In the latest update, we informed you that we're gradually continuing to work on class improvements. So you can get ready for the upcoming developments, we're giving you a full description of the changes, which you can check out in the BETA from Tuesday, September 17, 2019.

WARNING: What you're going to read below is what we intend to do before the BETA goes live; any values mentioned may be modified before the update!
Certain classes were already changed slightly last time (Iop, for example), but this time, we took the time to evolve them and the changes made are more substantial. We had another look at certain classes that had already been changed last time, such as Xelor, because we deemed a few adjustments to be necessary. For the others, such as Cra, certain measures are being taken right now until we're able to spend more time on them.

Cra
It's probably not news to you if we say the Cra class has been causing a few problems in DOFUS for a good while now. The class has always been very powerful when it comes to PvM, especially thanks to pushback, MP reduction, very high area-of-effect and single-target damage, and most of all, excellent range. However, Cras really don't do great in PvP, especially 3v3. Like other classes we've been going through the last few months, its problems are related to the very concept of the class, and simply changing its values will not necessarily make it possible to rebalance it and clean it up, and we're well aware of this. Now, the idea is to currently make a few adjustments to improve the situation slightly for our archer friends by revising the way certain things work and casting conditions.
So as not to hide anything from you, we'd like to propose an overhaul – in whole or in part – as soon as possible. The only thing is, there's still some work to do on all classes, and we'd also like to make as many corrections and changes as possible to all these classes, little by little, before starting on a new overhaul. We also want to have something interesting to offer you, and given how complex the task is, it'd be a shame to do a halfway job! No specific dates or scopes – but at least we told you.
In the meantime, you'll find the list of changes made below. The aim is to clean up Cra vs. Cra match-ups as regards range reduction (e.g. Bat's Eye), which made Cras their own worst nemeses. Certain casting restrictions have been eased, the class is getting slightly more mobile with Concentration Arrow, for example, and not forgetting team-play tools such as Magic Arrow and Crushing Arrow.
- Magic Arrow:
- How it works:
- Inflicts Air damage and steals Range from enemies. Increases the range of targeted allies.
- 2 Range (1 turn)
- Inflicts Air damage and steals Range from enemies. Increases the range of targeted allies.
- How it works:
- Concentration Arrow:
- How it works:
- Now affects the caster.
- How it works:
- Burning Arrow:
- Casting conditions:
- Maximum range: 4 / 6 / 8 → 3 / 4 / 5
- Casting conditions:
- Repulsive Arrow:
- Casting conditions:
- Maximum range: 6 / 7 → 4 / 5
- Modifiable range: no → yes
- Casting conditions:
- Absolute Acuteness:
- Casting conditions:
- AP cost: 4 / 4 → 3 / 3
- Casting conditions:
- Bat's Eye:
- How it works:
- The duration of the Range penalty has been reduced: 3 → 1 turn
- Casting conditions:
- Recast interval: 4 → 3
- How it works:
- Crushing Arrow:
- How it works:
- No longer inflicts damage on allies.
- How it works:
- Plaguing Arrow:
- Casts per turn: 4 → 3
- Tyrannical Arrow:
- Casting conditions:
- Straight-line casting: yes → no
- Casting conditions:
- Devouring Arrow:
- Casting conditions:
- Casts per turn: 2 → 3
- Casts per target: 1 → 2
- Casting conditions:
- Sentinel:
- How it works:
- Also gives a bonus of 6 Range for 1 turn.
- How it works:

Ecaflip
The way Clover used to work made pre-2.52 Ecaflips a tad too strong, but the change to how it works also resulted in it being greatly affected. Actually, we noted a sharp drop in the 3v3 Kolossium victory rate over the last few weeks. Although it should have been expected, we still think it important to make a few changes to balance out this loss of power.
Despite all this, Ecaflips are still good damage dealers that are highly mobile and, in particular, excellent (mostly) metaphorical Swiss knives. However, we've identified a lack of tanking with the class, so we've improved it slightly using the spells Perception, Repercussion and Lucky Star, which now have increased effectiveness. Certain casting conditions have also been made more flexible, particularly for Summons and Corollary.
