New 2.11 Equipment Devblog - Game Design - April 02, 2013 - [Izmar]
We’ve told you that Frigost 3 will bring new areas, new monsters, new resources, and new items to DOFUS. And how to better celebrate the long awaited “Frigost finale” than by rolling out the red carpet for the biggest wave of new items in a very long time, if not the largest collection of new equipment added to the game since the beginning of DOFUS?
While the restrictions on the number of weapon strikes per turn is intended to generally balance the function of weapons vs. spells, we are also including additional balancing measures on individual weapons. In this devblog, we’ll explore that process. Let's take a look...
Weapon Balancing in 2.11 Devblog - Game Design - March 15, 2013 - [lichen]
For the 2.11 update, we’ve planned to include the long awaited global weapon balancing with the following objectives:
  • Make weapons less essential in relation to spells.
  • Diversify moves performed during a turn.
  • Provide the players with more choices.
  • Increase the tactical aspect of PVM and PVP combats.
Frigost Statistics, Before and After Devblog - Game Design - March 06, 2013 - [Izmar]
A little over a year after the article "Frigost: what we’ve learned so far, and where we’re heading," and approximately two months away from the release of Frigost III, here's another truckload of statistics related to visitor traffic on Dofusians' favorite icy island.
Changes to Recipes in 2.10 Devblog - Game Design - February 20, 2013 - [lichen]
For the release of Frigost episodes 1 and 2, we used a new recipe format for equipment recipes, the equipment sets released in these updates were each associated with one dungeon and all ingredients needed to craft them could be obtained through the monsters of the corresponding dungeon.
This recipe format was intended to allow casual players to have easier access to the necessary ingredients, thus avoiding the need to run a multitude of dungeons in order to gather all the necessary ingredients.

Even though this type of recipe was not a source of complaints, beginning in 2011, we have decided to no longer follow this formula for creating equipment recipes. This trend is continuing in version 2.10.
2.10 Class Balancing Devblog - Development - February 13, 2013 - [lichen]
Our Balancing Policy In 2.10, we've decided to keep working on several class projects that we started a few updates ago, mainly by balancing the individual spell levels in order to make any spell viable even at level 1. We've gone even further by generally removing the reduction of AP costs between levels 5 and 6 (sometimes by increasing the AP cost of the level 6 spell, sometimes by decreasing the AP cost of the spell in levels 1 through 5).
2.9 New Equipment Devblog - Game Design - December 06, 2012 - [lichen]
As some of you may already know, the DOFUS update 2.9 will be an opportunity to welcome a series of new items dedicated to high-level players.

We’re talking about no less than 7 sets composed of 3 items, in addition to 3 new single items, which bring the total of new items that are level 190 and more to 24.
Average Price Display Devblog - Game Design - November 29, 2012 - [lichen]
The 2.9 update goodies keep coming, and in this article, we'll discuss the new average price display in inventories, banks, and at the end of combat... let's dissect this new feature!
Maturing Resources Devblog - Development - November 26, 2012 - [lichen]
In the 2.9.0 update, we’re adding a new system for harvestable resources that will ease exploration. You already know the system that adds stars to group of monsters that are rarely attacked; well the same concept is now applied to resources!
Titles and Ornaments Devblog - Game Design, Graphics - November 23, 2012 - [Izmar]
In version 2.9 of DOFUS, we are introducing a new interface dedicated to the management of Titles and Ornaments.

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.