


We thank you for your patience and enjoy the game!



We will keep you updated as soon as possible.
Thank you for your understanding,










We will keep you updated when the doorman is reactivated.
Thank you for your understanding.



We will let you know once the servers are back online.







We will let you know once the maintenance is over and the server are back online.
Thanking you in advance for your understanding.




These spaces will feature a new service specifically for Ankama webtoons. The webtoons are mainly Krosmoz published works divided into short episodes, to be read in a digital format.
Unfortunately, these comics are only available in French, and where translations exist, they typically belong to copyright holders other than Ankama. So, for the time being, we won't be able to provide a publishing schedule for multiple languages.
That said, we won't rule out the possibility of offering these webtoons in English as well, and maybe in other languages, in the future. If this becomes a reality, we'll be sure to let you know via the website and the forums.
Regarding the Krosmoz application, when this launches, it will only allow you to buy and read webtoons – but other features will be added in the future. We'll keep you posted when these arrive!



On December 6, 2022, certain items will disappear from your gift area as a result of technical changes if you don't collect them in time!
A few years back, we changed the available methods for collecting items acquired as gifts and purchases directed to the DOFUS game. While these changes had no noticeable impact for you, the new distribution processes provide us with an improved ability to track purchases and how they are consumed, increased flexibility on the customer service side in case of any problems, and new customization options (to issue custom Temporis rewards based on your progression, for example).
At the same time, we stopped issuing new items using the old methods. However, some of you still have gifts and items in your accounts that have been pending for years, and that still depend on these deprecated methods.
We will soon be completely eliminating the methods for delivering these old pending items.
Therefore, you have until December 6, 2022 to assign these items to your characters. After that date, they will disappear from your gift area and will no longer be available for collection.
This issue affects certain items that you may find in your gift area in the game:
- In the Character Selection interface
- In the Shop interface, on the purchases/codes/gifts tab
As of the May 17 maintenance, affected items will be identified in these interfaces with the following icon:
These items may have come from:
- Your purchases in the in-game shop, on the website or through the launcher (purchases made up through 2020 in most cases, and a small number of purchases in 2021)
- Codes you may have entered (lottery cards or event codes)
- Opening a Mystery Box or old subscription tokens
- The Haven Bag lottery (for uses of the lottery before August 2020)
- Your Veteran Rewards (unlocked before April 2021)
Thank you for your time.
The Dofus Team










It's no secret that to complete the Ochre Dofus quest you need to mow a wide swath. Fortunately, the little geniuses from Gob Akademy have struck again! Jykel and one of his most talented disciples have developed a machine that should make the job a lot easier…
We recently made a few changes to the historic quest for the Ochre Dofus. One of them was the appearance of a new resource, the D'vine Tingy, which is dropped by archmonsters and can be used to acquire the Klonebawks that are key to completing the quest "An Eternal Harvest".
To collect as many D'vine Tingies as possible, the goblin Goblaud, one of Jykel's former students, had a brilliant idea: she developed a machine that can harvest them from archmonsters and dungeon keepers (who have clearly also been touched by divine grace) – and in record time, no less! Of course, this portable Combine Harvester, also known as the Tingy-Catcher, has a few drawbacks as well. The first one is a biggie: it's a bit of a coin flip as to whether it will work at all! The second problem is that its use is limited by the enormous amount of energy it consumes. Not only that, recharging this item's batteries is a lengthy and costly process. Put it all together, and Jykel was ultimately forced to collect the D'vine Tingies by hand after all. If only she could rely on a devoted adventurer who was willing to provide her with a bit of their time and assistance…
Hmm… Actually, come to think of it… Have you got anything planned from Tuesday, May 17 after the maintenance to Tuesday, May 31 before the maintenance?
If not, meet up with Goblaud at [4,4] (outside the Amakna Vigilante Base) to get your hands on a Tingy-Catcher. Fight the dungeon keepers to collect as many D'vine Tingies as you can, and they'll help you to complete the Eternal Harvest quest… and then, at long last, the precious Ochre Dofus will be all yours!
Your chance of obtaining D'vine Tingies will be greater in dungeons in your level bracket or a higher level bracket. There are five different brackets in all: 0 to 59, 60 to 99, 100 to 139, 140 to 189 and 190 to 200.
Note that dungeons with multiple bosses will allow you to obtain multiple D'vine Tingies in a single fight (one for each boss). The creatures you're after are the following:
- Royal Blops + Rainbow Blop
- Royal Jellies
- Minotoror + Minotot
- Sphincter Cell + White Rat + Black Rat
- Fuji Snowfoux + Tengu Snowfoux
- War + Misery + Corruption + Servitude
- Count Harebourg + Klime
- Count Harebourg + Sylargh
- Count Harebourg + Missiz Freezz
- Count Harebourg + Nileza
You can only obtain one D'vine Tingy from the Tynrils, however.
Just for this special occasion, and in response to a request that many of you have made, the cost of Klonebawks has been lowered! Their price will be cut in half starting at the start of the event – and they'll stay that way permanently!
For more information about the changes to the Ochre Dofus quest, read our devblog on the topic.
Want another little boost to your chances of acquiring that precious egg? From May 17 to May 31, a Twitch Drops campaign on all the channels in the DOFUS category will give you a chance to obtain a "Super Tingy-Catcher" – and maybe even a Rubik's Cube Mystery Box!
Good luck, everyone!