Regarding the spells Meowch, Tails or Heads, Bluff and Nerve, we'd like to improve the way the work, but we don't yet have an entirely satisfactory solution. Rest assured, we still have a few things lined up to try out, and you should see some changes next time we take a look at balancing!
- Ecaflip's Coin:
- Displaying the spell Ecaflip's Coin in the logs at the start of a fight has been deactivated.
- Godsend:
- Casting conditions:
- Straight-line casting: yes → no
- Modifiable range: no → yes
- Casting conditions:
- Leap:
- How it works:
- Teleports to the targeted cell. Increases the caster's Dodge and that of their allies around the destination cell.
- How it works:
- Summoning Claw:
- Casting conditions:
- Straight-line casting: yes → no
- Casting conditions:
- Summoning Stroke:
- Casting conditions:
- Maximum range: 2 → 3
- Casting conditions:
- Perception:
- How it works:
- Heal value has increased: 4 → 5% max HP
- How it works:
- Roulette:
- Casting conditions:
- AP cost: 2 → 1
- Casting conditions:
- Spell Strike:
- Casting conditions:
- Line of sight: yes → no
- Casting conditions:
- Repercussion:
- How it works:
- Applies an unbewitchable shield to the target for 1 turn. On the following turn, the damage inflicted by the target is reduced by 15%.
- The effects of Repercussion can no longer be unbewitched.
- The Shield's value is now the same for the caster and their allies.
- How it works:
- Corollary:
- Casting conditions:
- Maximum range: 3 → 5
- Casting conditions:
- Lucky Star:
- How it works:
- Lucky Star can now be cast on oneself, but the healing triggered by movement does not apply to the caster.
- Heals: 7% max HP
- Lucky Star can now be cast on oneself, but the healing triggered by movement does not apply to the caster.
- Casting conditions:
- Minimum range: 1 → 0
- How it works:
- Rekop:
- Casting conditions:
- Maximum range: 2 / 4 → 4 / 5
- Casting conditions:

Sacrier
A prickly problem like balancing the Sacrier class… Now we have a little more perspective on the situation, it's time to unveil the upcoming changes.
First thing: Bleeding. Some of the spells that generated or consumed Bleeding didn't work correctly, especially ones that consumed it. This allowed Sacriers to benefit from it almost constantly, without having to worry about when and how to use it. This problem has now been fixed, restoring a real sense of managing the related mechanic and restrictions.
Specifically, we reviewed the Vitality bonus that Bleeding gave swords, which is now a percentage of maximum Vitality. Therefore, this doesn't change the value of the bonus at very high levels, but it provides more reasonable values when leveling at low and medium levels.
Another thing: The spells Thorn Crown and Jashin Ritual were causing problems for the AI, which was prevented from hitting the caster when these spells were active. The problem has now been fixed.
And last (but not least): the eight damage spells whose power increased when cast on oneself.
The problem with these spells, as they currently are, is most of all how inflexible they are to use with recasting every other turn, which greatly restricts multi-elemental modes. The other problem is the value of the bonus, which adapts badly at low and medium levels, allowing Sacriers to have a very high burst capability right from the start of a fight, but without having (yet) suffered great damage or being particularly in danger. The temporary Vitality penalty is often more of a bonus than a penalty because it increases Suffering and is very weak when Sacriers have little health, which doesn't really make them any more vulnerable…
So we've modified how they work to more closely resemble how they originally worked. They now inflict direct damage on the caster each time they're used, but the higher the caster's Suffering is, the lower this damage is. So it's no longer possible to temporarily reduce your maximum Vitality nor boost these spells' base damage. Damage to targets has, however, been increased, making these spells dangerous to both the caster and their enemies. Actually, using them at the start of a fight without having been sufficiently injured beforehand isn't really worth it, but quickly becomes so when the Sacrier is banged up, which is much more in line with the class's concept.
