class temples could be challenged from level 1 to 99 once a day and allowed players to gain considerable experience in the previous version of DOFUS. However, these Dopples were not that easy to access and they were not as beneficial as we'd hoped, which is why we've decided to update them in the DOFUS 1.27 update.

Each character will now be able not only to fight the Dopple of their own class once a day, but the Dopples of all 11 other classes too, and up to level 200! The characteristics of these Dopples have been revised to allow players to fight them easier, while nonetheless keeping the element of risk!

These fights against Dopples allow players to gather XP as before (although players will gain more experience with the Dopple of their own class), but now they will receive Doploons too! Each Dopple will have a different sort of Doploon.

Doploons can then be exchanged in class temples for Special Spells, a weekly bunch of dungeon keys, or a Guildalogem, as well as to forget spell levels.

So, characters can:
- Obtain their special spell for 1 Doploon of their class,
- Obtain the bunch of weekly dungeon keys for 1 Doploon of their class,
- Obtain a Guildalogem for 1 Doploon from each class,
- Forget one spell level for 7 Doploon of their class or 1 Doploon from each class.

Temple Dopples allow players to gain XP on a daily basis and also offer an alternative to expensive potions and the dungeons on Otomai Island when casual players wish to forget spells.

Dopples can also help all players get into any dungeon, once a week, with their famous weekly bunch of dungeon keys. This non-exchangeable object is only available once a week and allows characters to enter every dungeon in the game once during that week. The bunch of keys will help players who can't afford the high prices for dungeon keys to try them out once a week.

In this way, all players can have the pleasure of discovering certain dungeons free of charge, but the traditional dungeon keys will continue to be used, which is essential for players who need to attempt a particular dungeon several times in a single week.

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Chapter X - PvP quests
and Strokens


PvP Quests appeared in version DOFUS 1.26 with the purpose of encouraging players to try their hand at PvP (player versus player) combat and to show them how to evolve their characters in this way. These quests come in the form of contracts to attack other characters: if you succeed in making the hit in a balanced fight, you'll gain experience points.

In 1.27, we have made PvP quests more interesting and accessible for all players by making them easier to take part in and by improving the rewards you can gain from them.

First of all, the XP gained from these quests has increased by 50% so as PvP combat will become a profitable alternative to fighting monsters when evolving your character.

We have also introduced all-new rewards for the PvP Quests, with an exciting innovation: Strokens!

Every time you win in a PvP Quest, you'll get 2 Strokens on top of the XP and Kamas. Strokens are tokens which are specific to your character and which you can collect and exchange for various items with the NPC who hands out the PvP Quests in your city.

Strokens can be exchanged for characteristics scrolls:
- a small scroll for 2 tokens.
- a medium scroll for 3 tokens.
- a great scroll for 5 tokens.
- a powerful scroll for 16 tokens.
- a spell point scroll for 100 tokens.

You can also exchange them for Spiritual Gems which contain the souls of various dungeon monsters (so long as the character is of a high enough level to use the gem in question):


From level 50:
Spiritual Gem of the Famished Sunflower, for 3 tokens.
Spiritual Gem of the Royal Gobball, for 4 tokens.
Spiritual Gem of the Shin Larva, for 6 tokens.
Spiritual Gem of the Sponge Mob, for 6 tokens.
Spiritual Gem of the Bworkette, for 7 tokens.
Spiritual Gem of the Golden Scarabugly, for 8 tokens.
Spiritual Gem of the Ancestral Treechnid, for 9 tokens.
Spiritual Gem of the Royal Blue Jelly, for 11 tokens.
Spiritual Gem of the Royal Coco Blop, for 11 tokens.
Spiritual Gem of the Royal Cherry Blop, for 11 tokens.
Spiritual Gem of the Royal Indigo Blop, for 11 tokens.
Spiritual Gem of the Royal Pippin Blop, for 11 tokens.
Spiritual Gem of the White Rat, for 13 tokens.
Spiritual Gem of the Black Rat, for 14 tokens.

From level 60:
Spiritual Gem of the Wa Wabbit, for 10 tokens.
Spiritual Gem of the Great Coralator, for 13 tokens.
Spiritual Gem of the Lord Crow, for 16 tokens.

From level 70:
Spiritual Gem of the Legendary Crackler, for 11 tokens.
Spiritual Gem of the Tanukoui San, for 12 tokens.
Spiritual Gem of the Koolich, for 15 tokens.
Spiritual Gem of the Royal Mint Jelly, for 19 tokens.
Spiritual Gem of the Royal Strawberry Jelly, for 19 tokens.
Spiritual Gem of the Royal Lemon Jelly, for 19 tokens.

From level 80:
Spiritual Gem of the Royal Tofu, for 10 tokens.
Spiritual Gem of the Sewer Keeper, for 13 tokens.
Spiritual Gem of the Minotoror, for 14 tokens.
Spiritual Gem of the Gourlo the Terrible, for 16 tokens.
Spiritual Gem of the Moowolf, for 16 tokens.
Spiritual Gem of the Royal Rainbow Blop, for 19 tokens.
Spiritual Gem of the Moon, for 20 tokens.

From level 100:
Spiritual Gem of the Dark Vlad, for 16 tokens.
Spiritual Gem of the Pandora Master, for 16 tokens.
Spiritual Gem of the Skeunk, for 18 tokens.
Spiritual Gem of the Dragon Pig, for 20 tokens.
Spiritual Gem of the Peki Peki, for 32 tokens.

From level 110:
Spiritual Gem of the Tynril, for 22 tokens.
Spiritual Gem of the Silf the Greater Bherb, for 26 tokens.

From level 120:
Spiritual Gem of the Crocabulia, for 30 tokens.
Spiritual Gem of the Sphincter Cell, for 30 tokens.
Spiritual Gem of the Bworker, for 38 tokens.
Spiritual Gem of the Soft Oak, for 38 tokens.

From level 140:
Spiritual Gem of the Minotot, for 28 tokens.

From level 150:
Spiritual Gem of the Kimbo, for 46 tokens.
Spiritual Gem of the Ougaa, for 48 tokens.

PvP quests with Strokens allow players to not only gain XP and Kamas, but also to evolve their character's characteristics with scrolls or to obtain Soul Stones that they may not have been able to find on their own.

What's more, you won't need to be under contract yourself anymore to benefit from PvP Quest gains! If your character is made the target of another player and you succeed in beating them in a balanced combat*, you'll win half the award meant for them (1 Stroken and half the experience)!

*Balanced combat: The level of a team is equal to the level of the strongest + the level of the second strongest/2 + the level of the third strongest/3 etc.
The losing team must have at least 80% of the level of the winning team and have less than 20 levels of difference (unless the teams aren't made up of at least 2 players).