Thank you for your patience and happy gaming!



The Tree Koholo of Otomai Island is home to a band of warriors who "wood" do anything to defend their land. If you're crazy enough to go encounter them, at least pick up the Zoth Pack beforehand so you can avoid drawing attention. Knock on wood, anyway…
The Zoths have a singular purpose: protect Otomai Island, no matter the cost. In so doing, they're openly inhospitable to anyone who visits the surrounding area, even those simply passing through. The warriors will shoot little balls packed with splinters at your face. It really stings. And if that doesn't drive you away, they'll mutter not-so-friendly things while producing noisy tongue clicks in your direction.
As you can see, the Shustuft Crust belongs to the Zoths.
Can you be less than perfectly nice to your neighbor at times, maybe to the point of acting like a pox? Then get yourself a Zoth Pack!
It contains the adorable Minipoth pet* that, despite its small size, is hugely devoted to its owner. When an enemy approaches you, and therefore your pet, they can expect a thrashing!
This pack also features a Zoth Warrior Set** that took many hours to make. First it had to be treated with a waterproofing undercoat, then an antimicrobial agent, and finally a pollenectar-based varnish. The result is a set that's certainly no deadwood, and it'll give you a well-built physique to boot. It consists of:
- A Zoth Cape
- A Zoth Shield
- A Zoth Spike Helmet
When you dig to the bottom of this pack, you'll also be pleased to discover a 1-month subscription! That'll give you the chance to test the new Update 1.38 known as "The PvP Update" that's coming out this very day!
The Zoth Pack will be available in the shop for €14.99 for 3 months, i.e. through Thursday, August 11 (11:59 p.m. Paris time)!
* This pet eats the souls of Zoth monsters. Effects: 0-800 Initiative (+80 with increased abilities). It will come with a Minipoth hormone and will be linked to the account for 62 days.
** This set consists of ceremonial items. If you dissociate a mimisymbiced item from a base item (with stats), you'll recover the mimisymbic, the ceremonial item, and the base item. The set will be linked to the account for 62 days.



Thank you for your patience and understanding.