And of course, with only natural Erosion, a Sacrier can still make up the damage they inflicted on themself using Health Steal, but with 50% Erosion on their head, it'll immediately be much riskier to use it. With the Suffering bonus curve having been slightly modified in a previous iteration, and the spell Retribution now being based on Erosion suffered, these spells can still be used – even if eroded – but with the risk that this involves!
- Nervousness:
- How it works:
- Inflicts Water damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Damage:
- Level 1: 16 to 18 (CH: 19 to 21)
- Level 67: 20 to 23 (CH: 24 to 28)
- Level 133: 26 to 30 (CH: 31 to 36)
- How it works:
- Clobbering:
- How it works:
- Inflicts Water damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Damage:
- Level 100: 29 to 32 (CH: 35 to 39)
- Level 167: 36 to 40 (CH: 43 to 48)
- How it works:
- Excruciating Pain:
- How it works:
- Inflicts Fire damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Damage:
- Level 6: 16 to 18 (CH: 19 to 21)
- Level 71: 21 to 24 (CH: 25 to 29)
- Level 138: 26 to 30 (CH: 31 to 36)
- How it works:
- Immolation:
- How it works:
- Inflicts Fire damage in an area of effect. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Damage:
- Level 115: 31 to 35 (CH: 38 to 42)
- Level 182: 37 to 41 (CH: 44 to 49)
- How it works:
- Mutilation:
- Bleeding is now displayed correctly in the tooltip.
- The Mutilation state is no longer displayed in the spell's tooltip.
- How it works:
- The Power bonus has been reduced at rank 3: 200 → 150.
- Punishment:
- Bleeding is now displayed correctly in the tooltip.
- Flying Sword:
- How it works:
- The Vitality bonuses given by Bleeding to Flying Sword when it is summoned are now in percentages of health rather than set bonuses. Bleeding charges are now consumed correctly.
- 10% max HP (infinite)
- The Vitality bonuses given by Bleeding to Flying Sword when it is summoned are now in percentages of health rather than set bonuses. Bleeding charges are now consumed correctly.
- How it works:
- Swift Sword:
- How it works:
- The Vitality bonuses given by Bleeding to Swift Sword when it is summoned are now in percentages of health rather than set bonuses. Bleeding charges are now consumed correctly.
- 10% max HP (infinite)
- The Vitality bonuses given by Bleeding to Swift Sword when it is summoned are now in percentages of health rather than set bonuses. Bleeding charges are now consumed correctly.
- How it works:
- Transposition:
- Casting conditions:
- Global recast interval: / → 3
- Casting conditions:
- Thorn Crown:
- How it works:
- The 25% reduction in damage suffered now applies only to close-combat damage suffered.
- Enemy monsters and Summons no longer hesitate to hit the caster when the effects of the Crown are active.
- The effects can no longer be unbewitched.
- How it works:
- Jashin Ritual:
- Skin changes and glyph placement now appear correctly in the tooltip.
- How it works:
- Enemy monsters and Summons no longer hesitate to hit the caster when the effects of the Ritual are active.
- Riposte:
- Bleeding is now displayed correctly in the tooltip.
- Decimation:
- How it works:
- Inflicts Earth damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Casting conditions:
- Minimum range: 0 / 0 / 0 → 1 / 1 / 1
- Damage:
- Level 60: 20 to 23 (CH: 24 to 28)
- Level 127: 25 to 29 (CH: 30 to 34)
- Level 194: 28 to 32 (CH: 34 to 38)
- How it works:
- Gash:
- How it works:
- Inflicts Earth damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Casting conditions:
- Minimum range: 0 → 1
- Damage:
- Level 170: 39 to 43 (CH: 47 to 52)
- How it works:
- Fury:
- How it works:
- Inflicts Air damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Casting conditions:
- Minimum range: 0 / 0 → 1 / 1
- Damage:
- Level 70: 22 to 25 (CH: 26 to 30)
- Level 137: 28 to 32 (CH: 34 to 38)
- How it works:
- Carnage:
- How it works:
- Inflicts Air damage. Also inflicts damage on the caster. The higher the caster's Suffering, the less damage will be inflicted on them.
