Professions have always played an important role in DOFUS, as nearly every item used by players must be crafted by the players, and craftspeople and harvesters are essential and indispensable to the game. However, the profession system itself hasn’t evolved much over the years, as we’ve mainly only added new professions and new recipes. It was time to take a step back and improve the system as a whole. For the 2.29 update, we have therefore planned some significant changes for the professions, which we’ve already been working on for several months.

Our goals

  • Make learning and using professions easier.
  • Allow players to more effectively specialise their characters in the professions.
  • Encourage players to try out more professions.
  • Unlock profession recipes more often.
  • Improve profession progression (more XP for items that are difficult to craft).
  • Combine certain professions.
  • Offer alternative ways of levelling up the harvesting professions.
  • Increase interaction between professions.
  • Give greater precedence to craftspeople in the game.

Every profession on a single character

There will no longer be any limit to the number of professions for a single character. A single character will be able to learn every profession in the game.

When we first came up with the profession system over a decade ago, we imposed some heavy restrictions on how many professions a single character could have (3 professions and 3 specialisations). We made this decision because we thought that this limit would encourage cooperation between players as they wouldn’t be able to learn every profession themselves. This restriction didn’t work, and was rapidly and quite naturally circumvented by players creating several characters per account with different professions or by using several accounts. So this restriction became unnecessary and too limiting. We want players to be able to concentrate on one single character, if they so wish, and to be able to focus on using professions more effectively.


Learning professions more easily

Characters will begin their adventure with every profession in the game at level 1, and it will no longer be necessary to find a specific NPC to learn a profession. We want professions to be more accessible and for players to explore them and use them in a much more intuitive and natural way.

Smithmagic professions will no longer be considered specialisations and will work like any other profession without any prerequisites based on other professions.

We hope a larger number of players will test out the Smithmagic system and modify their items. The most advanced and difficult-to-apply Smithmagic modifications will still be reserved for the “experts” who have mastered how the system works, but we want the simple use of Smithmagic (slight improvements to your items) to be more accessible.
In order to introduce the profession system to new players, some of the tutorial and Incarnam quests will focus on how professions work (harvesting resources and crafting items).


Tools no longer needed

Tools for professions will be removed in 2.29, as they will no longer be needed. Now that players can use one character for all professions, they would likely have to change tools all the time, which would be too constrictive. Therefore, we’ve made it possible to activate a profession simply by clicking on a resource or a workshop.
However, hunting weapons will still need to be equipped during a fight in order to acquire meat.


Fusion of professions and skills

Some professions are going to be combined into one profession in order to:
  •  Increase the number of recipes available per profession (which will help with levelling them).
  •  Increase the demand for the items created by the professions concerned (more outlets and opportunities per profession).
  •  Simplify access to professions (fewer different professions to level in parallel).
  •  Make professions more fun (more possibilities and variety in the activities and items that can be crafted).
  •  Offer alternative means of levelling for harvesting professions (by allowing harvesting professions to also level up by crafting items).

*Note: The names of some of these professions haven’t been finalised yet.

The Blacksmith profession will include the following professions:
  • Sword Smith
  • Shovel Smith
  • Axe Smith
  • Hammer Smith
  • Dagger Smith

The Carver profession will include the following professions:
  • Bow Carver
  • Staff Carver
  • Wand Carver

The Farmer profession will include the following professions:
  • Farmer
  • Baker

The Fisherman profession will include the following professions:
  • Fisherman
  • Fishmonger

The Hunter profession will include the following professions:
  • Hunter
  • Butcher

The Smithmagus profession will include the following professions:
  • Sword Smithmagus
  • Shovel Smithmagus
  • Axe Smithmagus
  • Hammer Smithmagus
  • Dagger Smithmagus

The Carvmagus profession will include the following professions:
  • Bow Carvmagus
  • Staff Carvmagus
  • Wand Carvmagus

The Shield Smith profession will be renamed Artificer and will allow players to craft the following items:
  • Shields
  • Trophies
  • Idols

Several skills will also be combined. For example, the three skills ‘Sew a cape’, ‘Sew a hat’ and ‘Sew a bag’ will be combined into a single skill, ‘Sew’. Combining skills will allow players to craft different types of items within a workshop without necessarily having to close the crafting interface and then open it again for a different skill. The majority of the game’s skills will be combined when relevant (some skills that use completely different workshops will remain separate).


