The spell variant project is finally almost done and will be available in the December update. This is a major change for DOFUS as we'll be doubling the number of spells for all classes in the game!

What's this?    

There are currently 22 class spells: 20 gained by advancing through levels 1 to 100, a special spell from the class temple, and the Dopple Summon at level 200.
Spell variants are 21 new spells to be obtained from levels 101 to 200 (about every 5 levels). Each variant is linked to an existing spell, and once unlocked, you can select either the original spell or its variant.
You'll be able to make this choice whenever you like (except in combat), for free and at any level.


There are several reasons to add variants:
  • It provides classes with new skills by adding these 21 spells.
  • It offers more ways to customize your characters.
  • It allows each class to better adapt to different situations, while making class builds more flexible.
  • It introduces interesting rewards after you reach level 100.
  • It improves the system for choosing spells, which was previously based on spell points and didn't really allow for customization (anyone could eventually have all spells at level 6).
  • It makes certain spells more accessible by offering variants that are simpler, and it gives other spells more depth by offering more complex variants.

Reorganization of Existing Spells

To successfully integrate the 21 new spells, we had to rework certain aspects:
  • The special spell for each class (acquired at the temple) will now be part of a character's progression, i.e. unlocked like any other spell at a particular level.
  • As a result, changes have been made to the levels at which spells are unlocked.
  • Spell points have been removed, and class spells now have 3 ranks. It's no longer necessary to invest spell points to improve a spell; each rank has a level requirement and automatically unlocks once a character has reached the required level. A spell can automatically evolve in this way two times.
  • Common spells (Leek Pie, Release, etc.) now only have one level, based on their previous level 6, and they have no variant.
  • Dopple Summons have been removed. We didn't want these Summons to have too much of an impact on combat as their actions can be hard to anticipate, and so we reduced their power over the years. They have become less relevant and are now even problematic: they draw out fights without being interesting or reliable tools in tactical terms. We contemplated various ways of making them more interesting (e.g. make them controllable, more powerful but also more temporary), but nothing worked out in the end. In any case, they're made redundant by class spells and are simply not interesting enough to outweigh their downsides (issues with clarity in combat and increased play time).
  • Changes to existing spells: it was counterproductive to create a variant for spells that were not functioning adequately. Therefore, we took advantage of this project to review certain class spells. You'll find more details about these changes in the changelog for the December update.

Class by Class

All classes across the board will now have access to a range of attack spells sufficient in the four elements.
Without going into detail about each spell, below is an explanation of what we wanted to bring to each class. 


The Cra's spell variants will provide better tools for grouping up (including placement/movement spells) and can strengthen the player's binding and damage abilities.


We have removed the Lucky Devil state; this system was functional but a little unclear and too restrictive. We decided to rework spells associated with it, occasionally incorporating the effects triggered by Lucky Devil mode in the form of a variant.
In addition, some Ecaflip spells now have different effects when they crit; Bluff, for example, normally deals Air-type damage, but a critical hit deals Water-type damage. This method of managing random effects seems more balanced to us: it can be controlled by playing around with critical bonuses for equipment and spells. And besides, the Ecaflip will also have plenty of tools to modify their critical hit rate (whether by increasing or decreasing it).


The majority of spells requiring the Portal state have been reworked. These spells no longer trigger their bonus effect if the target is in the Portal state, instead triggering when cast through a Portal.

But the Portal state will remain and can be exploited as a resource for certain spells.
The healing effects from Affliction and Insult have been removed, however. The Eliotrope still has healing abilities, and these can be made even stronger through variants.


We have updated Air-type and Water-type spells: base spells no longer heal but will deal more damage. By way of variants, we're adding new spells for these paths that heal 100% of damage inflicted (compared to 50% previously) but deal less damage.

We are at the same time removing the spell Decisive Word; whether the Eniripsa pursues a purely offensive play style will be determined by their choice of variants.

Finally, we've added an Earth path to the class: this path will target allies (including Summons) to cause significant damage to enemies.


