Devblog: 2.58 – Upcoming Changes 10/11/2020 - 10:00
Volver a la lista1. The Cania Bandits
This update will involve an overhaul of the Cania Bandits quest, a necessary step to obtain the Emerald Dofus. In an effort to resolve the issue of wait time and the heightened competition between players, the conditions for the three bandits to spawn, along with the context of the fight that pits them against adventurers, have been modified.
- Nomekop, Eratz, and Edasse no longer appear among the Cania monsters as wanted monsters. They will now all be fought at the same time following a legendary treasure hunt; the three scales will be found in the chest dropped as a reward for victory.
- The map fragments for the legendary hunt can be obtained by completing standard treasure hunts, or by trading in special tokens (known as bountykens) to a bounty hunter; bountykens will be awarded to player characters for completing wanted notice quests at or below level 120.
- Map fragments are exchangeable and can therefore be acquired through trade; any excess scales acquired via the old methods can be traded for map fragments from the bounty hunter.
- Existing scale fragments can be converted into bountykens and exchanged for treasure chests.
- The workshop used to fuse scale fragments in Meriana's house has been removed.
The purpose of these changes is to make the bandits more important (it is now necessary to defeat them in order to collect the three scales) and to maintain the link with the wanted notice mechanic, while at the same time avoiding a concentration of player characters in the same place at the same time (the fortune teller at the Trool Fair no longer provides information about the appearance of the bandits).
Wanted notice quests completed before starting the bandit quest will be taken into account, as long as they're within the appropriate level bracket.
Characters that have already finished the bandit quest won't be affected by these changes, unless they have scale fragments (or excess scales) to exchange.
2. Improved Access to Smithmagic
To address the collective feedback from certain players regarding smithmagic, we decided to make certain improvements to the relevant menus in order to improve your game experience.
Advanced Mode
Players who are experienced with smithmagic can now check the option "advanced mode" located at the bottom of the menu.
This lets you fuse runes more quickly with a single click. Simply click on a rune in the main interface (not in your inventory) to trigger fusion.
You can switch back to "classic mode" at any time.
Hide Effect Lines
It's possible to hide effect lines using a button with the eye icon; the line will move to the bottom of the list and be grayed out. To display it in its original place, simply click the eye icon again.
Smithmagic History
- Neutral successes now appear in yellow.
- Exotic effect successes now appear in blue.
- An icon for each rune that has been fused now appears in the history, along with a description of the rune when you mouse over its icon.
- A trash button has been added to allow you to manually clear your history whenever you like. It will contain a maximum of 200 effects and will reset the next time you restart the game (as is currently the case).
Transcendence Runes
- When a transcendence rune is successfully placed on a piece of equipment, the equipment can no longer be smithmaged or reset using a smithmagic orb.
- To prevent malicious crafters from "blocking" a piece of equipment, a confirmation pop-up will appear to the customer whenever an attempt to set one of these runes is made, asking them whether they authorize the crafter to fuse this item with a transcendence rune.
Rune Density
- Information about rune density (rune weight) has been added to the rune tooltip.
Tooltips for Items
- Effects higher than an item's maximum base stats (commonly referred to as "overmaged") are distinguished by a lighter shade of green.
- Effects whose value has dropped to 0 are now shown in gray.
Smithmagi's Workshops
- There are three new Smithmagi's workshops in three zones in order to balance population:
- Frigost
- Sufokia
- Pandala
Rune Marketplace
- There are three new rune marketplaces in three zones in order to balance population:
- Frigost
- Sufokia
- Pandala
- The categories "Signature Rune" and "Astral Rune" have been added to the rune marketplace (and removed from the resource marketplace).
- In the rune marketplace, when you click on a piece of equipment in your inventory, the runes related to the equipment's base stats are displayed.
Bank and Chests
- In chests and in the bank, when the category "Runes" is selected in the drop-down menu and you click on a piece of equipment in the inventory, the runes related to the equipment's base stats are shown if you have any.
- The option "Show related runes" now appears when you right-click on equipment in your inventory. After clicking, the rune category is selected in the drop-down menu and displays runes that are related to the equipment's base stats if you have any.
Removed Tooltips When a Player Succeeds with a Rune
- Tooltips (that say what item was crafted above the character) have been removed for all crafting professions in order to avoid an overload of information on the map.
[Moosty] (UX Designer)
3. Balancing
Update 2.58 will be a somewhat unusual update in terms of class balancing, because we won't only be modifying classes to achieve our goals. As you probably know, a few items have stood out in recent years, at times outshining other items in their effectiveness.
Currently, these few items are disproportionately represented in the meta, as their power causes them to be globally overused in combat. We therefore plan to modify certain weapons, Dofus eggs, and other effect-based items in Update 2.58.
Modifying items is always a complicated task for us, because we know how much equipment represents an investment in time and kamas for you. So, our goal is to try to change all these items at the same time so that no one gets cheated multiple times over the next few updates.
In terms of classes, we're introducing Summoning Mastery, a new common spell allowing the majority of classes to take control of their summons if they choose to. This new spell forces us to make slight changes to the Osamodas class, and we're taking this opportunity to remove its resurrection mechanic. To round the whole thing out, we'll also be giving a little help to two classes that need it: Ouginaks and Masked Masqueraiders.
Weapons
As we can't modify the effects of your weapons without wrecking all the smithmaging you've done, we've chosen three level 200 weapons whose casting conditions will change in Update 2.58.
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Hammerture | Corrupted Bow | Catseye Bow |
Alongside that, we'll be introducing four new level 200 weapons with the intention of filling in current gaps, particularly after the changes are made to the weapons above.
The Dofus
Unsurprisingly, we'd like to tackle the issues with the Ebony and Ivory Dofus, but we're also making minor changes to the Silver Dofus.
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Ebony Dofus | Ivory Dofus |
With its damage bonuses and its highly stackable poison, the Ebony Dofus has become a must-have for ultra high-level equipment. Our goal with the update is to keep the poison and the alternating hit mechanic, which we see as the very essence of this Dofus, but also make it simpler to use for everyone and in every kind of situation.
At the other end of the color spectrum, the effects of the Ivory Dofus are good for every situation. Regardless of your play style, you'll take damage after your turn ends. So our goal here as well is to make this Dofus a little more specialized in order to make it less necessary.
Finally, we think the Sparkling Silver Dofus is too much of a surprise in PvP. We'd like to make its effect more visible to allow opponents to play around this mechanic instead of discovering it at the last second.
Finally, these changes give us the opportunity to try to reduce the number of state icons still seen in combat, especially with the changes made to the Ebony Dofus and Ivory Dofus.
Legendary Items and Prytekts
The Dofus aren't the only items with effects that can be problematic in combat, and this somewhat special Update 2.58 offers us the chance to modify how prytekts and certain legendary items work.
Introduced last year, prytekts have quickly proven to be essential in every game mode. These little prysmaradites don't really have any flaws and are an obvious choice for most combat situations. We are therefore going to change how they work in order to help opponents penetrate the prytekts' shield.
Regarding legendary items, we've identified two items we consider to be overpowered at present:
- Corruption Pestilence: Its effect being easy to use and highly stackable, this cloak is too powerful. Its new power remains very similar but is harder to use.
- Fallanster's Rectitude: The bearer of Fallanster's Rectitude doesn't need to do much to make good use of it. We're slightly modifying its power to change this.
But that's not all – other legendary items will be getting a boost as well. If you were planning to part with your Kicked Ass Boots, Dodge's Audacity, Lady Jhessica's Courage, or Bram Worldbeard's Crown, we'd advise you to hold on a bit longer until Update 2.58, because their legendary effect will be enhanced.
Summoning Mastery
For a long time now we've expressed the wish to let you control summons in certain situations; Summoning Mastery fulfills that wish. So, how does it work?
The majority of class summons will be played by the game by default. Controlling summons will make combat more complex, and we'd like to keep the default condition as simple as possible. Once you're in combat, casting the spell "Summoning Mastery" will allow you to change whether you or the game has control over the summons you have and will summon.
This will affect all class summons except the following:
Never controllable: Chaferfu and Foggernaut Turrets
Always controllable: Noformo, Double, Plotter, Groute, Treant, Boombot, Megabomb, and Walking Bomb
NB: The other summons you can have in the game are never controllable (e.g. Minikron).
Now we'll be closely monitoring classes that couldn't control their summons until now to make sure they haven't become overpowered. We're obviously thinking of Sadidas in particular.
Classes
Osamodas
The introduction of Summoning Mastery has forced us to update at least two summons, and we're taking this opportunity to make additional changes. Our objectives are as follows:
- remove the resurrection mechanic
- simplify and reduce the power of certain offensive spells that are overly versatile
- reduce power in the Kolossium without impacting power in PvM
- make certain spells more competitive in relation to their variant
Ouginaks
Ouginaks are solitary and savage beasts… but that shouldn't prevent from finding a group to fight alongside! To help them make friends, we'd like to:
- add more value to team play for this class by enhancing existing spells
- improve erosion capabilities, especially in PvP
- make certain offensive spells less powerful and increase the defensive capability of others
- make the animal form more appealing
- free the class of certain cumbersome casting conditions
Masqueraiders
It's getting more and more difficult for the Masqueraider class and its atypical gameplay to compete with the other classes. The time has come for us to reaffirm mask wearing in the World of Twelve! These are our goals for doing so:
- grant more flexibility in the use of masks
- offer the choice between several elemental spells no matter what mask you use
- vary the gameplay around switching masks
- balance the variant options between all four elemental paths