The game servers have been updated. Here's a list of the changes made on November 5, 2022:
1. Graphical Fixes
- Swords in "starter" sets (bronze, silver, gold, and diamond) now have an appearance in combat.
- Spells' cooldown periods have been smoothed out for all characters at the lowest values.
- For example, a Sram took 0.8 s to "become available" for the next spell from behind and 0.4 s from the front; both values are now 0.4 s.
- Some of these animations have been visually shortened to accommodate this change.
- Fixed an issue where an Enutrof's headgear disappeared during a spell animation on a dragoturkey.
- Fixed a visual issue with the "Cloak of the Valiant".
2. Usability and Improvements
New "Full Screen" Interface
A new interface is available to make better use of the black sidebars' space!
As soon as the game window is wide enough, this mode turns on automatically and displays an advanced chat interface on the side that separates combat information from conversations. It is better optimized than the game's original chat interface and has a much larger history. This change is available in the Modern client (for Classic and Remastered), and it can be turned off at any time in the game settings.
The space gained in the banner lets you display two panels that can be alternated by clicking their backgrounds:
- An exploration panel that displays the mini-map from the medallion in a much larger size.
- A tool panel that includes the same slots as the movable shortcut bar, as well as the real-time combat target's effects.
Several buttons appear in the header:
- Erase the chat (/clear shortcut)
- Search the chat for all instances of a keyword and then quickly navigate between them (Ctrl + F shortcut)
- Toggle whether the advanced chat appears on the left or right of the game space
- Turn the various chat channels on/off
You have various options to customize your interface:
- You can resize the "chat" and "information" channels by holding the Shift key and scrolling the mouse wheel.
- You can zoom in/out on the text by holding the Ctrl key and scrolling the mouse wheel.
- You can enter dark mode by clicking the game settings (wrench button) and then "Options" at the top left of the window.
Please note that it is not possible to change the ratio of the chat interface and the game space because it is automatically calculated to leave no black sidebars in relation to the window size. Simply put, further enlarging or reducing the chat interface would cause black sidebars to appear in the game space.
To further maximize the game space, the Modern client window options now only open when the game settings are open.
Finally, you can open an external chat window if you have a second screen, for example, by clicking the star button "Chat Menu" → "Open the External Chat".
Improved Info Chat in Combat
From now on, when an attack affects two or more characters, everything is grouped into a single line in the information channel. When an effect affects all allies, all enemies, or everyone, the message changes accordingly. You can also directly click a name or an effect to target the corresponding character or monster.
Simplified Display of States
We wanted to improve the visibility of current states when hovering over a player. You can now see which states are affecting which characters at any time via icons symbolizing them. They are updated in real-time in the targeted player's information panel, and this also works in spectator mode.
This initial version is intended to display players' spell states, but we are planning to create icons for other game states.
Improved Buying of Items From Some NPCs
Using the feature developed for Temporis, we were able to convert some NPCs into merchants. Simply put, instead of having to go through dialogues to exchange tokens for an item, you can now make exchanges with the desired quantities like you can during a classic purchase of kamas.
Emma Sacre and Thomas Sacre (strokens)
- Spiritual gems
- Characteristic scrolls
- Spell scrolls
Dopple trainers (doploons)
Please note that you cannot get the bunch of keys or the special class spell using this process. You cannot use different doploons either due to technical reasons (e.g., one from each class).
- Characteristic scrolls
Stallholder Hinss Hairt (Trool Fair tokens)
- Stuffed animals and boss accessories
Other Changes
- We are adding two more slots to the movable shortcut bar, increasing from 14 to 16.
- Please note that beyond 14 slots, the display is forced into landscape mode so as not to overrun the game banner.
- Enabling/disabling wings and joining/leaving a guild are now automatically updated for all players on the map; you no longer need to leave the map and come back.
- Players' alignments now appear in the aligned end-of-fight panels.
- Hovering the mouse over the characteristics button in the banner shows the percentage of the current level and how many experience points are required to level up.
- The Soul Marketplace has been renamed in French to simplify searching for it in the list of zaapis; its name is unchanged in English.
- The list of prisms available for teleportation is now sorted by name, like with zaapis, to simplify searching.
- "XXX Spiritual Gem" items have been renamed "XXX Gem" for greater clarity when buying them; the word "Spiritual" is now included in the item description.
- Pressing the left and right arrows on the keyboard toggles between the merchant modes available on the map when the buying interface is open.
- The area name now appears in the header of the game map to reduce refresh flicker, make everything clearer, and leave more room for sub-areas with long names.
- You can no longer confirm a purchase with the "Max" button in the quantity pop-up in merchant mode and with NPCs. However, you can still sell this way and confirm that you want to use multiple items.
Reminder of the Changes Made During the Goultarminator
- It is now possible to reconnect to a fight during friendly challenges.
- To make spectator mode more convenient to use:
- An animation is played on the cell of the character starting their turn.
- The information banner is updated automatically and no longer needs to be refreshed using the mouse.
3. Non-Combat Fixes
Adjustments to the Tracking and Prism System
We are improving the search system to reduce inflexibility and encourage a more active game loop:
- Fixed a bug that could, due to actions outside the player's control, prevent tracking searches from giving results for a potentially long time.
- Searching has been adapted and expanded to reach more relevant players.
- Overall, we have adjusted this outdated system to today's ways of playing.
It is difficult to convey such changes through a changelog, so we are waiting for your feedback to adjust the points mentioned if necessary.
During tracking, the player will be able to attack their target on virtually any map in the game. This includes but is not limited to:
- Zaaps
- Dungeons
- Houses (unlocked)
- Arenas
- Cities, villages, peninsulas, and islands
Obviously, outside of tracking, the usual protections still apply. There are also maps where it is deliberately always impossible to attack.
Prisms of conquest are being enhanced with the "Searing Ray" village heart spell. Also, the spell will change as follows for all prisms:
- Now has infinite range.
- Increases damage by 5 (infinite).
- This effect cannot be mitigated or removed.
- As a reminder, line of sight is not necessary for this spell.
In exchange, the basic AP for prisms of conquest has decreased from 10 to 8.
These changes are intended to give prisms a bit of a boost and avoid situations where they get stuck in combat.
In addition, we have made the following changes:
- Added the word "(Tracking)" after the Attack button when the character is the target of tracking.
- Outside of tracking, it is no longer possible to attack other players on the map of the NPC "Emma Sacre".
- This change is intended to behave identically for both Bonta and Brakmar.
- It is now possible to attack a player who is scrolling through the list of prisms, changing the code of their house, or putting their house/paddock up for sale.
- Fixed a bug that prevented the player from being teleported out of the prism room after capturing an aligned village.
We have other plans in mind to modernize this system, and they will appear in the coming weeks. They include a less manual search method and reintroducing shigekax in exchange for strokens.
Overhaul of the Surprise Bwork Pack (SBP) System
Unlike other similar items, such as the gifts you collect on Kwismas Island, the item inside the SBP was determined when you obtained the pack at the Trool Fair. It was therefore possible for an ill-intentioned person to deliberately keep gifts that contained Used Bwork Protections or less interesting items on the market and sell them at exorbitant prices in merchant mode.
To counter this, the new SBP distributed by Krowbe Jondon's Bwork machine will now work as follows:
- The item obtained in the pack is now attributed when the pack is opened, so it can no longer be guessed in advance.
- The probability of obtaining a given item has not changed.
- To make it easier to recognize them from old packs, a new pictogram has been created, which is used only for this new version.
It is therefore no longer possible to obtain old SBPs in the conventional way, so we recommend buying this new version on the market. Anyone who has old SBPs can use the "Buy/Sell" interface when visiting Krowbe Jondon at [-11, -41] to sell them in exchange for the new version.
It is now also possible to use the same interface to buy an SBP in exchange for a Bworker Token.
Other Changes
- Fixed an issue that prevented fertile and tired dragoturkeys from appearing in the list of mounts with the "Fertile Mount" filter.
- Fixed an issue that prevented the zoom feature from working before logging in again.
- The label that shows the amount of experience earned for the guild has been enlarged to 10 digits before being cut off, instead of 8 digits previously.
- This change also fixes a shift in the list of guild members that made the number unreadable.
- It is no longer possible to exchange 100 cawwots with the NPC "Wob" if you already have the spell of the same name; the player would lose the items without obtaining the spell.
- It is no longer possible to become invisible and untargetable by consuming items that transform the player's appearance.
- The item "Monster Bread" can no longer be used in Ilyzaelle's and Qu'Tan's dungeons because it let you avoid the penalty of the boss room.
- Fixed an issue that prevented butchers from crafting the item "Jellufo Ghost".
- Map fixes:
- Added combat positioning cells to maps where they were missing.
- Added teleportation spots to maps where they were missing.
- The Fishermen's Workshop at [12, -1] now appears on the world map.
- The Alchemists' Workshop at [-57, 19] now appears on the world map.
- Corrected the spelling in some NPC dialogues.
- Fixed an issue that prevented the disgrace bar from reaching its maximum.
4. Combat Fixes
Adjustments to Some Combat Challenges
We already explained why it is impossible to completely forget an optional spell such as Summoning of Chaferfu, and we replied that it is complicated to create a whole system for a problem that is only minor. We prefer to look at the problem the other way around by finding out what is wrong with the challenges.
This is why we are making the following changes:
- The challenge can only appear when the team has at least 5 levels in the Summoning of Chaferfu spell.
- The challenge's minimum experience and loot bonuses have increased.
- The challenge can only appear when the team has at least 5 levels in the Cawwot spell.
- The challenge's minimum experience and loot bonuses have increased.
- The challenge's maximum experience and loot bonuses have increased.

