

Greetings, adventurers of the World of Twelve! As with our post on the idols and alliances overhaul, this devblog post aims to share our initial thoughts on other major upcoming changes as early in the process as possible. Our goal here is to get your opinions and feedback on these topics.
For the end-of-year Kolossium update, we shared the first version of our changes with you in a devblog post in late August. That devblog also included a three-question survey about other possible changes we were looking at.


Hello, everyone! Today's devblog follows up on our September 8th livestream about the changes we're making to alliances and challenges. Our goal today is to take a more detailed look at the reasons for these changes, but also to talk about what we're planning to do next. In the interest of total transparency, we'll also be sharing some data from the game and your responses to our last survey about challenges – data that was very helpful to us in zeroing in on the first set of changes that we'll be presenting in this post. So let's get started!


Dear adventurers of the World of Twelve, I'm writing today to tell you about the next update coming soon to Retro: 1.41.
This will be our 10th major update. Time goes by, but the flame never dies out! Well, yes, it's technically the 11th… But Version 1.30 was released at the same time as DOFUS Retro, so we won't count it. Once again, it focuses on visual comfort and added features.
Sit down, grab a rather large cup of tea or coffee, adjust your seat, and let's get started!


Dear adventurers of the World of Twelve,
A brief late-summer lull in our busy schedule seems like a perfect opportunity for another early devblog. As we mentioned at the start of the year and during Japan Expo, we're working on a Kolossium update that will be ready for the end of the year. So now the time has come for us to give you an advance look at the changes we're planning to make – and to address certain polarizing questions that have yet to be resolved. You'll find a survey at the end of this article where you can express your thoughts on these topics. So let's get started!


Besides the Eniripsa and Ouginak, we also took the opportunity to modify some other classes as part of the 2.68 beta. Some only received bug fixes or very minor changes, but four classes in particular saw more significant changes.


For this update, we'll be testing out a new devblog format. Many of you have questions during beta phases about our reasons for modifying this or that class. So we decided to write this devblog to lay out our intentions for you about the changes we're currently working on. We'll discuss what we don't like about these classes, and talk about the modifications we plan to make to them. However, our goal for now is not to exhaustively cover all of the changes and every single spell. You will find those details in the changelog when the update is released. Please also bear in mind that we may make changes to any class as part of an update, but we will only be addressing the most extensively affected classes here.
For this first devblog, we'll be talking about our two lucky picks for a makeover in the June update: the Eniripsa class, which will be seeing some major changes, and the Ouginak class, which will be modified to a lesser degree. So without further ado, here we go!








Back in November, we posted a devblog entry presenting all of the changes and improvements we had planned for the March 2023 alliances update. Many of you commented on that devblog post, and we're very grateful for your feedback. As Logan mentioned in his New Year's greetings for 2023, we'll be trying to put out blog posts like these as early as possible from now on so that you can share your thoughts and concerns about upcoming changes. In light of the large amount of feedback we received and the changes that have resulted from it, we've decided to write up a new devblog post to introduce those changes to you. This will also be an opportunity to explain why certain points will not be changing. So without further ado… here we go!










In addition, you play in Temporis with characters progress differently and have different equipment than on the classic servers. What we are proposing here is a progression system with objectives over a set period that can be completed with your classic characters.


To celebrate three years in the World of Twelve, we decided the Temporal Anomalies deserved a bit of renovation! And of course, area bonuses and legendary pets will be part of the change.


Greetings, adventurers of the World of Twelve. I'm writing today to tell you about the next update coming soon to Retro: 1.38, aptly titled the "PvP Update". It's focused on convenience, clarity in combat, and a few tweaks to the tracking system.












Dear adventurers of the World of Twelve, today we take our tofu-feather pens in hand to write to you about an update to the mimisymbics system in Retro.
We're no longer satisfied with their implementation in the game, and we've decided to make some changes to certain mechanics.