An Enutrof's Summons now have a slightly unique quality: they heal their attacker if it's an ally. That means allies can use them to regenerate health.

The spell Bribery has been updated to apply the Pacifist state instead of skipping the target's turn.

As far as variants go, these will give Enutrofs more tools to aid their allies or themselves while also providing rare placement abilities.

The Air path is back and much more expanded than before. Among other things, it offers new healing skills to the Enutrof.


By adding variants to their spells, we hoped to give Fecas more placement and movement abilities, but at the cost of protection abilities. The opposite is also true: a Feca can now choose to sacrifice even more mobility to better protect their allies.
Furthermore, the variants of elemental glyphs are direct attacks that place a glyph around the target or caster. This glyph is a positive one, providing bonuses to allies.


For most classes, we are avoiding offering a spell variant that uses a different element than the base spell, except in a few cases: if the spell has a secondary effect (for example, it removes MP or moves the target, etc.) and the variant offered also has a secondary effect. In that case, it means the variant and the base spell are both of use to other elemental paths. For example, if a spell is Fire-type and also repels, and its variant is Water-type and attracts, even a Water character could take the Fire-type variant because its push-back effect may be more suitable than an attraction effect.
The only case that breaks this rule is the Huppermage: their elemental spells only do damage, while spell combinations cause secondary effects. As a result, each of the Huppermage's elemental spells has a variant of a different element:
  • Air-type spells have an Earth-type variant, and vice versa.
  • Water-type spells have a Fire-type variant, and vice versa.

So, it will be possible for a Huppermage to have zero spells of a particular element if they so wish. But that would also make them unable to produce any effects associated with the element.


It's been 13 years, and the Water-type Iop is finally entering the arena! These Iops are focused on shielding but can only obtain it for themselves; each damage spell cast generates shield points. However, these spells naturally don't rack up as much damage as those of other elemental paths.


The addition of variants presented the perfect opportunity to rework certain key spells:
  • Karcham now allows you to carry as well as throw an entity, but throwing it now requires a line of sight.
  • Its variant, Chamrak, has less throwing range but does not require a line of sight.
  • Boozer and Bamboo Milk have also been combined: if Boozer is thrown while the Pandawa is Drunk, they become sober again.

If you've guessed that new spells have been added to the Pandawa's array of base spells, you would be correct.
They'll now have several spells allowing them to throw an entity they're carrying: some heal the entity, others produce effects on impact or while being launched, and others do not have to be cast in a straight line. You can throw however you like!


As you saw with Eniripsas and Enutrofs, we're using variants to add a fourth elemental path for classes that don't have it (or that lost it). For the Osamodas, a new elemental path involves new Summons, a new fusion, etc.

After much debate, we decided that the new Summon type for the Osamodas would be the Toad, a proud representative of their Water path. An Osamodas can thus fuse with their Toad to gain damage bonuses.

We also updated the bonuses Osamodas can give their allies; these are now granted by Whip instead of the player's elemental spells, and so they differ depending on the transformation:
  • Dragon: Healing
  • Gobball: Damage Reduction
  • Tofu: MP
  • Toad: AP

The Osamodas has a new Summon for each elemental path, but they can acquire no more than two (as the variant of certain Summons is another Summon). They can, however, choose to have more spells for interacting with them (to make them stronger, move them, replace them, etc.).


To make Animal Form more distinctive, we removed its Vitality bonus and increased its damage bonus. In this way, the Ouginak's dual modes are more differentiated: Normal Mode provides more survivability, whereas Animal Form allows for greater mobility and a substantial increase in damage.

Ouginaks will also be able to use spell variants to control their rage.


Let's dive right into the Earth bomb and its effects: this bomb doesn't do much base damage, but it benefits from a higher combo bonus than other bombs. That means the Earth path can be adopted on its own, or used to round out another elemental path in order to produce big explosions more quickly.

With variants, you'll have the choice between planting a normal bomb or a time-delayed bomb, the latter not appearing on the targeted cell on the turn in progress, but rather the following turn. If you use the time-delayed version, you'll be able to plant two bombs of the same element each turn!