- The challenge can only appear when the team has at least 5 levels in the Summoning of Arachnee spell.
- The challenge's minimum experience and loot bonuses have increased.
- The challenge's maximum experience and loot bonuses have increased.
We would also like to change the way the "Barbaric" challenge works, so we will be back to get your opinions.
Other Changes
- Circles under characters who are transformed in combat (e.g., Treechnid Dungeon) are now colored correctly.
- You can no longer get stuck during the current turn if you try to strike in close combat when you no longer have the necessary AP.
- Fixed an issue that canceled a close-combat weapon preselection at the start of a turn.
- The text of the Blitzkrieg challenge has changed to better reflect its conditions.



The "PVP Update" is online! This update promises more intense immersion than ever before and such in-game comfort that you'll never want to leave again! Try it right now.
You could explore all the main features by reading the dedicated devblog, available here, but now it's time to try out the content of this new PVP-focused update, which includes:
- An optimized tracking system
- A new 16:9 mode to boost your immersion in the World of Twelve
- And other interface improvements for an even more comfortable game experience!
For more details, feel free to take a look at the changelog that was also released today, which you can find here.
Log in to the game now to try out all the new features for yourself!



As for the pink chat and idols issue, can you please join some screenshots so I can take a look?
Thank you!



We will deploy the 1.38 update. The maintenance will therefore last longer than usual.
We will let you know once the servers are back online.