Level 200 professions and levelling

We found the current profession levelling system to be unsuitable for two main reasons:
  • There is no incentive to craft items that are useful and powerful (the best way to level often lies in finding three or four different recipes with the best profitability and the lowest possible level in order to achieve the highest profession level without having to change recipes).
  • The acquisition of new recipes is neither intuitive nor consistent, as recipes are acquired according to the number of different ingredients they contain ( ‘number of slots’ ) and players must reach level 100 in their profession in order to unlock all the recipes for items with a level equal to or greater than 120. A craftsperson who hasn’t reached maximum level doesn’t feel useful much of the time.

That's why we have made the following modifications:
  • Professions can now be levelled to 200 (don’t worry, profession level 100 in 2.28 will be equivalent to profession level 200 in 2.29, and it won’t be necessary for players already at maximum profession level to gain more experience in order to reach this new maximum profession level).
  • Recipes are unlocked when one’s profession level is equal to the level of the item (a level 50 item can be crafted at level 50 of the appropriate profession).
  • Characters will have 8 slots available in the crafting interface at level 1. The number of different ingredients in a recipe no longer necessarily depends on its level.
  • Experience rewards for crafting an no longer depends on the number of ingredients but on the level of the item crafted.
  • Recipes that are closest to a player’s profession level will earn the player more experience and those that are further away will yield less experience.

Our goal is to make it possible for players to level up more often in their chosen professions (there will be 200 levels for each profession) and to unlock new recipes more frequently, ideally each time they level up. The item levels of hundreds of items will be changed (lowered for the most part), in order to improve the distribution of items according to level.

We also wanted to introduce a more enjoyable way of levelling up professions. The new formula used to determine experience awarded within professions is designed with this in mind, since for equipment-crafting professions, crafting an item at the player’s level will be sufficient to increase one profession level. For example, you can reach max level as a Tailor by crafting only 200 items, but to do that you would need to find an item of your current Tailoring level at every level of the profession.

Of course, all sorts of variations are possible, and you can continue to level up your profession by crafting vast quantities of low-level items, but you will progress slower using this method in the new system than currently. In the future, it will be advisable to find recipes close to your current profession level if you want to level up more quickly.

This new levelling mechanic encourages crafting a variety of items and ties in well with the recent Smithmagic rune generation system, which also encourages crushing diverse items.

For professions that craft items other than equipment (consumable items or handymen professions, etc.), the system will be the same, but players will of course need to craft more items to level up.

From now on, we have the option of assigning a value (either a bonus or penalty) to each recipe, and this means we can add incentive to recipes that are difficult to make, even for professions that mainly involve recipes that are easy to craft on a large scale (for example, certain consumable items that are difficult to craft could earn the player more experience than more traditional consumables of the same level).

For Smithmagic professions, levelling will be a little faster, but it won’t be possible to modify items whose level is greater than that of the player’s current Smithmagic level. The way players will level up has also been changed, in exactly the same way traditional item crafting has changed: the closer the modified item is to the profession level, the more experience is awarded. In the same way, the more ‘important’ a rune is, the more experience will be awarded when an attempt at Smithmagic is successful.


Pod Management

We also wanted to make things easier for characters who don’t want to learn a profession, so all characters will benefit from five extra pods per character level (995 pods in total at level 200).

Professions will continue to give the player pods bonuses, but in a different way. The level of all of a character’s professions (minus one level because they start at level 1) will be added together and the pods bonuses will follow this format:
Cumulative profession levels Pods/level Pods added by tier Total pods added by professions
200 12 2,388 2,388
400 11 2,189 4,577
600 10 1,990 6,567
800 9 1,791 8,358
1,000 8 1,592 9,950
1,200 7 1,393 11,343
1,400 6 1,194 12,357
1,600 5 995 13,532
1,800 4 796 14,328
2,000 3 597 14,925
2,200 2 398 15,323
2,400 1 199 15,522
2,600 1 199 15,721
2,800 1 199 15,920
3,000 1 199 16,119
3,200 1 199 16,318
3,400 1 199 16,517

Strength will continue to confer the same pods bonuses.

Here’s an example. If you have six professions at level 100 in 2.28, then in 2.29 you will have six professions at level 200, for a total bonus of 11,343 pods added by the professions.

With 18 professions at level 200, professions would give you an additional 16,716 pods.


Improvement of harvesting professions

Resource rewards will be less random, and the increase in quantities gathered will be more linear (no harvesting bonus at level 200). Harvesting professions will result in the same quantities of resources overall at max level, but harvesters will be able to harvest more resources during the levelling up phase.
Harvesting time will have a fixed length at all levels of a profession and will be reduced overall (3 seconds). Some resources used to take up to 12 seconds to harvest with a low profession level, but we feel that using harvesting speed as an incentive to progress isn’t the best approach, as it can result in a frustrating game experience for those who are starting out with a profession for the first time.