A devblog article specifically talking about changes made to the Sacrier class in Update 2.45 (removal of Punishments, changes to elemental paths, etc.) will be released at a later date.

Most of their spells have been modified, but some of the new variant spells may be familiar to you!


We have updated dolls to be simpler to use: they no longer require a tree to be placed. As a result, they will no longer spawn a tree on death, and they have higher casting restrictions.
Variants of the dolls are the current version of the spell, allowing each doll to either use the tree-consuming version or not.
We also introduced ways to periodically apply the Infected state. These spells' variants also include the Infected state, of course.


With double the amount of spells, the number of turrets will double as well! Foggernauts can still only have a max of three turrets in their arsenal, but they can now choose from a range of six different turrets, which you'll find out about later.

The power of certain turrets at Evolution I has been reduced, but the Foggernaut can now have as many turrets as they want at Evolution II (only one at a time at Evolution III, though).


Srams' spell variants are partly centered around their traps: some of their spells will be improved (Range, damage, AP cost, etc.) every time an enemy triggers one of their traps.

Some of these new traps work differently from existing traps; they generally take up just one cell, but their effects are spread out over a larger area once triggered. They make it easier to hit multiple targets with a single trap.

We've also reintroduced the Sram's Water path. With a focus on stealing health, it allows you to use health stolen from enemies to heal allies (but not the Sram). The concept, as summarized by one of our Game Designers (who wanted to remain anonymous): "The Sram is the Robin Hood of health."


The Xelor's spell variants allow them to befuddle their opponents and allies even more.

They can gain more spells for teleporting and reversing time, but they'll have to choose which ones they want.

We also reworked the order in which certain spells are awarded relative to their variant, with the goal of making class training more gradual (where suitable, we changed the order of certain spells so that the simplest ones would generally be unlocked from levels 1 to 100 and the more complex variants would be awarded from levels 101 to 200).


Some of the Masqueraider's spells have been redone:
  • The spells Cowardly and Classic Mask have been improved.
  • Psychopath spells don't generate as many different effects but are more effective (lower AP cost, higher values, etc.).
  • A new spell has been added (replacing Masquerade, which will become the variant of Ardour) that will summon a mask to lock enemies and share damage with its summoner (allows you to more effectively perform the role of Masqueraider Dopple).

Regarding variants:
  • Mask variants produce different bonuses but can always be used to cast the same spells.
  • A spell's variant is always used with the same mask.

Class Sets

Class sets will be updated; they will modify current spells and their variants, so we will not be creating new class items.

The Beta

We are being intentionally vague about how each variant works; that's because we could still make quite a few changes to spells and their variants during the beta-testing phase.
The best way to learn more about new possibilities that variants will provide before the official release is to test them out on the test server. After testing things out, feel free to give us your feedback about anything related to Update 2.45 so we can make any necessary adjustments.

Q & A


What will happen to non-natural spell points?

Non-natural spell points (those obtained from scrolls) will be automatically converted to Kolossokens when Update 2.45 comes out.

A new cosmetic reward will be available to buy with Kolossokens. This will complement the various measures we've introduced in 2017 to add more value to Kolossokens (their use in new recipes for equipment, shields, and soul stones).

Is there going to be a system for quickly changing out variants?

We've started working on a system that would allow you to save sets of variants and swap them out quickly, but it will not be ready in time for Update 2.45. This will be coming in a major update slated for 2018.

Why don't common spells have variants?

At the moment, we don't want to give classes too many extra possibilities through common spells. Long term, we'd like to offer a system in which players can choose a certain number of common spells from a list of spells.

Won't this make classes too versatile?

Variants will allow us to reinforce certain secondary roles as well as add new roles to some classes. However, the variant system forces players to choose between a spell and its variant. Although classes will become more versatile overall, it will require certain choices at the combat level, and one player won't be able to effectively perform all roles at the same time.
Category: Game design