To celebrate three years in the World of Twelve, we decided the Temporal Anomalies deserved a bit of renovation! And of course, area bonuses and legendary pets will be part of the change.
A Calm Look Back at the Story So Far
Our original intention in introducing this system three years ago was to replace the old system of Stars (which players could see by mousing over a group of monsters) with a dynamic system. This system was intended to limit overharvesting in certain territories – and by extension, to limit overgeneration of XP and loot – while also increasing the attractiveness of certain territories that normally drew fewer players. Unfortunately, we haven't been satisfied with the impact that the anomalies have had on the game. After conducting long investigations in the forum, watching lots of gameplay videos, and analyzing data collected with our internal tools, we've identified a number of major problems with the current system:
- The penalties had only a very minor impact on overharvested territories. Other loot-boosting systems provided an easy way to counteract these penalties (lookin' at you, Idols!). Worse yet, the penalties ultimately only affected the players who were at the same level as the territories in question – in other words, the players who weren't as likely to overharvest their content in the first place.
- The less commonly harvested territories constantly offered very high bonuses. This led to overgeneration of resources, which inevitably resulted in imbalances to the economy on certain servers.
- Certain anomalies remained open for days at a time (and this was all the more striking with low-level anomalies). This was also indicative of players' lack of interest in fights against anomaly guardians.
- Anomalies appeared very often in the same territories.
- Certain steps in the process of creating a legendary pet made it very difficult to access this level of optimization (we'll come back to this in more detail in a minute).
So what's changing specifically?
Changes to territory bonuses/penalties
Loot and XP penalties have been removed.
The bonuses provided by anomalies in different territories will increase or decrease in a passive and cyclical way every hour. The changes to these bonuses will be driven by player activity in each territory. The less a territory is harvested, the faster its bonus will increase; conversely, the more it is harvested, the slower the bonus will increase. Note that if the level of harvesting gets too high, the bonus can decrease all the way down to 0%.
To make the system easier to understand, we've decided to remove map-specific bonuses. There will now be just one bonus for the entire territory. Likewise, the dungeon bonuses will be linked to the bonuses for the territory where each dungeon is located.
Changes to Anomalies
We're changing our approach so that anomalies will now appear in underharvested territories with a big bonus (+90%). We've set things up so that anomalies won't always appear in the same territories or at the same level ranges.
- An anomaly will now remain open for 2 hours, after which it will close.
- Fights against Anomaly Guardians can be repeated as many times as you like.
- Guardians are now level 200, regardless of the level of the territory in which the anomaly appears.
- The Uchronic Elixir is now divided into three consumables with effects of different strengths (Uchronic Elixir, Improved Uchronic Elixir and Major Uchronic Elixir), and three all-new recipes have been created for the occasion! These consumables will allow players to increase their chances of obtaining certain resources in fights against an anomaly guardian, in exchange for an increase in difficulty. In addition, they can be used in a territory affected by a Temporal Anomaly in order to obtain new loot and XP bonuses.
- The amount of loot and XP bonuses, the power bonuses granted to enemies, and the duration of the consumables' effects will depend on the type of Uchronic Elixir the player consumes.
Anomaly's effects on the territory and its dungeon
- XP and loot bonuses increase to 150% as long as the anomaly is open. They remain the same for the entire duration of the anomaly.
- When the anomaly closes, its bonus continues to apply for another 30 minutes within the territory.
- Once these 30 minutes have passed, the bonus is reset to 0% and returns to its cyclic progression.
- We've changed how characteristics bonuses are assigned to monsters in an area when a Temporal Anomaly is open: There are now three variants activated when a player consumes a Uchronic Elixir.
- Monsters in the area become aggressive for the entire duration of a Temporal Anomaly, regardless of the player's level.
- For those who prefer to keep things chill, we've introduced a new consumable that allows you to go unnoticed by these ferocious creatures: the "Repellent Potion".
What About Our Pets?
The legendary pet system has also gotten an overhaul! This system turned out to have certain defects that we felt it was essential to correct.We noticed a huge imbalance between the different legendary powers: certain powers were completely neglected, while others had their hour of glory thanks to synergies provided by other spells and items. This is why nearly all of the legendary powers have been overhauled to make them more attractive as a whole. While this improvement is still only accessible to a small part of the community, we hope that you'll develop an interest in using these various powers, whether it's to complement your favorite exotic equipment, to make gameplay a bit more enjoyable in monster fights, or to counter a certain type of commonly recurring gameplay in your Kolossium battles.
Also, the presence of various imbalances in the recipes for the Babyhemoth Reflection and the different quintessences encouraged us to go ahead and modify not just the legendary powers, but also a good number of the recipes and the way that items are used to improve your pets:
- First of all, crafting a quintessence used to be very expensive, and the random aspect of the system forced players to make multiple attempts to obtain the desired power. The result was a massive increase in the kama cost of any legendary pet with a particular power.
- In addition, when a player wanted to trade one at a Marketplace, they were forced to put the pet with the legendary power up for sale. We felt that this was an inconvenient way to have to do things, and we decided to change it to give players more freedom.
- Previously, you had to use the quintessence on your pet to learn what power would be applied to it; this could become a source of frustration when it led to obtaining an interesting power on the wrong type of pet.
- The criteria for obtaining the "Time Loop" and "Timeless Loop" resources needed to craft all quintessences were not explained clearly enough, which made it very difficult for players to acquire these items.
- Unlike the recipes for legendary equipment, these recipes required two distinct legendary resources (available from chests in the Well of Infinite Dreams at a very low drop rate) in order to obtain a legendary pet with a power.
Changes to the legendary pet system
- The criteria for obtaining the "Time Loop" and "Timeless Loop" resources have been removed.
- Change to "Babyhemoth Legend": this resource has been renamed to "Babyhemoth Relic" and is no longer available in chests in the WID, but is instead dropped at a very low rate by Temporal Anomaly Guardians. Players can increase its drop rate for 5 fights by consuming a Major Uchronic Elixir. The other two tiers of Uchronic Elixir have no effect on the drop rate for this resource.
- It is now possible to obtain a pet's legendary power in the form of a tradable item:
- Introduction of new items which each contain one of the legendary powers: "infused croquettes" (infused bwork croquette, infused arachnee croquette, etc.)
- The quintessence is now a consumable/chest which, once used, gives the player the infused croquette with the specific effect (chosen at random based on the type of quintessence). The infused croquette can then be given to the legendary pet, or it can be traded instead.
- It's essential to minimize the impact of this mechanic on the PvP experience for players from levels 60 to 199. This is why we're adding a prerequisite for pets with the "legendary" status, which will now require that the character be level 200 before they can be equipped.
- Changes to multiple recipes.
Reboot the loot!
As you surely know, DOFUS is currently suffering from overgeneration of the resources won by players at the end of their fights against the various monsters in the game. If we didn't take the opportunity to deal with this issue as part of our revision of the anomalies and the bonuses that go with them, these bonuses would simply be added to the existing ones, which would only further reinforce the overgeneration problem and all of its negative impacts on the in-game economy. So our goal at this point is to revitalize the economy by trying to clean up the loot system as much as possible. We'll now share some changes being made to the loot system, and we look forward to your feedback. Your comments, opinions and criticisms are very important to us – after all, this system is one of the cornerstones of the game, so it's essential that we take your feedback into account!
First of all, here are the various issues we've identified with the current system:
- A so-called "rare" drop rate may not be rare at all, since the various stackable bonuses are all multiplied together. As a result, certain "rare" resources can become very easy to obtain once loot bonuses have been optimized to a certain level. For example, resources with a basic drop rate of 1% may wind up with an actual drop rate of 40% or higher.