- Casting conditions:
- Minimum range: 0 → 1
- Damage:
- Level 180: 39 to 43 (CH: 47 to 52)
- How it works:
- Coagulation:
- How it works:
- Bleeding charges are now consumed correctly.
- How it works:
- Blood Pact:
- How it works:
- The penalty for heals received by the target is now applied correctly.
- How it works:
- Berserk:
- How it works:
- Bleeding charges are now consumed correctly.
- How it works:
- Retribution:
- Damage:
- Level 90: 21 to 24 (CH: 25 to 29)
- Level 157: 26 to 30 (CH: 31 to 36)
- Damage:
- Bloodthirsty Madness:
- How it works:
- Bloodthirsty Madness now rebounds up to 3 cells instead of 2.
- How it works:
- Pillory:
- Bleeding is now displayed correctly in the tooltip.

Iop
We think that the Iop is a class that is generally well balanced, solid in both PvP and PvM, in both multiplayer and solo, which is why we classified it as "non-priority" in the last phase of balancing. Still, although several adjustments have been made in this regard, we've especially been working on balancing the elemental paths, organizing the spell variants and acquisition levels for September. You've seen these kinds of changes to other classes recently, because it's important to structure the classes correctly so as to better iterate on them later.
In this case, the Water and Air paths are undergoing the most changes. The Water path posed two problems: excessive power against classes without debuffs or Erosion, and on the other hand, too much vulnerability against classes who have them, as well too low a total and simultaneous number of spells compared to the other paths. The solution we're now offering for the first problem is to change the duration of shields to two turns, keeping the possibility of unbewitching, but with weaker values, which should balance match-ups with all classes. As for the second problem, we've revised, merged or removed certain spells to free up space and thereby provide the same number of spells that can be used simultaneously for each path. You can check out the new spells below now.
The Air path has also been modified to a lesser extent and is losing two spells: Sword of Judgement, which is changing elements and how it works, as well as its variant Condemnation, with the way it works being moved to Strengthstorm. Some spells have been improved, especially Celestial Sword and Zenith!
Everyone was expecting it (except for Iops): the nerfs of Pygmachia and Tumult! Well, as it happens, we haven't laid a finger on them…
Rather than directly nerf these two spells, at the risk of them becoming irrelevant, we chose to nerf Conquest. Actually, the main problem with Pygmachia and Tumult (whether in the Kolossium or a Perceptor attack) is how easy it is to create areas of effect right from round 1. That's why adding a one-turn initial recast interval should greatly reduce the effectiveness of this combo at the very start of fights, thus avoiding opponents suffering damage without being able to dodge it as soon as they enter the fight. But beware of them the next turn, because the loutish Iops will show no mercy!
For the next phase, we'd like to improve or replace the spells Massacre, Friction and Duel, which we feel are ineffective and irrelevant right now, but we don't yet have an adequate way to respond to them. Don't hesitate to come by the forum to take part in the debate!
- Pressure:
- Is now the variant of Fracture.
- Acquisition levels: 1/66/132
- Fracture:
- Is now the variant of Pressure.
- Ranks: 1 → 2
- Acquisition levels: 95/162
- Damage:
- Level 95: 27 to 31 (CH: 33 to 37)
- Level 162: 34 to 38 (CH: 41 to 46)
- Jump:
- Acquisition levels: 1/67/133
- How it works:
- The penalty for damage suffered by targets has been increased to critical: 118 → 120%
- Determination:
- Acquisition levels: 100/167
- Outpouring:
- Acquisition levels: 1/68/134
- Is now the variant of Destructive Ring.
- How it works:
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- 100% of level as Shield (1 turn) → 50% of level as Shield (2 turns)
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- Destructive Ring:
- Acquisition levels: 105/172
- Is now the variant of Outpouring.
- Divine Sword:
- Acquisition levels: 3/69/136
- Is now the variant of Chopper.
- Chopper:
- Is now the variant of Divine Sword.
