Character Personalization Devblog - Game Design, Graphics - November 22, 2012 - [Izmar]
Those of you who have suffered through our eternal Facebook and forum teasers already suspect that we have been working on a new option for personalizing a character’s face and hairstyle. The news is out, and this devblog will fill in the missing details!
The Achievement System Devblog - November 21, 2012 - [Izmar]
The Achievements are the main new functionality and content of the 2.9.0 update. Be ye a sweet, wobbly little beginner or a nail-spitting hardcore veteran (who finished the game 10 times and completed Frigost before version 1.27 was even released), you'll be able to get something out of this new system.

In DOFUS, Achievements correspond to in-game objectives. They allow you to track your progression (game completion) and take on new challenges.
Krosmaster Arena in DOFUS Devblog - Development - October 26, 2012 - [Izmar]
For several weeks now, we’ve been teasing and talking about the new DOFUS expansion, Krosmaster. Thanks to news and videos, you’ve discovered the basics of figurine battles that you’ll experience in both DOFUS and WAKFU. Yet, one aspect of this expansion hasn’t been developed, its integration in DOFUS. How will you be able to access these figurine battles? What will be the reward? Let’s find out together!
Hello everyone, Sebsokk here!
Usually, I step up to the devblog mic  to tell you about new DOFUS services, and today is no different. Few months ago, the interface dedicated to subscriptions and purchases of Ogrines and services was entirely rebuilt.
In the upcoming weeks, we’re going to improve the interface and the accessibility to the Kamas Exchange, in order to ease the acquisition of Ogrines to all. The new Ogrines Exchange will also be accessible via the website (outside the game), which you’ve been asking for a long time!
This week, the final adjustment will be implemented, and it is quite a big one: the opening of the Great Emporium! It consists of a shop with the same interface already used by WAKFU. To understand what you can expect, the following article will inform you of what the Great Emporium is about:
Temple Dopples Updated Devblog - Game Design - September 17, 2012 - [Izmar]
During the 2.8 update, we’ve decided to take a suggestion that has come up from the players several times, and update the spells and stats of the Temple Dopples.
The Alert System Devblog - Development - September 12, 2012 - [Izmar]
As one of the new features in the 2.8 update, we are introducing a system that will enable you to be notified, via an alert, of in-game events occurring when your DOFUS window is not in the foreground of your screen. Here is a detailed presentation of this tool.

Interface Improvements in 2.8 Devblog - Development - September 10, 2012 - [Sili]
To keep the good news coming, the 2.8.0 update will also contain some updates to the DOFUS client's interface. With this update, the client team would like to introduce you to five major changes or additions to help the DOFUS client meet some of the suggestions and expectations that are often expressed by the DOFUS community.

So let's take a look at what's coming for the client in version 2.8.0
Rebalancing Summoned Dopples in 2.8 Devblog - Game Design - September 07, 2012 - [Izmar]
With the arrival of 2.8, we took the opportunity to change the class Dopples, because we didn't find the current state of the Dopple summons to be satisfactory.

As a reminder, the Summon spell Dopple is obtained at 200 by all classes and, as its name suggests, allows you to summon a Dopple version of your class. Dopples have a lot of HP, are quite powerful, and use some of your spells.
The Secrets of the Almanax Devblog - Game Design, Events - August 30, 2012 - [Izmar]
The Almanax is a new feature included in version 2.8. Its objective: offer recurring content, give players the opportunity to break dull habit with daily events... and introduce a new Dofus to the game!
Iop Balancing in 2.8 Devblog - Development - August 29, 2012 - [lichen]
In the 2.8.0 update, we’ve decided to focus on the Iop class. We have been working for a while on some new concepts for this class, because overall, Iop gameplay has not changed much since DOFUS was originally released, and has generally lacked depth.
New Cosmetic Features for Guilds Devblog - Game Design, Community - June 20, 2012 - [lichen]
New Ogrine services:
You’ve been asking for this for a while now, and we’ve been promising it’s on its way… Now, we’re pleased to announce that two new Ogrine services for guilds will soon be on offer. You’ll be able to rename your guild and change the appearance of its emblem (colours and icons).

These two services are not going to be released with the 2.7.0 update but should be available a few weeks later.
Interface Improvements in 2.7 Devblog - Game Design - June 18, 2012 - [Sili]
Following on from the various Game Design articles about the changes coming to DOFUS in version 2.7, here’s a quick rundown of the main modifications being made to the DOFUS client.
What’s new on Vulkania Devblog - Events - June 15, 2012 - [Izmar]
After its debut last year, Vulkania is becoming DOFUS’s annual summer event, along with the Goultarminator.
Unlike Kwismas Island, where the content is clearly aimed at solo players and groups, we wanted to orientate Vulkania around a community aspect. We aim to steer Vulkania in this direction for the coming years, all the while keeping it accessible to less-populated servers.
For the second appearance of this event, we wanted to make several changes with the aim of making adventurers’ visits to the archipelago all the more pleasant.
2.7 Update – Level Design Devblog - Game Design - June 13, 2012 - [Izmar]
Hello everyone,

The 2.7 patch will mark the Foggernauts’ arrival in-game, and we’ve decided to give Sufokia a fresh lick of paint for the occasion.
For the 2.7 update, we plan to change how spell point and characteristic scrolls are obtained.

For the 2.7.0 update, we have mainly concentrated to change the mechanic of Sacrifice spells, which are causing major imbalances in PvM and PvP.

The Foggernaut class will be available for testing during the 2.7.0 Beta, but only for DOFUS Premium members (for now). For all the other players, I will try to give an overview of the class and its potential.

Introduction :

The difficulty of forming a team of 8 available characters remains one of the most detrimental factors to the accessibility of dungeons. It also makes them generally too tiresome (fights with 8 real players tend to drag on and lack synergy) and motivates players to resort to using multiple accounts to avoid these problems.
The first glimpse: Goultarminator 2012 Devblog - Community, Events - May 11, 2012 - [Izmar]
Today we're giving you the first report about the progress of Goultarminator 2012!
New update for the Kolossium Devblog - Game Design - March 02, 2012 - [lichen]

For the upcoming 2.6.0 version (which will be on the public beta test server in March) we worked on several improvements for the Kolossium, mainly focusing on solving players’ major issues regarding the rating system.

Interface enhancements
A welcomed update is often one rich in new functionality. Which is lucky since the Dofus 2.6 update that we have been presenting to you with for the past few weeks is surely not lacking in new features.

But for an update to be truly successful, it isn't enough to just add new things... we must also improve the existing stuff! So, here are some improvements to the Dofus 2.6 interfaces.

The Temple Dopples are getting a makeover! Devblog - Development - February 27, 2012 - [Korri]

The Temple Dopple system has only had one major change - in April 2009, when 1.27 was released. Ignoring the addition of the Rogue and Masqueraider classes, it’s functionally the same now as it was three years ago, whereas other aspects of the game have developed and expanded.

With this in mind, we’ve decided to bring it up to date and implement several changes. Although the general idea won’t change much, here is a list of improvements that we hope will be of interest to players regardless of the level of their characters.


"Why is the big cuddly plush toy so mean?"

Introducing new end-game sets Devblog - Game Design - February 24, 2012 - [Izmar]
…and changes to the Celestial Bearbarian Set


Hello everyone! As Sylfaen mentioned in his last Devblog article, there will be quite a few changes in DOFUS 2.6, including a new range of equippable items aimed at end-game players.

XP bonus for Secondary Characters Devblog - Development - February 21, 2012 - [Izmar]

To make it easier to discover the various classes and encourage players to create several characters on the same account, we have decided to develop an XP bonus system for secondary characters.

For the purposes of this feature, we define a secondary character as a character on the same account (and on the same server) as one or more higher-level characters.

The XP bonus will be applied to nearly all types of experience rewards - to quests, the Kolossium, monster battles, using scrolls etc.


The bonus will not apply on the Heroic Server; characters on this server already benefit from several additional bonuses that accelerate their development.

The bonus will not apply to guild XP or mount XP either.

The new system will only apply to characters on the same account, as we believe that characters spread across several different accounts are already able to develop at a more than suitable rate.

The XP bonus will depend on the number of characters on the account that have a level greater than the secondary character. Here is a list of the bonuses:


  •  1 higher-level character: 100% bonus (XP x2).
  •  2 higher-level characters: 200% bonus (XP x3).
  •  3 or more higher-level characters: 300% bonus (XP x4).

We’ve limited the maximum bonus to 300% because we don’t want a new character to reach end-game level too quickly once the account has more than two higher-level characters. We believe that a 300% bonus is sufficiently tasty to accelerate a character’s rate of development and encourage players to create (and play) several different characters on the same account.

Once the system is in place, any old characters on the account, existing characters or new characters you might create, will benefit from the bonus – but the system isn’t retroactive, so any old characters already on the account will only gain levels at an accelerated rate if you play them after this system is added to the game.

You’ll finally be able to use that blue Sadida “Kumarzplx” that you created in 2006 to sell water in front of the Amakna baker workshop and who has been left in merchant mode ever since!


Brigitte put on her best duds to welcome Kumarsplx back to the World of Twelve.

A long example is worth more than a short discussion, so here’s one to get the ball rolling:

If, on the same account and the same server, you have one level 150 character (A), one level 100 character (B), and one level 40 character (C), you’ll benefit from the bonus as follows:


  • Character A will not receive any bonus; there are no higher-level characters than Character A on the account.
  • Character B will receive a 100% XP bonus until it reaches character A’s level (150).
  • Character C will receive a 200% XP bonus until it reaches character B’s level (100), then a 100% XP bonus until it reaches character A’s level (150).
  • A brand new character, D, will receive a 300% XP bonus until it reaches character C’s level (40), then a 200% XP bonus until it reaches character B’s level (100), and finally a 100% XP bonus until it reaches character A’s level (150).

Here’s a summary of what we want the new system to achieve:


  • Encourage players to try different classes.
  • Encourage players to play several characters on the same account.
  • Allow players who only have one account to play several classes much more easily.
  • Allow players who only have one account to be much more useful in a team situation, as they can more easily switch between several characters of a similar level if the situation requires them to do so.
  • Encourage players to rediscover the game and all of its content with relative ease.

The new system will be in place on the Beta server during the beta test of next update (which is scheduled to be released in March). At the moment we are adding visuals to accompany the new system on the character selection and creation screens and the result screen at the end of a fight.


We hope that the new system will encourage you to try new classes and resurrect your old characters. The DOFUS team are already looking forward to fighting you in the Kolossium with our secondary characters! :]