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Hello everyone,

There are lots of updates from the level design team for the 2.3.4 patch, and I’m going to take this opportunity to show you some images of what’s in store, and give you some designer commentary as well!

To start, we’ve reviewed the entire Amakna Castle area. Even though its 2.0 gr...
Introduction:

In the game update of March 29, 2011, we have decided to place several restrictions on the amount of AP, MP, and range that a character can accumulate.

Over time, updates and new equipment has caused the gap between the most powerful and the least powerful players to increase dramati...
Observation :

The lock system currently has two main problems:
It is random It favors static gameplayThe random aspect of the lock system leaves too much to chance during combat, and prevents players from accurately predicting the result of their actions, something that we deem inappropriate for a ...
Introduction
Hello everyone,

With the most recent updates (from Sakai to Frigost Ep 1 and 2), we have added over 150 new pieces of equipment to the game, including 40 new weapons. The creation of new weapons is a process that includes many considerations, including the class that can use it, as wel...
Introduction

Perceptor defense in dungeons has historically had strong restrictions (defense is limited to two guild members and perceptors cannot be placed in the final dungeon room) for one main reason:

Attacking a perceptor set in a dungeon has always been a significant risk; the possibility of...
Introduction:
In order to improve dungeon accessibility, we have decided to rethink the way defeats are handled in dungeons and to propose a system to divide progress made into several stages.

Dungeon defeats are currently penalised in three ways:
Loss of time from having to reach the dungeon again...