Universal balancing of recipes

Several hundred recipes have been modified in version 2.29. Here are some of the universal changes we have introduced:
  • The resource transformation stages required to craft consumables have been removed via the fusion of several professions. For example, it will no longer be necessary to first craft preserved meat or gutted fish in order to then use them to craft consumables.
  • Consumable item recipes have been balanced within each profession. For example, there were many imbalances in Bakers’ recipes, with a small number of recipes dominating all the rest.
  • Consumable item recipes have been balanced out among the different professions. Bakers’ recipes were, on the whole, much easier and more profitable than recipes from other consumables professions. Some recipes will be harder to make, but others will be easier. Our aim was to make the entirety of the recipes for consumables viable, whatever the profession.
  • Nearly all of the consumables recipes will use ‘cross’ ingredients, which will come from other professions. This modification will make crafting some items more difficult, but will encourage the interaction between different professions and stimulate trade between players.
  • Recipes for planks will be universally modified and will be replaced by composite planks crafted using several different types of wood.
  • Different types of wood will now be produced by Lumberjacks.
  • Combined ingredients (different types of wood, alloys, composite planks, complex flours etc.) will be used more often to replace the use of ingredients that can be harvested on their own.

Removal of ingredients purchased from NPCs

Ingredients will no longer be purchasable from NPCs. These ingredients will from now on be obtained directly from enemy drops. Most of these will be available from bags that will contain multiple units of the ingredient, in order to respond to the large demand for certain ingredients that players used to be able to purchase at any time from NPCs.

We have introduced such changes because we feel that buying ingredients with Kamas from NPCs doesn’t really fit with the DOFUS economy (our economy isn’t designed to work with ingredients that have infinite quantities and fixed prices) and because we prefer players to be able to get rich by acquiring ingredients themselves and then selling them to other players. We began the removal of ingredients purchased from NPCs several years ago and we’ve decided to complete this process with update 2.29.


All equipment will be crafted by the players

In DOFUS, nearly all the items are crafted by the players themselves. One of the historic mainstays of our game design is allowing players to choose the items they want to craft from resources rather than foisting pre-fabricated items on them. The way this system works is one of the cornerstones of our economy, in which resources and crafted items can be freely exchanged and used in different recipes.

Over the years we have transformed items dropped by enemies into items that can be created by craftspeople. In version 2.29, nearly every item that was still dropped by enemies will be crafted exclusively by craftspeople.

The recipes for items that are still unusually difficult to craft have been simplified and now that every profession can be learnt by a single character, players can craft their first items all by themselves.

Some low-level objects used to be dropped by enemies in order to compensate for the relative difficulty of levelling different professions with the same character. Thanks to the numerous improvements in accessibility and profession levelling that 2.29 will herald, we can finally do without the acquisition of items via enemy drops and introduce new players to the general way crafting works in DOFUS, where items are crafted by the players!

We want crafting to play an even bigger role and we want the low-level item economy to be regulated and sustained by the craftspeople of the game.


New harvestable resources

In order to offer a more consistent and varied way of levelling, several new harvestable resources have been added.
  • 6 types of fish
  • 3 types of flowers
  • 2 types of grain
  • 1 type of tree
  • Plus 60 new types of meat (nearly every monster yields meat).

One of the types of flower and one of the types of grain are only to be found on Otomai Island in order to boost resource harvesting on this island.


Resources used by several professions

Some harvestable resources, such as Flax or Hemp, were able to be harvested by several professions (Alchemist and Farmer). This will no longer be the case in version 2.29, and Alchemists will have two new separate resources they can harvest (which can be found in other parts of the world).

This alteration was necessary in order to avoid having to use a pop-up menu for each of these resources when harvesting them (as equipped tools are no longer used in order to determine for which profession the player is harvesting resources). This modification also allowed us to remove these two particular instances of competition for the same resource by two separate professions.



Profession referencing (visibility in the craftsperson list) was achieved via the use of a specific rune for each profession. The way this worked no longer suits the fact that all professions are available for use with a single character.

Profession referencing will now work directly via the profession interface, by selecting boxes to tick. This referencing will remain deactivated between game sessions.



Several changes have been made to the profession interface, which will now display every profession of the game in one place. Recipes can now be sorted and filtered by levels rather than by number of different ingredients (number of different ingredients no longer matters in the new system).

The Smithmagic interface will undergo the most changes. We improved it so that it displays much more information and is more user-friendly. We will be giving you further details about this shortly.

Rolling over to the new system

We know some players used different characters for professions and we want to give them the chance to use all of these professions with one or several characters if they wish. We have developed a system that allows you to easily reassign your professions.
  • All characters with professions will lose these professions when update 2.29 is deployed. Don’t panic!
  • They will receive one rune per profession, which will contain the level of the initial profession +1 and multiplied by 2 (in order to match the new profession cap in 2.29). For example, if in 2.28 you had a level 90 Alchemist profession, in 2.29 you’ll receive an Alchemist rune of level 182.
  • These runes are useable, account-bound items. They will credit any character from the player’s account on the same server with the associated profession and level. These runes are account-bound because we don’t want players swapping or selling their professions.
  • Professions-related achievements that have already been unlocked on a character won’t be deleted.
  • For professions that have been combined into a new, single profession, players will receive one rune for each old profession (a Sword Smith and a Dagger Smith will receive two runes for the brand-new Blacksmith profession).
  • When the rune is used, it will assign to the profession the total amount of experience matching the profession level recorded on the rune. Therefore, it will be possible to use one level X Blacksmith rune and one level Y Blacksmith rune on the same character in order to credit your Blacksmith profession with the cumulative experience of both X and Y.


We don’t expect to introduce any new profession Achievements in version 2.29. The existing Achievements will be retained.

We believe that the way certain harvesting professions work and level up are the reason gameplay can sometimes be too repetitive and not rich enough.

That is why, in this update, we have introduced several alternative methods (via item crafting) to make levelling harvesting professions potentially more enjoyable and varied. We didn’t want the introduction of new Achievements to be too strong an incentive for players to engage in activities that may not be very enjoyable.

In the long term, we intend to add Achievements in order to reward players who fully invest in professions, as this is an important activity that is central to the game, and one we wish to promote. But we prefer to take the time first to make sure that the changes we have made to the harvesting professions in 2.29 are significantly improving the game experience before we add extra profession Achievements. If the changes made in 2.29 aren’t enough, we will continue to work on the professions system until we’re satisfied with the overall experience of levelling up within harvesting professions.

Q & A

Will levelling up a profession be harder in 2.29?

Levelling up a profession via mass crafts of the lowest level recipes will take longer in update 2.29.
But levelling up a profession by using different items whose level is close to the player’s profession level will be considerably faster.
This approach will motivate players to craft useful items at higher and higher levels. It will also work well in tandem with the rune generation system.
Our goal isn’t to make levelling professions harder in 2.29; on the contrary, we want to foster levelling up in a way that’s faster, more fun and more natural by rewarding craftspeople who exploit every opportunity offered by their profession rather than those who focus on an “industrial” approach to a small number of recipes that are more profitable than others.

If everybody is able to learn every profession, will cooperation between players be in danger of disappearing?

We feel that this modification will not lessen the interaction between players, as they were already able to use professions independently (by dividing them among several characters) and we know that professions don’t necessarily appeal to the whole community, as some players prefer spending their time on activities other than professions.
On the contrary, we believe that the new method we’re proposing for levelling professions will mean that exchanges between players will have a much greater part to play and will breathe new life into the game’s economy.

Isn’t there a danger of running short of resources if every character can learn every profession?

Players will still have to make choices, and competition between players for resource harvesting won’t necessarily be any greater. A single character won’t be able to be in the fields, in the mines, in the forest and on the lakeshore all at the same time. In addition, the 2.29 update will offer all harvesting professions the opportunity to level through crafting items without necessarily needing to harvest resources. 

Is the price of recipes that used to require ingredients from NPCs likely to rise?

Most ingredients that were available for purchase from NPCS cost a single Kama, and it is likely that their trade price between players will increase in update 2.29. In order to counterbalance this development, some recipes containing too many ingredients that used to be purchased from NPCs will be simplified in update 2.29.
We also plan on using a system in which bags will contain several units of the same ingredient in order to make sure we generate enough numbers of these ingredients in-game and ensure the prices stay reasonable.
These ingredients will probably be more expensive, but they will be generated by the players, which offers new and exciting opportunities for profit. 

What will happen to old ingredients like prepared meat or gutted fish?

Ingredients that are no longer used in update 2.29 can be converted into new resources. Wooden planks from the old system, for example, can be converted, without losing anything, into their original wood. Be careful though, as these old resources are going to be removed in the long term (we will let you know about this in advance) and we strongly encourage you to convert them as soon as 2.29 is deployed.

Category: Developement