- While this effect is less critical for so-called "common" resources, which start with higher basic drop rates to make them more accessible, they can still end up being overgenerated as well.
- As mentioned earlier, this leads to an imbalance in the generation/destruction cycle, which has a negative impact on the economy of many servers.
- Certain counterbalancing factors linked to these bonuses can be easily avoided.
In light of this situation, there were a number of different principles that we felt we should keep, add or improve:
- Encourage players to optimize their characters and their performance to increase their chances of obtaining various resources.
- Diversify the optimization options.
- Reduce the cases of excessive bonus stacking that have a harmful impact on the economy, but without completely changing the way people are used to playing.
- Also encourage people to diversify the range of territories they target. More diverse and balanced resource generation means a healthier in-game economy.
First and foremost, we need to distinguish the two types of bonuses that affect drop rates in the game. On the one hand, there are the so-called "controllable" bonuses, like Idols and Prospecting; on the other, we have the "uncontrollable" bonuses like Almanax, Challenges, Temporal Anomalies or Shield. Controllable bonuses allow players to optimize their characters for resource acquisition. Each player can make their own decisions on whether or not to use these tools. Uncontrollable bonuses, meanwhile, are partially random, and therefore do not depend entirely on an explicit player decision.
Controllable bonuses represent 50 to 90% of the total bonus value applied to drop rates. We believe that these bonuses are too heavily weighted, so we want to slightly reduce their influence on the formula to something closer to 50%. An unfortunate side effect of weighting controllable bonuses too heavily in the calculation of drop rates is that uncontrollable bonuses lose much of their importance. If players can simply ignore uncontrollable bonuses with no real impact, we lose an important tool for encouraging them to regularly switch up the territories they target.
Another important point is that the bonus provided by Idols is the only one affected by the difference between the player's level and the monster's level. We will now be extending this approach to Prospecting and Uchronic Elixir bonuses as well. Being at a higher level than the monsters you choose to fight gives you an advantage, so it's fairly easy to "sacrifice" equipment in favor of Prospecting. At any given level of optimization, of course, a player who's close to the monsters' level will have a better chance of acquiring resources than a player at a higher level than the monsters they fight.
Here are a few examples of how resource drops would work before and after these changes to the formula:
Examples for a level 200 player with Prospecting 250 and an Idol score of 180:
For now, this is all purely HYPOTHETICAL.
Other steps
At this point, you may be wondering why we didn't just change the Idols and/or the loot drop formula.
The first reason is that we can't go changing everything at once. To get a bit of perspective and be sure we're making the right choices, we need to give the economy time to adapt to our actions, and we need your feedback on the results. The other reason is that we have deeper changes in mind for these two systems. Considering how important they are, we think it's essential to keep you involved in the process as much as we can.
Therefore, we'll now present the changes we're planning as a way of sounding out your thoughts on this first draft of our current plans.
Idols
The Idols system has been controversial for a long time. This feature has not entirely achieved the results we originally intended, and that's wound up hurting the in-game economy. But while Idols haven't worked all that well in practice, the intentions behind it were laudable:
- Provide an alternative to Prospecting and Wisdom for character progression.
- Offer a fun system to adjust the difficulty from one fight to the next.
- Incentivize risk-taking through increased rewards.
- Provide a way to increase rewards without compromising on characters' effectiveness.
Some of these points have worked out as intended, like offering an alternative to Prospecting and Wisdom. Others… maybe not so much. Over time, we realized that the intended increase in difficulty wasn't actually working. It's too easy to set up a combination of Idols that doesn't interfere with a character's fight strategy. To take one typical example, a character who faces their enemies in close combat can equip a Kyoub/Yosh/Dynamo combination to make ranged monsters more dangerous. In this situation, the character's existing strategy doesn't change, but they still get the increased drop bonus.
There are also problems that make it unclear and difficult for players to understand how Idols are supposed to work, especially when they start playing in groups. Another issue is the many incompatibilities (necessary though they may be) that require players to change their Idol combination when they move to a different territory.
Here are the major categories of improvements we have in mind:
- Change and simplify the Idols' effects so that they can't be easily worked around.
- Remove the different types of Idols (Minor, "Normal", Major, and Masterly), as well as group Idols, to bring more clarity to the system. The mechanics of these Idols would stay the same, but the concept of a distinct category of group Idols could go away.
- Eliminate as many incompatibilities as possible between monsters and Idols. To maximize the diversity of the fights available to you, we'll need to avoid asking you to switch up your Idols every time you change territories.
- Going further, we may even look at linking Idols more closely to temporal anomalies. Idols would still be usable throughout the World of Twelve, but they would become more effective and profitable when used in anomalies and in territories subject to anomalies.
Loot formula
We've already explained the changes we hope to make to the loot drop system. We'll keep an eye on the consequences, but be aware that we're looking at different paths forward that will make fundamental changes to the system in order to resolve the following issues:
- A so-called "rare" drop rate may not actually be rare at all.
- Common loot can often be obtained at a 100% drop rate once players have reached a certain level of optimization.
First of all, we are making a change to all the resource drop rates available from monsters in the game. Each basic drop rate will be associated with a second drop rate that represents its maximum allowed value. For example, a resource with a 10% basic drop rate would have a maximum drop rate of 55%, or another resource with a 4% basic rate would have a maximum of 23%. Of course, these values are only presented as examples.
Next, a new characteristic will be added to the game: Speculation. This characteristic varies from 0 to 100, and increases with the character's accumulated drop bonuses. The idea is to add up the Idol score, Prospecting, Temporal Anomaly territory bonuses, Almanax and the territory control bonus (via Alliances). These bonuses are then converted into fixed Speculation points: for example, a 50% challenge in the current system would grant 50 Speculation points, or a 90% territory bonus would grant 90 Speculation points.
The goal with this new characteristic is to group the various drop bonuses into a single indicator that's simpler and clearer for you.
This characteristic goes up and down dynamically based on the character's bonuses. The more bonuses you accumulate, the higher your Speculation will be. However, it will take more and more bonuses to reach the maximum value (diminishing returns). Speculation will then determine the drop rate for each resource at the end of a fight. The higher its value is, the closer your final drop rate will be to the maximum value set for each resource.
For those of you with a taste for numbers, here's one possible formula with a concrete example. Suppose your character has 50 Speculation and wants to pick up a resource with a basic drop rate of 10% and a maximum rate of 55%.
Here's the formula:
- Ratebasic+((Ratemax-Ratebasic)*Speculation/100).
In our example, this would work out to 10+((55-10)*50/100) → 10+((45)*0.5) → 10+22.5 → 32.5.
The final drop rate would therefore be 32.5%.
If we do go ahead with putting these types of changes in place, it will of course be necessary to review the base rates for certain resources accordingly. Our goal is not to artificially reduce your winnings or increase the time you spend in-game. To maintain a "healthy" balance, rare resources (currently 1%) might increase to 5% (with a maximum of 28.7%). Similarly, common resources (10%) might increase to 20% (with a maximum of 100%).
This system could give us a way to balance resource generation in the game – on the one hand, by maintaining a non-trivial advantage for characters who are more invested in the game, and on the other hand, by providing easier access to resources for the least optimized characters. It would also make it easier to understand what you can expect to get from fighting various monsters in-game, and how the different bonuses interact. We would also make UI changes along these same lines.
If you've made it this far, thanks for your persistence! We hope we've been clear about our intentions, and that our planned short-term or long-term changes seem appropriate to you. We're looking forward to reading your thoughts in the comments, so fire up your keyboards and we'll see you there!
Sabbo & Khal