- Ranks: 3 → 2
- Acquisition levels: 110/177
- How it works:
- MP reduction has been increased at rank 2: 2 → 3
- Casting conditions:
- Maximum range: 3 / 3 / 4 → 3 / 4
- Damage:
- Level 110: 17 to 19 (CH: 20 to 22)
- Level 177: 21 to 23 (CH: 25 to 28)
- Destructive Sword:
- Is now the variant of Accumulation.
- Acquisition levels: 6/71/138
- How it works:
- The spell no longer attracts targets.
- Accumulation:
- Is now the variant of Destructive Sword.
- Ranks: 1 → 2
- Acquisition levels: 115/182
- Damage:
- Level 115: 19 to 22 (CH: 22 to 27)
- Level 182: 22 to 26 (CH: 26 to 31)
- Intimidation:
- Acquisition levels: 10/77/144
- How it works:
- Inflicts damage on enemies in the caster's best attack element and repels the target.
- Damage:
- Level 10: 4 to 6 (CH: 5 to 7)
- Level 77: 6 to 8 (CH: 8 to 10)
- Level 144: 8 to 10 (CH: 10 to 12)
- Conquest:
- Acquisition levels: 120/187
- How it works:
- If a Strategist is already on the field, it is replaced by a new one when the caster casts the Conquest spell again. The caster can therefore have only one Strategist on the field at once.
- Casting conditions:
- Initial recast interval: / → 1
- Breath:
- Acquisition levels: 15/82/149
- Violence:
- Acquisition levels: 125/192
- Massacre:
- Acquisition levels: 20/87/154
- Gathering:
- Acquisition levels: 130/197
- Casting conditions:
- Minimum range: 1 / 1 → 0 / 0
- Concentration:
- Is now the variant of Sword of Judgement.
- Acquisition levels: 25/92/159
- Sword of Judgement:
- Is now the variant of Concentration.
- Ranks: 3 → 1
- Acquisition levels: 135
- How it works:
- Inflicts Water damage without line of sight. Damage is increased each time it is cast. If the caster suffers close-combat damage, the damage bonuses are removed.
- Increases the base damage of the spell Sword of Judgement by 10 (infinite).
- Inflicts Water damage without line of sight. Damage is increased each time it is cast. If the caster suffers close-combat damage, the damage bonuses are removed.
- Casting conditions:
- Maximum range: 4 / 4 / 5 → 6
- Casts per turn: 2 / 2 / 3 → 1
- Target necessary: no
- Max. stacking: / → 3
- Damage:
- Level 135: 27 to 31 (CH: 32 to 37)
- Fervour:
- Is now the variant of Threat.
- Ranks: 2 → 3
- Acquisition levels: 30/97/164
- How it works:
- The Shield's duration has been increased to 2 turns.
- Damage:
- Level 30: 15 to 17 (CH: 18 to 20)
- Level 97: 19 to 22 (CH: 23 to 26)
- Level 164: 24 to 27 (CH: 29 to 32)
- Threat:
- Is now the variant of Fervour.
- Ranks: 2 → 1
- Acquisition levels: 140
- How it works:
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- 100% of level as Shield (1 turn) → 50% of level as Shield (2 turns)
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- Damage:
- Normal: 21 to 23 / 26 to 28 → 26 to 28
- Critical: 25 to 27 / 31 to 34 → 31 to 34
- Strengthstorm:
- Acquisition levels: 45/112/179
- How it works:
- Inflicts Fire damage. Inflicts additional Fire damage on the initial target when the spell is cast on another target. The additional damage when changing target is increased if the spell was first used twice on the initial target.
- Damage:
- Level 45: 17 to 20 (CH: 20 to 23)
- Level 112: 22 to 26 (CH: 27 to 31)
- Level 179: 27 to 31 (CH: 32 to 37)
- Tumult:
- Acquisition levels: 155
- Celestial Sword:
- Acquisition levels: 50/117/184
- How it works:
- No longer inflicts damage on the caster.
