














The DOFUS Retro maintenance will take place on Wednesday, March 8 at 8:30 CET.
We will let you know once the servers are back online.
Thanks for your patience!












First and foremost, please accept our sincerest apologies for the lack of forum updates on today’s weekly server maintenance.
Please find below a recap of what took place:
- 10:00 a.m. CET - The DOFUS team detected a technical problem during maintenance. As a result, a patch to address the issue was created to address the problem.
- 12:20 p.m. CET - During the patch deployment for the problem encountered, another problem was detected that required further investigation.
- 2:00 p.m. CET – All issues were addressed and the maintenance proceeded.
- 2:30 p.m. CET – End of maintenance
Again, we take the opportunity to apologise for the inconvenience caused, and we thank you for your understanding and support.



The Hell Mina server is encountering issues with realtime backups. The server is now offline while the DOFUS team investigates on the situation.
We thank you for your understanding and will keep you updated on this situation.



Thank you for your patience and happy gaming!



Beta 2.67 is now available for three weeks! Check out the new and improved Alliance system and the Incarnation revamp, among other changes.
This new beta version is your chance to test out the Alliance revamp we presented in an initial devblog post at the end of last year and in a recent update inspired by your feedback:
Not only that, this beta also features a revamp of Incarnations, which are now becoming new Sidekicks:
For the testing purposes of this beta phase:
- We will import all characters that have been subscribed and active for three months as of February 28.
- All dungeons will be activated.
- The requirement to be an alliance member for at least 48 hours before being allowed to join a King of the Hill phase will be temporarily deactivated.
- In addition to the usual items, the Test-a-Beast NPC (accessible at [-2,0]) will also offer:
- all sidekick signals
- and various items, resources, and consumables associated with alliances.
You can check out all the changes in this beta by reading the changelog:



Alliances
We recently posted two devblogs about alliances to introduce the main features of the alliance revamp. To provide a more detailed explanation, here is a complete list of the changes made in the update. You can also find most of this information directly in-game by referring to the guide. At the entrance to the temple, a sign has also been added that can be used to display these details directly in the guide.Alliance creation and concept
- The alliance system has been revised and the new version replaces the existing one. This means that existing alliances in the game will be deleted. On the day of the update:
- No alliance name reservation system will be available.
- Prisms will be deleted along with the nuggets they contain. Therefore, make sure you collect your nuggets before the update. The modules on the prisms will be returned to the alliance leader's bank.
- Perceptors will be deleted. The contents of the perceptors will be returned to the perceptor owner's bank..
- An alliance is now a group of people (no longer a group of guilds). The maximum number of members is 250.
- You now need to be level 50 or higher to be able to join an alliance.
- You still need an alliagem and to go to the Alliance Temple to create an alliance.
- The members list and alliance log interface has been updated to match the guilds one made in 2022.
- Management of exclusions and automatic deletion of alliances for inactivity has been updated to match the guilds one.
- The books in the Guild and Alliance Temple have been updated.
Recruitment and alliance directory
- The alliance directory has been updated and modernized with filters and search functions.
- A recruitment system very similar to the guilds one has been implemented for alliances.
- Like for guilds, you can manage recruitment and applications received, submit an application, etc.
- Unlike guilds, you can't add an application condition for the number of achievement points a member needs.
- The list of interests, ambiances and game times have been adapted to better fit the functions of an alliance. Certain obsolete interests have been removed from guilds.
Alliance ranks and rights
- Like what was done for guilds, each alliance member will have a rank.
- Configurable rights will be associated with each rank via a dedicated interface.
- Rights and ranks can only be managed if the player has the corresponding rights.
- There are four default ranks: Alliance General, Lieutenant, Candidate and Rookie.
- Specific rights for alliances have been created and split into four categories: Members, Log, Alliance versus Alliance, and Perceptors. Following these updates, certain obsolete rights have been removed from guilds.
Perceptors
- Perceptors are no longer tied to guilds. Therefore, the tabs and rights relating to perceptors on guilds have been removed.
- Alliance members will now be able to place perceptors. You must be in an alliance to place a perceptor.
- New Perceptor Summoning Potions have been created: 1 potion every 20 levels. You will therefore need the level 21-40 potion to place a perceptor in a level 30 or 40 territory.
- You can now only place one perceptor per alliance per group of territories. A territory group is a group of territories that are normally linked by an identical monster family. Here are a few examples to illustrate the concept: (Dopple Village, Dopple Mine and Cania Bay) / (Dragon Pig's Den, Dragon Pig's Maze, Porco Territory) / (Wind Dojo, Aerdala) etc.
- The look of perceptors has been updated.
- When the update goes live, a large proportion of perceptor potions will become obsolete. These potions will become recyclable and can be given to pets as food.
- Perceptors will no longer collect kamas or experience. All mentions of these two elements have been removed.
- Customization:
- The "Customization" tab has been renamed to "Perceptors".
- A perceptor now has its own characteristics. They are displayed in this interface.
- 40 spells exclusive to perceptors have been created. You can select up to 6 spells that will be assigned by default to all future perceptors placed by the alliance.
- These spells include all spell types (damage, heal, buff, etc.).
- You can also have specific spells on each perceptor by going to talk to the perceptor directly.
- Perceptor equipment
- Equipment grants bonus characteristics to the perceptor.
- Equipment items that grant Chance and Strength don't increase the perceptor's Prospecting and Pods. The base Prospecting value for perceptors is 200.
- If a fight is lost, all equipment on the perceptor is lost.
- You need to speak to the perceptor directly to give it equipment.
- Equipment items are divided into 7 types: Banners, Chests, Cuirasses, Horseshoes, Daggers, Bags, Tunics. The same naming system used for runes has been applied to these equipment items.
- The equipment items can be crafted from a new resource sold in nuggets by the NPC Nuggetito (new NPC in front of the Alliance Temple). The recipes for these items have been spread out over the different professions.
- Perceptors in combat:
- Perceptors are now controlled by a defender by default. A right associated with control has been created. If multiple players in the fight own the right, the player with the highest initiative will control the perceptor. If the player controlling the perceptor dies, the perceptor won't die, and the player will continue to control the perceptor. If the perceptor is fighting alone (no defender came), it will be controlled by the AI.
- The death of a perceptor in combat does not mean the defenders lose.
- Perceptors are now level 200 monsters..
- Information about attacked perceptors can now be found in the "Attack" tab. The "Raise the alert about an attack on a perceptor or prism" option has been added to this interface.
- The 1-hour wait restriction between each attack on a perceptor has been kept.
- The restrictions on attacking and defending perceptors in multi-account mode have been tightened. You now need to enter a phone number to attack/defend a perceptor.
- When a fight is launched against a perceptor, the starting placement is now independent of the starting slots of monsters on the map. The arrangement of placement slots will be selected at random for each fight, So neither the attackers nor the defenders will be able to predict it.
- An attack on a perceptor can be launched if the player has no alliance and can be launched with players from different alliances.
- All information about perceptors placed is displayed in the "Conquests" tab, in the same list as prisms.
How prisms work and their states
- Like perceptors, new Prism Summoning Potions have been created: 1 potion every 20 levels.
- An alliance must have been in existence for at least 48 hours to be able to place a prism.
- Each prism now has a durability value ranging from 100% à 0%. When resources are recycled on a prism, its durability decreases. The higher the amount of nuggets created by the prism, the more its durability decreases. The durability formula is also dependent on the age of the prism: for the same number of nuggets created, the longer it has been since the prism was placed, the faster its durability decreases.
- Prisms now have 5 possible states:
- Normal (white): the prism's base state.
- Weakened (orange): the prism's durability is less than 10%.
- Vulnerable (red): a KOTH is in progress in the territory.
- Protected (purple): the prism can't be attacked and its durability is over 10%.
- Inhibited (green): the loss of durability is 50% less when recycling on this prism, and the prism's durability is over 10%.
- The "Sabotaged" state has been removed.
- You can now only place a single module on each prism. A 10-min delay has also been added between two module changes on a prism.
- Prism Crystals:
- You can put crystals on each prism. A prism can only have 1 crystal at a time and only 4 throughout its "life":
- "Peacemaker" crystal: applies the "Protected" state to the prism. However, modules on the prism don't have any effect.
- "Inhibitor" crystal: applies the "Inhibited" state to the prism.
- You can't put a crystal on a prism in the Weakened state.
- The effects of crystals lasts for 12 hours.
- A crystal can be crushed by a new crystal even if the existing crystal's effect has not yet ended.
- Crystals can be bought in nuggets from the NPC Nuggetito (new NPC in front of the Alliance Temple).
- You can put crystals on each prism. A prism can only have 1 crystal at a time and only 4 throughout its "life":
- Prisms in combat:
- You must belong to an alliance to attack a prism.
- A prism is now invulnerable and won't cast a spell as long as an ally is in the fight. When the last ally dies, the prism loses its invulnerability and plays normally.
- The restrictions on attacking and defending prisms in multi-account mode have been tightened. You now need to enter a phone number to attack/defend a prism.
- To reduce attack harassment behavior on prisms:
- If an alliance attacks a prism and then loses the fight, all members of this alliance are prevented from attacking the prism for one hour.
- If an alliance has just won a KOTH and place a prism on the newly won territory, the prism gains the "Peacemaker" state for free for a certain length of time. The duration depends on the number of territories controlled by the alliance. The more territories controlled by the alliance, the shorter the duration.
- Conquest villages:
- Only two conquest villages have been retained ("Imp Village" and "Abandoned Labowatowies"). Control of these territories still determines the use of transportation method associated with them ("Imp Carrier" and "Wabbit Drill" respectively).
- The other restrictions tied to conquest villages have been removed (including monster aggression, Zaap use, and resource harvesting).
- The cannons of the old conquest villages have been removed.
- The loot bonus at the end of a fight in a territory controlled by your own alliance has been removed.
- The territory interface on the world map has been updated to display the above changes.
- When you mouse over a territory on the map, the color displayed is now the state of the prism.
- In the "Alliance" tab, the conquest interface lists all alliance prisms along with each prism's state, position, modules, placement date, and number of nuggets.
- The "Prismatic Recall Potion" item has been removed.
King of the Hill
- We define King of the Hill as the mechanic where multiple alliances are fighting each other in a territory to try and gain control of it. For the rest of the changelog, the abbreviation KOTH will be used to refer to this system.
- Players can only participate in a KOTH involving their alliance if they have been a member of the alliance for at least 48 hours.
- A KOTH can be triggered in three ways:
- If a prism reaches 0% durability.
- If a prism is attacked and the attackers win the fight.
- If a prism is placed on neutral territory (not controlled by any alliance). In this situation, the alliance that placed the prism is considered the "Defender".
- In all three situations, there is no obligation for alliances to participate. Therefore, a player can reduce the durability of a prism to 0% then leave to do something else.
- Probation period
- The probation period is the length of time between the arrival of a character in a territory where a KOTH is underway and the actual inclusion of the character in the KOTH. This period is 1 minute + the remaining time before the next minute of the KOTH counter.
- During this period, the player cannot attack other players, does not win any map control points, and does not earn any points (for the Scout role).
- The probation period that used to apply after a fight in a KOTH has been removed.
- If a player has activated their AvA mode and a KOTH starts in the territory they are in, the player immediately enters the probation period.
- During a KOTH, you need to be the first alliance to gain 30 minutes of domination. At the end of each minute of the KOTH, the system identifies which alliance in the KOTH has the most cumulative points. This alliance earns 1 minute of domination.
- Cumulative score calculation: the cumulative score is the sum of three scores:
- Combat: when a player in the KOTH wins a fight, the alliance earns 10 combat points. When the player loses a fight, the alliance loses 5 combat points. The combat score can be negative.
- Control: the control points calculation has not changed. It functions in the same way based on the distribution of players on the territory maps.
- Scout: the number of points earned in the "Scout" role.
- The points earned in these three categories aren't reset at the end of each minute of the KOTH. Example: in the 10th minute of a KOTH, if an alliance has 15 combat points and 5 control points (a cumulative score of 20), in the 11th minute, the alliance will still have 20 cumulative points.
- If two alliances have the same cumulative score, they both earn 1 minute of domination.
- The interface shown during a KOTH in progress has been completely redesigned to highlight all these elements.
- During the KOTH, each player can choose a role:
- Champion: players in this role earn more combat points for their alliance if they win (20) and lose more points if they lose (50). This role is limited to one per alliance per KOTH.
- Seer: this role is used to view the role of players from other alliances during the KOTH. This role is limited to 10 per alliance per KOTH.
- Scout: players in this role earn 5 points per minute in a stock of their own. This temporary stock cannot exceed 50 points. The points in this temporary stock are displayed above each Scout. If a Scout leaves the KOTH territory, their temporary points stock is lost. To convert this temporary points stock into "Scout points" counted in the cumulative score, Scouts must go to the map with the prism and use a Scout potion. Scouts don't earn points by winning a fight. In the event of a loss, Scouts lose half the points from their temporary stock rounded up for the team. This role is limited to 50 per alliance per KOTH.
- Healer: this role hasn't changed. It is still used to revive a player who has lost a fight in KOTH. This role is limited to 100 per alliance per KOTH.
- Undertaker: this role hasn't changed. It is still used to permanently eject a player who has lost a fight in KOTH. This role is limited to 150 per alliance per KOTH.
- Sentinel: this role hasn't changed. It is still used to automatically attack a player from an opposing alliance who passes within 6 cells or less of the player. This role is limited to 150 per alliance per KOTH.
- Cannon Fodder: this role is the default role. It has no special function and there are no limits to how many can be in this role during the KOTH.
- You can change role via the NPC "Hal Ions" in front of the Alliance Temple. However, this is a wait time between two role changes.
- The role of all alliance members is displayed in the alliance member list interface.
- Fights during a KOTH are now limited to two alliances. You can't join a fight if a member of your alliance is not already in the fight.
- To make things clearer and easier, when clicking on another player during a KOTH, the number of contextual menu options has been drastically reduced to make it easier to click on "Attack". Furthermore, if several characters are overlaid on a tile, clicking on the character stack will display the list of overlaid characters and you can attack the one you want.
- To prevent any abusive techniques, disconnecting a character during a KOTH immediately removes the character from the KOTH.
- If players don't want to participate in a KOTH, they can deactivate the "Activate AvA Mode" option.
- When the player reconnects, if the character is in a territory with a KOTH in progress:
- If AvA mode is deactivated, nothing happens.
- If AvA mode is activated, the character is teleported to their saved Zaap. If a KOTH is also in progress in this territory, the character is teleported to Astrub.
- Several icons are shown above the head of a player in a territory with a KOTH in progress:
- Role icons: star, skull, spyglass, cross, hand, eye and shield for Champion, Undertaker, Scout, Healer, Sentinel, Seer, and Cannon Fodder respectively.
- Defenders are shown with blue icons. For players of an opposing alliance (except Seers), the shield icon is displayed.
- Attackers (except those from your own alliance) are shown with red icons. For players of an opposing alliance (except Seers), the sword icon is displayed.
- If your alliance is attacking, your allies' icons will be in green.
- White flag: appears when a member eliminated from a KOTH returns to the territory where the KOTH took place.
- Timer: when a player is in the probation period. As soon as the probation period is over, the icon of the player's role is shown instead.
- During a KOTH, if no alliance is participating, then the alliance considered as the "Defender" will automatically earn 1 minute of domination every minute starting from the third minute of the KOTH. This automatic point will end as soon as an alliance enters the KOTH and has at least 1 cumulative point.
- There is no limit on the number of alliances in a KOTH.
- After a victory in KOTH, the winning alliance has a 120-minute priority period to place a prism on the territory.
- The restrictions for participating in a KOTH in multi-account mode have been tightened. You now need to enter a phone number to take part in a KOTH.
Recycling and nuggets
- Players who are at level 50 or higher can now recycle on any prism.
- Players who are not members of the alliance that owns the prism can only collect 10% of the nuggets (the rest goes to the alliance).
- Players who are members of the alliance that owns the prism will collect 50% of the nuggets (the rest goes to the alliance).
- Recycling modules affect all players (even players who aren't members of the alliance that own the prism).
- The recycling formula has been slightly updated.
- Resources from a boss produce fewer nuggets.
- A slight bonus has been added if you recycle on a prism that belongs to your alliance.
- A bonus ranging from single to double has been added if your alliance controls territories adjacent to the territory in which you are recycling. Adjacent territories are shown in the recycling interface.
- During recycling, the logic of how nuggets are distributed has been updated.
- Before: distributed across all the alliance's prisms in proportion to the level of the territory.
- After: distributed 50% on the prism used and 50% on the alliance's other prisms. Only the durability of the prism used will decrease.
- Recycling interface:
- This interface has been updated to show the modifications listed above.
- There was an error in the number of nuggets shown before recycling and the actual number present in the game. This has been fixed.
- The logic of how nuggets are distributed at the end of a KOTH has been updated:
- Each alliance now has a nugget pot.
- At the end of the KOTH, 10% of the nuggets on the prism are lost. If the defender wins, 75% of the prism's nuggets go directly into their pot. The alliance who finishes in second place (if applicable) collects 15% of the nuggets. If an attacker wins the KOTH, they earn 75% of the prism's nuggets. The defender earns 15% of the nuggets.
- Therefore, the system that distributed nuggets to the monsters in the territory has been completely removed.
- Nugget pot:
- This pot can be accessed from a specific section in the Alliance tab.
- The interface can be used to distribute the nuggets in the pot to different members of the alliance.
- Rights for accessing and distributing the pot have been created.
- You can't deposit nuggets into this pot.
- The pot does not have a maximum number of nuggets it can hold.
- The prices in nuggets of items sold by Teggun have been increased
Sidekicks
- Incarnations have been removed and replaced with sidekicks in this update. Details on this transition can be found in the relevant devblog.
- Related to these sidekicks, a new "Sidekick" ornament has been created.
- As part of modifications to how the Manitou Zoth is acquired (formerly an incarnation but now a sidekick), a fake quest temporal anomaly has been created, which redirects to the old Premium house.
- The shortcut to the sidekick interface has been added to the shortcut list.
Quests
- Following the removal of incarnations, several quest fights have been rebalanced:
- "New Heir" quest / fight against "Swampy Gloot":
- Sidekicks are now allowed in this fight.
- The second wave now arrives in turn 5 (previously turn 4).
- "Shake Hands with the Devil" quest / fight against "Destrunic Golem":
- Sidekicks are now allowed in this fight.
- "Mother of the Dreggons" quest / fight against "Forest Dreggon, Scalded Dreggon and Lake Dreggon":
- Sidekicks are now allowed in this fight.
- "Amaknanomaly" / fight against "Grozilla and Grasmera":
- Sidekicks are now allowed in this fight.
- "The Last Emperor's Revenge" quest / fight against "Bulak":
- The HP of Possessed Dopples (summons) has decreased from 1,100 to 1,000.
- The resistances of Possessed Dopples (summons) has decreased from 10% to 8%.
- "Norrdeal" quest / fight against "Hyrkul":
- The HP of "Centorors of the Valiant Heart" (NPC allies) has increased from 13,000 to 15,000.
- "Fervour of the Valiant Heart" spell: The shield's duration has increased from 1 turn to 2 turns.
- "Tornado of the Brave" spell: Critical effects are now more powerful than normal effects.
- "Heroic Charge" spell: The duration of effects has increased from 1 turn to 2 turns.
- "Godanwa, the Transcendence" quest / fight against "Pandhidharma":
- "Grand Master's Transcended Fist" spell: pushes back 12 -> 10 cells
- "Setsun Impact" spell: applies erosion 15% -> 10%
- "Austral Fist" spell: pushback 6 -> 5 cells
- "Boreal Volley" spell: pushback 6 -> 5 cells
- "Setsun Impact" spell: pushback 6 -> 5 cells
- "Ryzsun Palm" spell: pushback 6 -> 5 cells
- "Apprenticeship: Master of Shadows" - "Apprenticeship: Legendary Hero" - "Apprenticeship: Apocalypse Hero" - "Apprenticeship: Guardian of Torture" - "Apprenticeship: Master of Illusions" - "Apprenticeship: Guardian of Knowledge" quest / fight against "Captain Chafer":
- Wisdom: 900 -> 500
- Agility, Strength, Chance, Intelligence: 900 -> 800
- Harassment:
- Casts per turn: 3 -> 2
- MP loss: 3 -> 2 and 4 -> in CH
- "New Heir" quest / fight against "Swampy Gloot":
- "The Exiled Witch" quest: it was possible to select a starting icon that was in a wall. This icon has been removed.
- "A Painful Separation" quest: the height of the stairs is now properly managed in combat.
- "Use of Strength" alignment quest: the recommended level is now correct (level 153).
- "Cryptology" quest: a "!" has been added to the map to show the player that a quest can be started at the dungeon entrance.
- "Search for a Bitter-Hammer in an Ereboria tunnel" quest: an alternative answer option has been added to complete the objective without triggering the fight.
- "Head Trip Through the Countryside" quest: an alternative answer option has been added to complete the objective without triggering the fight.
- "Take Root" quest: an alternative answer option has been added to complete the objective without triggering the fight.
Items
- Evils of Ephedrya (nerf):
- The set now has a -200 Neutral damage penalty as soon as 1 item is equipped.
- Crocobur - Crocobur's Appetite (nerf):
- How it works:
- "At the start of each turn, the bearer inflicts damage on themself in their best attack element in order to steal health from adjacent entities at the end of their turn."
- Damage:
- 16 to 20 → 11 to 15
- How it works:
- Hammerture (buff):
-
Casting conditions:
-
AP cost: 6 → 5
-
Critical: 20 → 15%
-
Critical Bonus: +20 → +15
-
-
- The warning messages on Temporis Kwakaps have been removed.
- When opening a gift wrapped by a player, the chat message now shows the right number of items.
Monsters
- "Cruel" and "Maniac" challenges: when a monster was killed by one of its allies, the monster was still considered alive by these two challenges. This has been fixed.
- Servitude: the Treason spell now works properly on a Forgelance.
- Disabling the display of states in combat no longer disables the icon above a group of monsters showing that an archmonster is present.
- Sacrier Dopple: the name of the state applied by the Swift Punishment spell now correctly appears in the tooltip for the state.
- Snowdew: the Whomp spell now has a critical hit that does more damage than base damage.
- War: the monster could sometimes summon several weapons at the same time on the same threshold. This has been fixed.
- Ilyzaelle:
- If Ilyzaelle was alone when she is supposed to kill herself, she stayed alive and had to be reset to 0 HP to win the fight. This has been fixed.
- Ilyzaelle is now "Unmovable" when she switches sides.
- Ilyzaelle now has HP thresholds.
- Misery:
- Carrion are now considered summons.
- Misery can summon up to 4 Carrion at the same time.
- She kills all Carrion on the battlefield at the start of each turn, without line of sight.
- A Carrion can no longer be summoned onto the same cell as another entity, and only one Carrion appears per entity killed.
- The levels of Barley Scarecrow are now correct according to the Farmer profession level.
- Minowang, Al Howin Gobtubby, Lagoonurkey, Water Seemyool, and Nougat Rabmarac Bar have been added as loot at the end of the fight against the bosses Belladonna and Berylbell.
- Infinite Dreams:
- The rewards linked to Raccooper are now correctly conditional on the achievements linked to this dungeon.
- Nagate, Belladonna, and Turtelonia are available again. The three maps linked to these bosses can only "appear" with their boss.
Combat
- In characteristics, the AP and MP reduction bonuses and penalties no longer visually obscure the reduction bonuses from Wisdom.
Interfaces
- Merchant mode has been completely removed from the game. The button and interface for it no longer appear.
- When a player logs back in, the message saying that energy was gained actually mentions energy instead of health points.
- When you mouse over the pods bar in the inventory, the % of pods used is now correctly shown.
Backgrounds and Navigation:
- After dying and transforming in Externam, the player is teleported to Astrub. However, no indicator was shown for the nearest phoenix. This has been fixed.
- When the player logged out while a ghost, after logging back in, the indicator for the nearest phoenix didn't appear. This has been fixed.
- A number of issues with scenery have been fixed in Frigost, Brakmar and its surroundings, Ephedrya, Pandala, Amakna, Sufokia, Atoll of the Possessed, Nolifis Island, Sunktuary, Kwismas Island, Cania, Sidimote Moors, Vulkania, Otomai Island, Bonta, Infinite Dreams, Evil Forest, Enurado, Koalak Mountain, and Astrub.
Other
- It is now possible to change your class to Forgelance.
-
The NPC "Andre Inkarnay" has been added in front of the Incarnam Inn. This NPC gives a "Class Change Potion", which is an item linked to the character that can be used by level 20 characters and below to change their class.
- The rules for putting houses and paddocks up for sale have changed.
- Houses:
- Before:
- If the owner has been offline for 6 months, the house becomes "abandoned".
- On the first Tuesday of the month, during maintenance, abandoned houses become "For sale soon" (or are removed if an instance).
- A random number of hours after maintenance, the house can be purchased.
- After:
- (unchanged) If the owner has been offline for 6 months, the house becomes "abandoned".
- 1 month after being abandoned, the house goes up for sale (or is removed if an instance).
- Before:
- Paddocks:
- Before:
- If the paddock isn't used by the guild for 3 months, a "warning" icon appears in the guild UI, and a notice on the door of the paddock says it is abandoned.
- If the paddock isn't used by the guild for another 3 months (6 months total), the paddock becomes "abandoned".
- On the first Tuesday of the month, during maintenance, abandoned paddocks become "For sale soon" (or are removed if an instance).
- A random number of hours after maintenance, the paddock can be purchased.
- After:
- (unchanged) If the paddock isn't used by the guild for 3 months, a "warning" icon appears in the guild UI, and a notice on the door of the paddock says it is abandoned.
- (unchanged) If the paddock isn't used by the guild for another 3 months (6 months total), the paddock becomes "abandoned".
- 1 month after being abandoned, the paddock goes up for sale (or is removed if an instance).
- Before:
- For both of these, a check is done every hour.
- Houses:
- Kit Knapping's Mine:
- The monsters in the first three rooms no longer give combat experience or loot.
- The random combat loot has been replaced by loot from a chest (100% drop rate). The chest contains some loot, 10 ore, 1 alloy, and 1 to 10 miner scrolls. The higher level the ore/alloy, the lower the chance of getting it from the chest.
- A new potion makes its first appearance. It gives 500 experience points to mounts. It can be bought from Teggun's shop at the Alliance Temple.
- The login server has been completely rebuilt. Although this change is primarily a technical upgrade and invisible to players, a certain behavior has been changed. Now, if a player is logged in to an account, any login to the same account from a different location will no longer disconnect the player already logged in (remember: lending an account is prohibited and sanctionable).
- Certain players were experiencing disconnections during their Kolossium fights without being able to log back in again. This has been fixed.
- Rune icons for basic characteristics have been improved for better visibility.
- The maximum number of members in a guild has increased from 240 to 250. The minimum number is 150. The formula for calculating the number of members remains unchanged.
- To limit abuse, if a guild member leaves / is kicked out of a guild when they were the last member to have opened recruitment, recruitment goes directly to closed.
- The messages for when a guild member is kicked out or has left the guild are now different.
- The hammer on the Honourable Craftsman ornament is now correctly shown.
- The "Servitude" ornament no longer shows Kolossium rankings and leagues.
Forgelance
Goals
- Enhance the power and appeal of the Earth and Fire paths
- Balance the variant options between utility spells
- Make Air/Psh-Dam less effective while leveling
- Slightly reduce the positioning and movement abilities of the Air and Water modes through variant choices
- Make descriptions clearer
Utility
Fire Path
Spell | Change | Details |
New mechanic! |
| |
Delete |
| |
Balancing (Nerf) |
| |
Balancing (Nerf/Buff) |
| |
New spell! |
| |
Balancing (Nerf/Buff) |
| |
Change |
| |
Balancing (Nerf/Buff) |
|
Earth Path
Spell | Change | Details |
Balancing (Nerf/Buff) |
| |
Balancing (Buff) |
| |
Balancing (Nerf/Buff) |
| |
Balancing (Buff) |
| |
Balancing (Nerf/Buff) |
| |
Balancing (Nerf/Buff) |
| |
Balancing (Nerf/Buff) |
|
Water Path
Spell | Change | Details |
Balancing (Nerf/Buff) |
| |
Balancing (Buff) |
| |
Change |
| |
Balancing (Buff) |
| |
Balancing (Nerf/Buff) |
| |
Change |
| |
Change |
|
Air Path
Spell | Change | Details |
Balancing (Nerf) |
| |
Balancing (Buff) |
| |
Balancing (Nerf) |
| |
Change |
| |
Change |
| |
Change |
| |
Balancing (Nerf/Buff) |
|
Class Set
| |
| |
| |
| |
|
Pandawa
Goals
- Complete the work started in 2.65:
- Enable Pandawas to carry and protect their allies again without completely canceling out their damage
- Strengthen the class's "Damage" role with Power bonuses and improved random-stat elemental spells
- Put greater emphasis on gameplay with Barrels, both in terms of damage and support
- Improve the elemental paths, especially through better clarification of the identities of the Earth and Water paths
- Make switching from the Sober state to the Drunk state smoother
- The goal is not to strengthen "full tank PvM" Pandawas, but instead to encourage playing with a base of elemental stats as much as possible in all game modes.
Utility
Spell | Change | Details |
---|---|---|
| Balancing (Buff) |
|
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
|
Fire Path
Spell | Change | Details |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
|
Water Path
Spell | Change | Details |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
| |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
|
Air Path
Spell | Change | Details |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
| |
Balancing (Buff) |
|
Earth Path
Spell | Change | Details |
Balancing (Buff/Nerf) |
| |
Balancing (Buff/Nerf) |
| |
Balancing (Buff/Nerf) |
| |
Balancing (Buff) |
|
Class Set
|
|
CRA
Spell | Change | Details |
---|---|---|
Tyrannical Arrow | Improvement |
|
ECAFLIP
Spell | Change | Details |
---|---|---|
Bluff | Balancing (Nerf) |
|
Topkaj | Balancing (Buff) |
|
Clover | Balancing (Buff) |
|
Lucky Star | Improvement |
|
Pawpads | Balancing (Nerf) |
|
Corollary | Balancing (Buff) |
|
Playful Claw | Balancing (Buff) |
|
Claw of Ceangal | Balancing (Nerf) |
|
Bravado | Balancing (Buff) |
|
Misadventure | Balancing (Buff) |
|
ELIOTROPE
Spell | Change | Details |
---|---|---|
Insult | Balancing (Buff) |
|
Affliction | Balancing (Buff) |
|
Tribulation | Balancing (Change) |
|
Shock | Balancing (Buff) |
|
Affront | Balancing (Buff) |
|
Distribution Virus | Fix Improvement |
|
Stretching | Balancing |
|
Therapy | Balancing |
|
Composure | Balancing (Buff) |
|
ENIRIPSA
Spell | Change | Details |
---|---|---|
Water Words Air Words Sacrificial Word | Fix Improvement |
|
Word of Silence | Balancing (Nerf) |
|
FECA
Spell | Change | Details |
---|---|---|
Blindness | Balancing (Nerf) |
|
Dazzling | Balancing (Buff) |
|
Truce | Balancing (Nerf) |
|
Blinding Glyph | Balancing (Nerf) |
|
Aggressive Glyph Blinding Glyph Paralysing Glyph Burning Glyph | Balancing (Buff) |
|
HUPPERMAGE
Spell | Change | Details |
---|---|---|
Elemental Shield | Improvement |
|
Elemental Guardian | Improvement |
|
Arcane Torrent | Improvement |
|
IOP
Spell | Change | Details |
---|---|---|
Vitality | Fix |
|
OSAMODAS
Spell | Change | Details |
---|---|---|
Repulsive Fang | Balancing (Nerf) |
|
High-Energy Shot | Balancing (Buff) |
|
Call to Order | Balancing (Change) |
|
Favouritism | Fix |
|
Aquatic Wave | Balancing (Buff) |
|
Scalding Poison | Balancing (Nerf) |
|
Duster | Balancing (Change) |
|
Plucking | Balancing (Buff) |
|
Takeoff | Balancing (Buff) |
|
Gambol | Balancing (Buff) |
|
Replacement | Fix Balancing (Buff) |
|
Relay | Improvement Balancing (Buff) |
|
Crop | Balancing (Buff) |
|
Geyser | Balancing |
|
Protective Balm | Balancing |
|
Cross Scale | Balancing |
|
Crackler Punch | Balancing |
|
Whirlwind | Balancing |
|
Gobball Fleece | Balancing |
|
Call to Order | Balancing |
|
Innumerable Set | Improvement |
|
OUGINAK
Spell | Change | Details |
---|---|---|
Ferocity | Improvement |
|
ROGUE
Spell | Change | Details |
---|---|---|
Fuze | Balancing (Nerf) |
|
Obliteration | Balancing (Nerf) |
|
Mimesis (Walking Bomb) | Fix |
|
Shrapnel Cadence | Balancing (Nerf) |
|
Kaboom State | Balancing (Nerf) |
|
SACRIER
Spell | Change | Details |
---|---|---|
Suffering | Improvement |
|
Attraction | Improvement |
|
SADIDA
Spell | Change | Details |
---|---|---|
General | Improvement |
|
Dollish Infection | Improvement |
|
Sadida Trees | Balancing (Buff/Nerf) |
|
Transmuted Dolls | Fix |
|
Bramble | Balancing |
|
Poisoned Undergrowth | Balancing (Buff) |
|
Rise of Sap | Balancing |
|
Tree of Life | Balancing (Buff) |
|
Bush Fire | Balancing (Buff) |
|
Voodoo Curse | Improvement Balancing (Nerf) |
|
Dolly Sacrifice | Balancing (Buff) |
|
Aggressive Bramble Shake | Fix |
|
Madoll | Balancing (Buff) |
|
Irritation (Madoll) | Balancing (Nerf) |
|
The Block | Balancing (Buff) |
|
Dollish Substitution (The Block) | Balancing (Change) |
|
Sylvan Power | Balancing (Buff/Nerf) |
|
Sylvan Shoot (Groute) | Balancing (Nerf) |
|
Sylvan Healing (Groute) | Balancing (Nerf) |
|
Vegetal Influence | Balancing (Nerf) |
|
Sacrificial Doll | Balancing (Buff/Nerf) |
|
Dollish Explosion | Balancing (Buff) |
|
Inflatable | Balancing (Buff/Nerf) |
|
Dollish Acceleration (The Inflatable) | Balancing (Buff) |
|
Dollish Care (The Inflatable) | Balancing (Nerf) |
|
Cutting (The Ultra-Powerful) | Balancing (Nerf) |
|
SRAM
Spell | Change | Details |
---|---|---|
Insidious Poison | Balancing (Buff) |
|
Insidious Trap | Balancing (Buff) |
|
Pitfall | Improvement |
|
Plotter | Fix |
|
Raiding Perquisition | Improvement |
|
Perfidy | Improvement |
|
Mortuary Mark | Improvement |
|
FOGGERNAUT
Spell | Change | Details |
---|---|---|
Excavation (Drill) | Balancing (Nerf) |
|
Anchor | Balancing (Buff) |
|
Mooring | Balancing (Nerf) |
|
Pilfer | Balancing (Buff) |
|
Scuttle | Balancing (Buff) |
|
Torrent | Balancing (Buff) |
|
Harmattan | Balancing (Buff) |
|
Salt Armour | Balancing (Buff) |
|
Surge | Balancing (Buff) |
|
Backwash | Balancing (Buff) |
|
Vapour | Balancing (Buff) |
|
Valve | Balancing (Buff) |
|
Hypertension | Balancing (Buff) |
|
Rescue | Balancing (Buff) |
|
Torpedo | Balancing (Buff) |
|
Covering | Balancing (Buff) |
|
Breakwater | Balancing (Buff) |
|
Compass | Balancing (Buff) |
|
Froth | Balancing (Buff) |
|
Nautilus | Balancing (Buff) |
|
Ambush | Balancing (Nerf) |
|
Trident | Improvement Balancing (Buff) |
|
Seizing | Balancing (Buff) |
|
XELOR
Spell | Change | Details |
---|---|---|
Hand | Improvement |
|
Gear | Balancing (Buff) |
|
Loss of Motivation | Balancing (Buff) |
|
Synchro | Improvement |
|
Drying Up | Balancing (Buff) |
|
Temporal Oop Shield | Improvement |
|
Knell | Improvement Balancing (Nerf) |
|
MASQUERAIDER
Spell | Change | Details |
---|---|---|
Diffraction | Improvement |
|
Hysterical Mask | Balancing (Buff) |
|
Masqueraider Masks | Balancing (Buff) |
|
https://www.dofus.com/en/mmorpg/news/update/1579629-beta-2-67-alliance-revamp









The DOFUS weekly maintenance will take place on Tuesday, March 7, at 8:00 a.m. CET.
When the maintenance is over, we will inform you as a reply to this forum topic and via our official Twitter account.
Thank you for your patience and understanding.
If you want to know more about server maintenances in general, please read this article.



Thank you for your understanding!



The more details you include about your system and about the issue, the easier it will be for the support to assist you!
Thank you for your understanding.









There was another similar topic regarding bots created a short time ago that I have responded to here. For tracking purposes and to avoid confusion and repeating the same information, I will close this one so I can keep the information in one place to make it easier on everyone. Thank you for your understanding




We hear you on this and completely understand and share your frustrations regarding the bot issue.
This is a topic that comes up often and I understand why. For clarity's sake, I will invite you to read the official communications and other replies we have made in the past about this complex problem, since they explain every point I could make here about bots in much detail. You can find an official communication from Logan here and a lengthy reply we have made to another topic about the subject much like this one here. If you go down this linked thread a bit you can find a couple other replies that delve a bit deeper and a response by our dear moderator Fiora.
I believe these communications will enlighten you on the situation as they detail all the information we can share about bots!
I hope this can give you a bit of reassurance that we are in this together.
Have a great day in the World of Twelve!



For Fleaster Island, it turns out the dungeon monsters cannot be souled at the moment.
For the Kwismas Gifts, they were not supposed to drop in arenas, so that was fixed and now functions as intended! I apologize for the inconvenience.
If you have any other questions, don't hesitate!
In the meantime, I wish you a great day




Update 2.67 will be here soon. Come join us on Monday, March 6, for a livestream where it will take center stage!
The Alliance system and Incarnations revamp are the key features of the upcoming Update 2.67!
Before checking it out all out for yourself, we're inviting you to a livestream taking place at 14:30 CET on Monday, March 6, on our AnkamaLive channel, which you can watch here: www.twitch.tv/ankamalive
Logan, Djinn, Nealin, Idseas and Crocus will reveal everything (about the update; let's not get carried away…). A devblog on the Incarnations revamp will then be published on the website, where you can already find the second part of the Alliance system revamp devblog!
The live will be in French with regular summaries in English by Djinn. We are also testing an automatic transcription tool that would allow for approximate subtitles of what is said during the live. You can activate the automatic translation of this subtitling via your browser's translation options.
We know this solution is not satisfying, and although we came a long way in terms of making information accessible to all our communities around the world at the same time, we do not hesitate to test and experiment with new options to help you share those moments of exchange with us.
See you then!



Cape, headgear, shield, mount: your Panache set seems to be complete, and yet… something's missing. Why not dress up your companions in this prestigious look as well? Now you can, with the Neutro Seemyool and Elemental Pets!
Two new offers that are not only magical, but good-looking to boot! Add a touch of Neutro to your favorite Seemyool with this new harness, and dress up your pets in the colors of your Panache set with Elemental Pets.
"A subtle blend of streamlined elegance and the explosive eccentricity of primal elemental forces," as it's described to Costumagus apprentices in school…
Neutro Seemyool Harness
Darker than any creature that creeps at the bottom of the sea (and that's saying something!), the Neutro Seemyool is as black as midnight in an undersea cave, with eyes as bright as the full moon… But it still looks pretty much like a giant fish.
You've got until March 15 (11:59 p.m. CET) to pick up this item in the shop!
Neutro Seemyool Harness: €4.99 or 5,000 ogrines
This item will be linked to your account for 182 days.
Airy Neutro Pet
This pet has a nebulous presence, so breezy and discreet that you could almost forget it's even there. That is, if it weren't for that distinct smell whenever it's upwind…
Watery Neutro Pet
Like a bow meow, it'll easily track down the snappers hiding just below the waves. And like a bow wow, it'll make a huge mess when it shakes itself dry after a successful hunt.
Fiery Neutro Pet
Once you manage to tame its white-hot energy, you'll find this pet to be a reliable companion in battle, not to mention an effective space heater on those cold winter nights.
Leafy Neutro Pet
We've all dreamed of combining the benefits of a loyal pet and a handsome houseplant. No? Just us? Well… regardless, this lush and elegant pet does exactly that without breaking a sweat!
These Elemental Pets are available as Blind Boxes that come free with ogrine packs. Get 1 to 8 Blind Boxes as a gift with ogrine packs purchased from Thursday, March 2 at 3 p.m. (Paris time) and Sunday, March 5 at 11:59 p.m.!
Each Blind Box contains one of the four Elemental Pets selected at random (25% chance of each). These items will be linked to your account for 182 days.



Although the release of Ankama's latest transmedia project is restricted to French-speaking European countries for the time being, it won't stop us from rejoicing and cheering for an old Forgelance's last adventure all across the world of Twelve.
Count Lance Dur, Cire Momore, the Forgelances… but what do you actually know about this transmedia adventure? You know part of its history, you have found some research and sketches in past Forgenews, puzzle pieces in the DOFUS, DOFUS Touch and WAKFU games. But in the end, everything remains to be unravelled.

"The Last Adventure of Count Lance Dur" is an animated series produced by Andarta Pictures and Ankama Animations (as part of a transmedia project) that is right now available in French-speaking European countries via ADN (Animation Digital Network), a French streaming platform that specialises in anime.
Depending on the purchase of broadcast rights by local distributors, we hope the series will eventually become available in other countries; regrettably, we are unable to provide you with any specific details on that front for the time being but we can certainly ensure you are still part of the celebration!
A Twitch Drops campaign for the occasion!
As a reminder, Twitch Drops are rewards that you receive every time you watch one of Ankama's official Twitch channels or one of our partner channels during a specific period of time. One is being organised to mark the release of the series. From now until Sunday, March 5 at 11:30 p.m. CET, you can win Cire's Rusty Croum (a DOFUS-only ceremonial pet) by watching at least 2 hours of live stream of DOFUS-affiliated Twitch streamers from the DOFUS Twitch category, which you can also find on the stream tab of your Ankama Launcher.And check out this page for more information about managing your Twitch Drops.



Wait… what's an "incarnation" again?
Let's start with a reminder of what incarnations actually are. In the game, there are certain special weapons that enable any player character (no matter what their class) to change into an incarnation. The character then takes on the incarnation's appearance and list of spells while retaining their own characteristics (so if the character has 200 Chance, they'll also have 200 Chance as an incarnation). The experience gained at the end of each fight contributes not to the character's progress, but to the progress of the incarnation itself, up to level 50.
The first incarnation made its appearance in March 2008 through a scratch card that allowed players to obtain one of five Knight incarnations. Later, a number of other incarnations were also added to the game (Goboff, Haku, Plunder, etc.). These incarnations could be obtained in different ways (quests, purchase in the shop, scratch cards, etc.). The last incarnation to be added to the game was Rint the Goblimp, as part of the Kwismas Island revamp at the end of 2011. In total, 39 incarnations were created and are still playable today, even though most of them can only be obtained by purchase/resale.
So why get rid of incarnations?
Besides our goal of modernizing the various gameplay systems, there are a number of reasons why we've decided to retire the incarnations system:
- First of all, as we explained earlier, many incarnations are no longer available except through purchase/resale (trades or marketplaces). With some of them going for truly exorbitant prices (up to tens of millions of kamas in certain cases), they can only be played by a small minority, which deprives a large segment of our players of the fun of playing with them. In addition, the availability of these incarnations can vary widely from one server to the next.
- The logic and gameplay mechanics of fights back in 2011 were different than they are today (e.g. attacks with multiple lines of damage, AP costs, number of targets, and so on). As a result, most of these incarnations are completely imbalanced, either too weak or far too strong depending on the specific case.
- In certain specific contexts, incarnations make it harder for us to balance the in-game content (such as quest fights).
- The fact that an incarnation allows you to "incarnate" or embody an entity with a different class than the player's character goes against the principle of an RPG, which is to develop and improve the same character over the course of your adventures. This contradiction is further accentuated by the fact that the experience earned is attributed to the incarnation and not to the character.
- Compared to sidekicks, incarnations are much less visible and not highlighted to nearly the same extent (no slot in the character's equipment and no dedicated interface). As a result, many players are barely aware of this part of the game, if at all, since the relevant information is only available in the forum or on third-party sites. At this point, incarnations add an extra layer of complexity to the game, especially for new players, that we don't believe is necessary in light of the rich variety of systems we've incorporated over the years.
For all of these reasons, we're no longer satisfied with this feature of the game. This is why no new incarnations have been added for over 10 years. The incarnations that are still in circulation are relics of the past, impossible to obtain by the original methods, and are therefore rare (and expensive, if you can find them on your server at all).
How are we going to proceed for this change?
The various incarnations that currently exist are an important part of Dofus history, which is why we're not going to get rid of them completely. As part of Temporis 6, "Revenge of the Scrollsayers", we introduced some new sidekicks – a change that was very well-received. Inspired by that result, we've decided to convert all of the existing incarnations into sidekicks. As mentioned earlier, the sidekicks system is more firmly anchored in the current structure of the game, more versatile and more functional. This will allow us to bring a breath of fresh air to these old incarnations, but also to the system itself. After all, the number of current sidekicks is relatively small, and few of them can be obtained directly in-game. A lot of work and adjustments have gone into making this transition a success:
- 13 sidekicks are currently present in the game (Skale, Trank, Beelzebug, Krobax, Lumino and Lumino Star, Shadow, Astrub Knight, Krosmoglob, Kamus Rex, Spectral Scout, Toxine and Archiduk). Converting the incarnations brings this total to 52. We've made a point of developing each of their characteristics to make their gameplay unique and provide players with a real choice in how to use them. In addition, we've done as much as possible to preserve the basic gameplay of the original incarnations.
- Globally, we've standardized, normalized and balanced the sidekicks' spells, whether they're converted incarnations or traditional sidekicks. In their previous form, incarnations had a variable number of spells (some had 6, others had 21…). We had to make certain choices, make changes to old spells, create new ones and eliminate others to arrive at a coherent overall system. Going forward, all new sidekicks will have 6 spells, each of which will have ranks that unlock at levels 30, 100 and 160. Sidekicks will therefore have increasing power as they progress to higher levels. As for the sidekicks' characteristics, they will always follow a linear progression based on the level of the player character who's using the sidekick. In general, compared to the current set of existing sidekicks, the new sidekicks will be slightly weaker at lower levels and slightly stronger at higher levels.
- New methods have also been defined for obtaining these 39 sidekicks. Our goal here was twofold. On the one hand, we wanted to have sidekicks who can be obtained through all of the different systems in the game: achievement points, quests, end-of-fight loot, temporal anomalies, professions and purchases from NPCs (with almokens, kolossokens, nuggets and roses of the sands). And on the other hand, we wanted to have new objectives that players could follow throughout their progression (from level 30 to 200). Therefore, all of the new sidekicks will be obtainable in-game by everyone with no restrictions (including the Manitou Zoth) – except for the sidekicks currently sold through the shop on the DOFUS website, which will continue to be exclusive to the shop.
- With all of these new sidekicks now available, the option of using temporary sidekicks no longer seemed important to keep. The temporary sidekicks (ethereal signals) that could be obtained each week from the Fraternica NPC have therefore been removed.
- A new location will be appearing in the south of Amakna Village (0,6): the Sidekick Inn. There you'll find all the sidekicks you obtain along the way… and more! We don't want to spoil the surprise, so we'll let you discover what awaits you at the Inn.
- Finally, all of these sidekicks, both old and new, have been given a makeover! That means new illustrations for the sidekicks interface, new visuals in combat (whether in creature mode or not), new spell animations, new signals and new spell icons.
How about some examples?
There's nothing like a few examples to make things more concrete. Here are 3 of the new sidekicks that will soon be arriving in-game.
Haku
As an incarnation, Haku had 6 spells (Compartmentalisation, Monomania, Coast Play, Idolatry, Nerf Plox and Haku's Staff).
Identity:
- A new identity has been created for this sidekick, associated with the Earth and Air paths.
- Hegemony: Steals HP in the Earth element.
- Domination: Inflicts Air damage. Increases enemies' damage suffered in a 2-cell area of effect around the target.
- Omnipresence: Inflicts Air and Earth damage. On the targeted enemy for 2 turns:
- Causes Air damage when they take close-combat damage.
- Causes Earth damage when they take ranged damage.
- Damage in each element can be triggered a maximum of 3 times per turn.
- Arbitration: Inflicts Air and Earth damage in an area of effect around the caster.
- Rolistic: For 1 turn, if the target receives damage, inflicts Air and Earth damage on adjacent enemies.
- Ubiquity: Switches places with the target and increases damage suffered on the first attack by enemies in an area of effect.
Darkness Knight
The incarnation had 6 spells (Cruel Devastation, Cruel Shot, Saverne's Blow, Infamy, The Vile Age and Darkness's Tormentator). Identity:- A new identity has been created for this sidekick, associated with the Neutral path.
- Dark Buckshot: Inflicts Neutral damage in an area of effect.
- Dark Healing: Steals Neutral health.
- Infaminous: Applies an end-of-turn Neutral poison on the target.
- Carnage: Inflicts Neutral damage and removes Power.
- Obscuration: Switches places with the target. If the target is an ally, increases their Power. If it's an enemy, reduces their Power.
- Saverne's Blow: Immediately increases allies' Power, and reduces enemies' Power on the following turn.
Riktus Enchantress
This is the new version of the Sorcerer Bandit.The incarnation had 21 spells (Magmanic Meteorite, Frozen Meteorite, Solid Meteorite, Gaseous Meteorite, Fiery Lighting Bolt, Watery Lighting Bolt, Mineral Lightning Bolt, Burning Vitality, Frozen Vitality, Stony Vitality, Wind Vitality, Loafylactic, Demystification, Adrenaline, Dizziness, Scar, Not the Face, Staff of the Sorcerer, Rattle On In, and Sorcerer Bandit's Staff).
Identity:
- Some of the incarnation's spells have been kept to make up the arsenal of a sidekick specializing in support/neutral damage.
- Healing: Heals the targeted ally at start of each turn.
- Adrenaline: Increases allies' AP in an area of effect.
- Demystification: Reduces the duration of effects on the target and erodes it.
- Conjuring: Removes AP and MP.
- Enchanted Glyph: Places a glyph-aura that inflicts Neutral damage in an area of effect.
- Wicked Elixir: Inflicts Neutral damage and removes Power.
You'll find all the different sidekicks in the March 2023 beta, where you can check out all their spells and gameplay specificities.
So what happens to my incarnation?
For those who already have an incarnation, will all the time and kamas you've invested be for naught? Here's what's going to happen: when the update is released, all incarnation weapons present in players' inventories, banks, etc. will be transformed into consumables. Each consumable will have the same icon as the incarnation weapon, and will be labeled with the name of the incarnation + "… Relic". When the player consumes this relic, they will obtain:
- The signal for the sidekick corresponding to the lost incarnation
- A ceremonial weapon with a similar visual design as the associated incarnation weapon. Except for the six incarnations which could still be obtained in-game (quests or Kwismas gifts), the ceremonial weapons obtained in this way will be exclusive. Like the old incarnations, the ceremonial weapons will be tradeable after being linked to the account for 62 days.
Note that the incarnation weapon will automatically be converted to a relic at the time of the update. To obtain the relic, you will therefore need to have the weapon in your possession (in your inventory or in the bank, for example) at the time of the update. So watch out for any incarnations you may have loaned out.
Before getting into some additional details that will interest the more hardcore collectors among you, we need to distinguish three concepts. In addition to the relics, which will only affect those who had an incarnation before the update, it will be important to distinguish "sidekick signals" and "sidekick signal carriers".
A sidekick signal is an item which:
- allows you to equip the associated sidekick
- can be traded (after being linked to the account for a period of 62 days)
- can be bought and sold at marketplaces
A sidekick signal carrier is an item which:
- is consumable
- allows you to obtain the associated sidekick signal with the new acquisition method
- cannot be traded (quest item)
Now let's talk about the conditions needed to make your collection of sidekick NPCs appear at the dedicated Inn.
- Obtaining a sidekick signal through a marketplace or trade will not unlock the sidekick NPC.
- The NPC appears after you have used a relic or sidekick signal carrier for the associated sidekick.
- Once the conditions for the NPC's appearance have been met, it will not disappear; you won't need to have the sidekick signal in your inventory. However, an exception is made for sidekicks obtained through the shop, since they have not undergone any change with regard to how they are obtained.
What about quests? Some fights are really just too hard…
After we announced that incarnations were going to be eliminated, there were a lot of comments and concerns about certain quest fights. And indeed, incarnations in their current form are frequently or even mainly used by players as an "auto-win" strategy to beat a quest fight that they can't manage to get through with their own character.
While we consider this approach to be abusive, we're aware of this problem and are listening to the community's feedback on the subject. This is why, in parallel to the removal of incarnations, we've taken a number of steps to rebalance quest fights so that incarnations don't seem so essential to beating them. All of the changes to the quest fights will be detailed in the changelog for the update.
If certain quests still seem too difficult or even impossible, feel free to report them to us during the beta. We'll look attentively at your feedback for each fight.
In conclusion
Our goal has been and remains to move forward with new DOFUS content while also taking existing systems into account. Incarnations are a part of DOFUS history. With this update, we hope to bring them into the modern era and make them accessible to as many players as possible. We've shared our reasons for the change with you, and we hope we've got you interested in testing how the new system works. You can check out all the new sidekicks in the beta for the March update. For this update, the beta will last for three weeks, and all sidekick signals will be available for purchase from the "Best-a-Tester" NPC.







As for Fleaster Island souling, this is strange. Do you know which monsters you tried to soul that didn't work?
Thanks in advance!



The DOFUS Retro maintenance will take place on Wednesday, March 1st at 9:45 a.m. CET.
We will let you know once the servers are back online.
Thanks for your patience!



Starting Tuesday, March 7, beta version 2.67 will be available for three weeks! Check out the new and improved Alliances system and the Incarnations revamp, among other changes.
This new beta version is your chance to test out the Alliance revamp we presented in an initial devblog post at the end of last year, along with some recent updates inspired by your feedback:
Not only that, this beta also features an overhaul of Incarnations, which are now becoming new Sidekicks. We'll be covering this revamp in a dedicated devblog post in the next few days.
For the testing purposes of this beta phase:
- We will import all characters that have been subscribed and active for 3 months as of February 28.
- All dungeons will be activated.
- The requirement to be an alliance member for at least 48 hours before being allowed to join a King of the Hill phase will be temporarily deactivated.
- In addition to the usual items, the Test-a-Beast NPC (accessible at [-2,0]) will also offer:
- All sidekick signals
- Various items, resources and consumables associated with alliances







Many of you are old-school players, and you know it has never been a practice on these forums to discuss player sanctions. I understand some of you want answers, whether for a friend or a sanction you might have received yourself, yet we cannot assist you.
The rules remain the same, as already explained by Fiora earlier on this thread: Support has the final say. They review the evidence, they apply the sanctions. The community management team oversees and manages the forum as well as the DOFUS social media accounts, and is instructed to redirect all and any query to Ankama Support on sanction matters.
As for the comments on getting posts invisible: while I understand you might be unhappy or frustrated with a specific situation, we have been quite lenient and flexible regarding the forum rules since my arrival 5 years ago, so I am not sure I understand where these are coming from.
Sanctions-related topics are never a happy occasion for anyone, but after seeing the choice of words in some comments, let's close this topic and take a breather.
Manaia






I understand you are unhappy with your friend's sanction, but I would like to ask you not to jump to conclusions or share misinformation: leeching services are not a sanctionable offence.
The community would have been informed if the rules had been changed.
I am sorry I cannot bring clarity to the situation, but as mentioned earlier, these are private matters and the forums and Twitter are not the platforms to discuss such topics: community managers are unable to assist on such matters, and the Support team has the final say on the decision.



Thank you for your understanding!



Glad to hear you're enjoying the seasonal events! I can escalate your suggestion to extend their duration but I do believe their ephemeral nature is what makes them so exciting and special every year!
As for the details concerning souling in seasonal events, I will have to look into it. I will come back to you as soon I have more information about this!
Thank you for your patience and understanding. Have a great day!



I'm sorry to hear you're encountering problems in Lord Crow's Library (but glad that it inspired your creativity and poetic streak

Caapsalock is indeed quite elusive especially if other players are doing the library at the same time and affecting its spawn. I understand how the process is time-consuming in servers with high populations.
I can escalate your suggestions regarding instancing this dungeon and adding some drops to its mobs to the game team, but I cannot promise that the dungeon's functioning will be changed, however.
Regardless, I wish you a great day and happy gaming!



Does the issue only happen on specific Living Items or seems to happen no matter what?
Can you give me more details on this? For example, screenshots, the exact steps to reproduce the issue, and what items were involved in the problem. The more info I have, the easier it is for the game team to investigate!
Thanks in advance!



It is possible that the lag is linked to your machine or Internet connexion. Have you tried connecting only one character to see if this issue is there? Or seeing if the issue occurs on other servers as well or if it only happens on Tal Kasha? Without additional info, it is difficult for us to investigate and localize exactly where or why the issue is happening.
Thank you for your understanding.



Your account should get unlocked with tomorrow's maintenance. As we said above, the Kolossium disconnect issue is a known issue that should be permanently solved around March when the connection servers are modernized.
Thank you for your understanding and patience in the meantime!



The DOFUS weekly maintenance will take place on Tuesday, February 21st, at 8:00 a.m. CET.
When the maintenance is over, we will inform you as a reply to this forum topic and via our official Twitter account.
Thank you for your patience and understanding.
If you want to know more about server maintenances in general, please read this article.



Thank you for this detailed report, I have escalated it to the game team for investigation.
In the meantime, I thank you for your patience and understanding!
Have a great weekend




I am sorry to hear that.
In order to investigate on this issue, can you please give me more details about it? For example, a dungeon in which the issue happens (with map ID if possible), screenshots, if it only happens around certain times...
Thanks in advance!



I'm happy to be able to give you some good news regarding this, we released a Forgelance pack this week! You can find the article talking about it here and purchase it from the shop here!
As for the forum, you can find the Forgelance category on the forum here: https://www.dofus.com/en/forum/1171-forgelance (in the Class subcategory drop down menu when accessing it from the main forum).
Have a great day and happy gaming!






Recently, a new line of lance-bearing warriors joined the select club of Twelvian heroes, providing you with new adventuring opportunities in the process. Just one thing's missing to make the experience perfect… Know what it is? Not interested? It's the Forgelance class pack, of course!
Are you the kind of person who, if you want something done right, you do it yourself? Are you a pro at wielding a lance? Then it's no accident that you crossed paths with this pack. It contains:
- The Forgelance Set: a Forgelance Tiara** (hat), Forgelance Cape*, and Forgelance Shouldershield* (shield)
- A Forgescot pet**
- The Forgelance Heritage emote
All of these items will be linked to the account for 6 months.
New heroes to bring you together…
Does the arrival of a fresh batch of fellow adventurers make you even more tempted to forge ahead with your own, through new adventures? And do you regret missing out on the class pack that would've given your adventurer the appearance they deserve…?
You're in luck: all other class packs will also be available from the shop for this occasion! And they'll remain until Wednesday, March 8 (11:59 p.m. CET). Check 'em out!
* This is a ceremonial item.
** This is a chameleon ceremonial item.



Can you please give me a screenshot of the issue? What exactly happens when you try to purchase a subscription?
Thanks in advance!



Thank you for this report, I have moved it to the appropriate Bug Reporting section

I have escalated it to the team for fixing.
In the meantime, I thank you for your patience and hope you have a great day!