We will let you know once the maintenance is over and the server are back online.
Thanking you in advance for your understanding.
























I hope this clears things up for you.










"PvP Update": With a name like that, version 1.38 leaves little room for suspense… but it does leave plenty of room just for your in-game comfort! Isn't that the most important thing, after all? Log in on Wednesday, May 11 to test out the content of this new update for yourself!
After carefully reading the devblog on the subject, now you're about to embark on the adventure that is update 1.38, which bears the simple, no-nonsense name of "PvP Update".
Get ready to discover an optimized tracking system, to be immersed in a more realistic World of Twelve than ever with 16:9 mode, and to enjoy enhanced in-game comfort, thanks largely to interface changes.
Log in on Wednesday, May 11 for the launch of this new update! Please note that the devblog on the subject is still available here.









As a famed adventurer, you won't settle for anything less than the best. The best set, the best emote, and even the best pet there is! Beef up your reputation with the Glorificus pet! Find it in the shop together with a 7-day subscription so you can test its loyalty!
Unlike your glory, this little pet's love for you will last forever. Plus, when your greatness begins to wither away, it will keep on shining with its dazzling charm. With all eyes on the little guy, your downfall will go happily unnoticed. Clever, eh? And pretty upsetting, to be honest…
Oh, hey! Don't worry, that's a long way off! For now, you are supremely glorious, and the only thing you need to really shine unto the heavens is the Glorificus pet.
This chameleon pet will be available with a 7-day subscription for €2.99. You can also get it in a pack that comes with the Glorious Set (cloak, headgear, and shield) and the Warrior emote, costing €9.99 (or 10,000 ogrines).
This little creature will be sold in the shop through Wednesday, May 18 (11:59 p.m. Paris time), and it links to your account for 6 months.







The space-technology adventure that is Super Nano Blaster will soon turn a corner. Starting from Tuesday, May 3, players can cruise the game's retro universe aboard their ships on Steam, the online content distribution platform!
We've got some news about the vertical shoot 'em up by 3.5 Inch Team, published by Ankama Games. After being released on the Ankama Launcher and appearing at the Steam Next Fest, Super Nano Blaster is officially launching on Steam!
The renowned platform will now let players continue their adventure in the heart of a digital universe with an awfully addictive regressive retro design! The game has received a few improvements in the process, and these are the main ones:
- The black strips on both sides of the screen have been replaced with a mirror effect (WOW!)
- A brand-new ship has been added (WOWIE!)
The game will be available for just €7.90 for a limited time. After that, it will increase to €9.90.



We will let you know once the servers are back online.






We will let you know once the maintenance is over and the server are back online.
Thanking you in advance for your understanding.



Think you know the Bwork family like the back of your hand? How wrong you are… The Bworker is nothing like the others. He's sleeker, stronger, craftier, and – most of all – fiercer. The Bworker is eager to welcome you with joy… and pain. We'll let you in on a little secret: The blade in his hand won't be used to open a bottle of mush mush juice that he plunked in the fridge just for you…
In the heart of Otomai Island is where the Bworker was born, a creature created by Doctor Morose at the behest of Mori Arty. Although he had all the characteristics of a "typical" Bwork at first, he was actually destined for something quite different from the rest of his kind. The reason for this was the combat training and education provided by Navi Volvap, an Osamodas to whom he was soon entrusted.
While he was living happily in the small tribe he had just joined, the sudden tragic loss of his beloved during a Sram attack would change everything. Uncontrollable rage overcame him and literally transformed him, turning the Bworker into a being with greatly enhanced abilities: violence, thirst for power, and strength.
Some people say all this had been buried deep inside him the whole time. But what do you think? Do you want to learn more about this creature? If so, read the DOFUS Monster manga Volume 11, which is all about him! In the meantime, the bravest of you can do battle with him in this new Dungeon Farmer!
From 3 p.m. (Paris time) on Friday, May 6, to 3 p.m. on Monday, May 9, head to the Bworker Dungeon in the Sidimote Moors. You could win a Trophy Bworker Shield that will let you proudly display the "Bworker Slayer" title!
* The Trophy Bworker Shield can only be obtained by battling the Bworker in this boss's dungeon (arena fights don't count), and you'll receive it immediately after the fight. Its drop rate is 10%, which can't be modified through prospecting or through challenge bonuses. This unique item is equipped like a standard shield and isn't linked to your account, and it doesn't grant any stats to the wearer. You can't obtain it if you already have it in your inventory.



Have you always dreamed of joining the great family of dreggons? And does that mean you spend most of your time trying to hone your fire-eating skills? Well, stop that immediately and just get a Polykrome Dreggheadgear instead. At least it will be more convincing!
This Polykrome Dreggheadgear has several major benefits. First of all, thanks to its smooth surface it is very easy to clean. Once you put it on, you could almost be mistaken for a dreggon. It's just what you need to deter others from attacking you out of fear that Crocabulia might appear. In addition, on those days when you just can't be bothered to fix your hair, you can just pretend to be bald. How handy is that? And finally, this headgear is suitable to all body types. It doesn't matter what type you are because everyone will call you "egghead" anyway.
See what we mean? It was clearly made for you!
From now through Wednesday, May 11, at 11:59 p.m., the Polykrome Dreggheadgear + its free color-change potion is waiting for you in the shop!
Characteristics:
- It is a chameleon headgear item.
- This is a ceremonial item.
- If you dissociate a mimisymbiced item from a base item (with stats), you'll recover the mimisymbic, the ceremonial item, and the base item.
- The headgear is linked to the account for 62 days.
- The color change potion is linked to the account.



Like anyone, we'll bet you like to take it easy on the weekend. Well, too bad! This Sunday, you'll have to work hard instead! Roll up your sleeves and enjoy a 50% XP bonus on professions, valid for DOFUS Retro! Early to rise is professionally wise… even on Fairy Lax Day!
For the record, when Fairy Lax and the other fairies started to strike on Maysial 1, the craftsmen's associations got scared… What would come to pass if this coalition were to spread to every professional body? So, they created Crafting Day to avoid everyone following this idle movement.
And Crafting Day is a drawn-out day! Although it takes place on Maysial 1, its effects hold true from 00:01 a.m. CEST on Sunday, May 1st until 00:01 a.m. on Monday, May 2. You'll have 24 hours to reap… experience points in professions!
During that time, you can count on an extra 50% experience on profession XP!