- Casting conditions:
- Maximum range: 3 / 3 / 4 → 4 / 4 / 4
- Zenith:
- Acquisition levels: 160
- How it works:
- Inflicts Air damage in an area of effect. Inflicts additional Air damage based on the caster's MP: the fewer MP the caster used during their turn, the greater the additional damage.
- Damage:
- Normal: 86 to 94 → 29 to 31 + 57 to 63 (if 100% of caster's HP)
- Critical: 103 to 113 → 34 to 38 + 69 to 75 (if 100% of caster's HP)
- Power:
- Acquisition levels: 55/122/189
- How it works:
- The duration of the bonus has been increased: 2 / 2 / 2 → 3 / 3 / 3
- Casting conditions:
- Recast interval: 3 / 3 / 3 → 4 / 4 / 4
- Virtue:
- Acquisition levels: 165
- Precipitation:
- Acquisition levels: 60/127/194
- Agitation:
- Acquisition levels: 170
- Castigation:
- Is now the variant of Endurance.
- Ranks: 3
- Acquisition levels: 65/131/198
- How it works:
- Inflicts Water damage and applies a Dodge penalty.
- Level 65: -20 Dodge (1 turn) (CH: 25)
- Level 131: -30 Dodge (1 turn) (CH: 35)
- Level 198: -40 Dodge (1 turn) (CH: 50)
- Inflicts Water damage and applies a Dodge penalty.
- Casting conditions:
- Area of effect: Boomerang 1
- AP cost: 4
- Maximum range: 1
- Minimum range: 1
- Line of sight: yes
- Straight-line casting: yes
- Modifiable range: no
- Casts per turn: 2
- Max. stacking: 1
- Critical: 10%
- Target necessary: no
- Damage:
- Level 65: 27 to 30 (CH: 32 to 36)
- Level 131: 32 to 36 (CH: 39 to 43)
- Level 198: 36 to 40 (CH: 43 to 48)
- Endurance:
- Is now the variant of Castigation.
- Acquisition levels: 175
- How it works:
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- 150% of level as Shield (1 turn) → 75% of level as Shield (2 turns)
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- Damage:
- Level 175: 30 to 34 (CH: 36 to 41)
- Sword of Iop:
- Acquisition levels: 70/137
- Pygmachia:
- Acquisition levels: 180
- Sword of Fate:
- Is now the variant of Pounding.
- Acquisition levels: 80/147
- Pounding:
- Is now the variant of Sword of Fate.
- Ranks: 2 → 1
- Acquisition levels: 190
- Damage:
- Normal: 24 to 27 / 30 to 34 → 30 to 34
- Critical: 29 to 33 / 36 to 41 → 36 to 41
- Cleaver:
- Is now the variant of Sentence.
- Acquisition levels: 85/152
- How it works:
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- 100% of level as Shield (1 turn) → 50% of level as Shield (2 turns)
- The Shield's value has been modified, and the duration has been increased to 2 turns.
- Sentence:
- Is now the variant of Cleaver.
- Acquisition levels: 195
- Fit of Rage:
- Acquisition levels: 200
- How it works:
- Fit of Rage can now be charged twice instead of once. Both charges cannot be stacked.
- Charge 1: Increases the base damage of the spell Fit of Rage by 20 (2 turns).
- Charge 2: Increases the base damage of the spell Fit of Rage by 40 (2 turns).
- Fit of Rage can now be charged twice instead of once. Both charges cannot be stacked.

Xelor
There aren't many modifications to the Xelor class this time round, if not for the expected modification to Hand and a few spells' bugs being fixed.
- Hand:
- How it works:
- Hand is now limited to being triggered 4 times per turn.
- How it works:
- Mummification:
- How it works:
- No longer prevents Hand from being triggered.
- How it works:
- Counter:
- How it works:
- Enemy monsters and Summons no longer hesitate to hit the caster when the effects of Counter are active.
- How it works:
- Temporal Instability:
- How it works:
- Generating Telefrags no longer triggers the Cawwot glyph.
- How it works: