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Found 176 results

  1. Selling Dolmanax for 20m, can nego a bit :) PM me in-game Phreed or reply
  2. Selling Dofus Vulbis in Rushu for 300M negotiable price you can PM me ingame at Izpangel or look for me in merchant mode around village or you can hit my FB inbox https://www.facebook.com/profile.php?id=100010377377864 thank You
  3. Hello everyone! I'm Caps, I've been a lurker on Imps for some time now. I'm fairly active on the OF, but the OF is not very active with me - my current art thread there does not get a lot of traffic, which means I'm usually forced to re-edit new art onto my last post. This turns into a cycle of invisibility for my drawings, which is only acceptable for my drawings of Srams. It's discouraging! Also Nerodos gets mad because sometimes I post on the wrong account I'm sorry mushroom man I love you So now I'm here to share some of my older drawings (for now) as well as my new work (hopefully for some time to come)! Solar players may recognize some of the following hot bods, since I like to jump people at Astrub Zaap, paintbrush in hand. I'll also take this opportunity to plug my Twitch, Deviantart and Tumblr. And without further ado, here's my art dump! My Sram! Most important. The six Multimen, Scale's legs are goals A dear friend and beast Sacrier An edit of The Creation of Adam, featuring two of my friend's characters and misc. guild members A dumb comic about my rogue started in a delusional fit of grandeur (but never continued) Queen of Thieves! Only took 5 years off my life making this, no sweat I'm also looking in to formally opening commissions, as I just completed my first actual, paid project and it went really well! Below are some examples of avatars I've done (mostly for myself, I'm vain like that), followed by some sketchy doodle stuff and my three largest pieces (including a full-on wallpaper). That's all I've got for you for now, but I have great plans for the holidays mostly involving a lot of self-serving artwork. Or commissions! (hopefully commissions) If you've got any comments/critiques/questions please fire away, and thank you for reading!
  4. New Shield/Item stats Nimaltopia: Mishell Island A new island is available in-game, bringing with it several quests, a monster family, a dungeon, and new items and Achievements. This content is primarily aimed at players of level 180 and over. You'll find a boat in the Rocky Roads area, at [-28,-31] to take you to the island. 1-on-1 Kolossium Devblog. An experimental version of a new duel mode (1 on 1) has been added to the ISK. This new game mode uses the victory and defeat ratios of the classes compared to one another to improve the matchmaking system and offer balanced fights in which each character has a 50% chance of winning, regardless of the class they're fighting against. This is an experimental system. ISK rewards in duel mode are currently the same as the ones in 3-on-3 mode, but halved. These values could change depending on the average duration of fights in this game mode. Shields Devblog. Some significant changes have been made to the shield system: Shields can be used in all game modes (PVE and PVP). They no longer have equipment criteria based on honor points. 1- or 2-handed weapon restrictions have been removed (they can be used with any weapon). New effects on final damage dealt or suffered have been added. These effects may be obtained from new runes by breaking shields. These runes may be used on equipment other than shields. They can be smithmaged by the new Craftmagus profession. The Incarnam Shield bonuses have been modified (the modification is retroactive). The Novice Shield bonuses have been modified (the modification is retroactive). The PvP resistance bonuses of the Scale Shield have been removed. The PvP resistance bonuses of the Champion Shields have been removed. The PvP resistance bonuses of the 1001 Claws Shield have been removed. The PvP resistance bonuses of the cosmetic shields available from the shop have been removed. The PvP resistance bonuses of the event shields have been removed. Older versions of these shields, crafted before update 2.41, will become broken versions (shields are renamed, lose their equipment requirements, can be used as cosmetic items and no longer give bonuses). Versions crafted after update 2.41 have new effects: Lumberjack Shield Flying Shield Gobball Shield Sponghield Bowisse's Shield Crackler Shield Treechnid Shield Sharkal Shield Kloome Bawbawian Shield Derma Tho Akwadala Shield Sidimote Shield LeChouque's Shield Phtalmo Aerdala Shield Dragokart Cup Heart Quarter Asse Shield Terrdala Shield Shield in Briefs Imp Shield Sadida Shield Feudala Shield Fan Shield Mount Stinkky Shield Pandawa Shield Inn Shield Water Dial Earth Dial Air Dial Fire Dial Captain Amakna Shield First-generation broken shields can no longer be exchanged with the NPC Bouwada for second-generation broken shields. Kolossium Kolossium fights are now accessible from level 20 onwards. The matchmaking system no longer creates teams with two members of the same class in the solo queue (even after a long waiting time). New restrictions have been added to prevent players from controlling several characters in the same team or in two opposing teams when they join the solo queue. The way the waiting time is managed by the matchmaking system has been changed. Now, when a character has been waiting a long time, the matchmaking system will create fights with less stringent quality criteria, even if that means some characters won't have any waiting time at all. This change should limit abnormally long waiting times, but may occasionally reduce the quality of some fights for characters that don't usually experience a long waiting time. Fatal blows are no longer dealt in the Kolossium if they have been deactivated in the DOFUS client options. Quest Tracking Interface Devblog. You can track the progress of your quests without having to regularly open the Quest Log using a new movable interface. It displays the pending objectives of several quests and you can choose which quests you'd like to track. Weapons Balancing at High Levels After the removal of 2-handed weapons from the system, we are going to balance some of the high-level weapons (these changes are retroactive): Atcham Sabres: the AP cost becomes 6, the critical hit rate becomes 15% Catseye Axe: the critical hit rate becomes 15% Flinty Daggers: the critical hit rate becomes 5% Hammerture: the critical hit damage bonus becomes 20 King Playa’s Scepta: the critical hit rate becomes 15% Necrotick Bow: the critical hit rate becomes 15% Terror: the critical hit rate becomes 25% Fugitive Wand: the critical hit rate becomes 15%, the critical hit damage bonus becomes 8, the minimum range becomes 2 Bitrydent: the AP cost becomes 4, critical hit is removed Drhossil Hammer: the critical hit rate becomes 15%, the critical hit damage bonus becomes 7 Ancient Foggernaut Hammer: the critical hit damage bonus becomes 5 Koutoulou Bow: the AP cost becomes 4, the critical hit damage bonus becomes 10 Pyraring: the AP cost becomes 4, critical hit is removed Bubotron Sword: the critical hit rate becomes 25% Tomahorse: the AP cost becomes 5, critical hit is removed Archon's Bow: the AP cost becomes 4, critical hit is removed Gilbert G. Rapier: the critical hit rate becomes 15%, the critical hit damage bonus becomes 10 Mallard's Mallet: the critical hit rate becomes 20%, the critical hit damage bonus becomes 7 Ground Dog: the AP cost becomes 5, the critical hit rate becomes 5%, the critical hit damage bonus becomes 7 Sanockout Stick: the critical hit rate becomes 25% Sepulchral Sceptre: the critical hit rate becomes 25%, the critical hit damage bonus becomes 7 Elven Shovel: the critical hit rate becomes 35%, the critical hit damage bonus becomes 6 Giger's Nightmare Blade: the AP cost becomes 5, the critical hit rate becomes 15% Archaic Bow: the AP cost becomes 3, critical hit is removed Rampant Bearbarian Hammer: the critical hit rate becomes 25% Teroid Axe: the critical hit rate becomes 40%, the critical hit damage bonus becomes 7 Ethical Wand: the critical hit rate becomes 20%, the critical hit damage bonus becomes 6, the maximum range becomes 5 Henual's Hammer: the AP cost becomes 4 Slashen Axe: the critical hit rate becomes 15%, the critical hit damage bonus becomes 20 Hail Sceptre: the critical hit rate becomes 25%, the critical hit damage bonus becomes 7 Shovel Emlaka: the AP cost becomes 3, critical hit is removed, the number of casts per turn becomes 2 Mush Mishish Staff: the AP cost becomes 4 Professor Xa's Shovel: the AP cost becomes 3, the critical hit damage bonus becomes 3, the number of casts per turn becomes 2. Korriander Axe: the AP cost becomes 3, the number of casts per turn becomes 2 Godswrath Daggers: the critical hit damage bonus becomes 7 Sunshade Staff: the critical hit rate becomes 30%, the critical hit damage bonus becomes 7 Az'tech: the critical hit damage bonus becomes 7 Peccary Blade: the AP cost becomes 5, the critical hit damage bonus becomes 15 Dagger Doo: the critical hit rate becomes 15%, the critical hit damage bonus becomes 3 Combats A character in the Gravity state can no longer be moved by the effects of symmetrical teleportation, temporal teleportation and place switch. A status icon has been added to show the Gravity state. All of a character's AP are usable after a loss of AP at the start of the turn (previously in some cases, notably against the Wurmlord monster, the characters couldn't use all the available AP for their game turn). Spells with a range of the whole map can once again be cast to target a fighter via the Timeline. Several minor graphics problems during the Feca spell animations have been corrected. The Pandawas' appearance when they're carrying an Ouginak transforming into animal form has been corrected. In some cases, Challenges successfully completed in battle could have been temporarily displayed as failed before the end-of-fight screen. This problem has now been corrected. The display of shield points (around the central medallion) has been improved. Where the same state has been applied to the same target via the same spell several times, the state is now correctly removed at the end of the intended duration. In the effects active on targets interface, the effects of the Sacrier Punishments disappear correctly when they are no longer active. Xelor Subma Ring (class set): the Teleportation range bonus has been replaced by a reduced recast interval. Xelor's Dial: the range of the spell can no longer be modified and is now 3, 3, 3, 3, 4 and 5 respectively at levels 1, 2, 3, 4, 5, and 6. Loss of Motivation: the unbewitching effect is now applied before the damage. Rewind: no longer applies the Gravity state to allies. Osamodas The Gobball's Fire Resistance is now 35%. Eniripsa When the caster is in the Decisive state, the Word of Youth spell now heals 5% at level 6 (instead of 3% previously). Sadida The Ultra-Powerful correctly removes MPs to characters that are equipped with a Cawwot Dofus. Eliotrope Snub: the unbewitching effect is now applied before the damage. Sacrier Lightweight becomes Fury The 1 MP bonus has been replaced by increased spell damage for 3 turns. Punishments: The Punishments feature has been changed. Their bonuses now increase progressively over the turns. In other words, the longer a punishment is active, the better bonuses it will give you. Up to a maximum of 3 turns. It is no longer possible to cast several Punishments during the same game turn. Flayed Man's Punishment becomes Bloodthirsty Punishment Increased damage suffered has been removed. Increased damage now only affects spells. Is now required to cast the Punishment spell. The Punishment bonuses change as the turns progress: First turn: damage increased by 10% Second turn: damage increased by 25% From third turn onwards: damage increased by 50% Voyager's Punishment becomes Swift Punishment The Lock penalty has been removed. Deactivation of the line of sight for some spells has been removed. Is now required to cast the Transposition spell. The Punishment bonuses change as the turns progress: First turn: ranged damage suffered reduced by 10%. Second turn: 1 MP and ranged damage suffered reduced by 20%. From third turn onwards: 1 MP and Unlockable and ranged damage suffered reduced by 30%. Survivor's Punishment becomes Robust Punishment The Dodge penalty has been removed. The Vitality bonus has been removed. Is now required to cast the Convalescence spell. The Punishment bonuses change as the turns progress: First turn: 10 Lock and melee damage suffered reduced by 10%. Second turn: 25 Lock and melee damage suffered reduced by 25%. From third turn onwards: 40 Lock and melee damage suffered reduced by 40%. Flying sword The way it works has been changed. Now there is just one Flying Sword, whose appearance and characteristics vary depending on the active punishment. Swift Punishment: +2 MP, can attack twice per turn (once per target) and is Unlockable. Bloodthirsty Punishment: +50% final damage dealt, deals damage in an area of effect Robust Punishment: reduces damage suffered by 30%, benefits from additional 40 Lock The Cutting spell heal now depends on the Intelligence and healing bonus of Flying Sword and not the damage it deals. Punishment Requires Bloodthirsty Punishment. Now applies the Gravity state in addition to damage. Transposition Requires Swift Punishment. No longer requires a line of sight. Convalescence Requires Robust Punishment. The number of casts per turn becomes 1 at all levels of the spell. Penalty on damage dealt has been removed. Health point boost becomes 6, 7, 8, 9, 10 and 12% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has more than 50% of their health points. Health point boost becomes 10, 12, 14, 16, 18 and 20% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has less than 50% of their health points. Sacrifice The range becomes 2, 2, 3, 3, 4 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. The recast interval becomes 5, 4, 4, 3, 3 and 3 at levels 1, 2, 3, 4, 5 and 6 of the spell. The area of effect becomes a 2-cell circle at all levels of the spell. Increased damage suffered has been removed at all levels of the spell. Light Speed The Dodge penalty has been removed. The damage suffered bonus is removed. Safe Position becomes Unleashed Water damage has been replaced by Water Theft of Life. Projection Water damage has been replaced by Water Theft of Life. Blood Bath If the caster has less than 50% of their HP, the healing effect is removed. Ouginak Yapper Launcher Yapper's basic health points become 100, 120, 140, 160, 180 and 300 at levels 1, 2, 3, 4, 5 and 6 of the spell. Yapper's MP is now 4 at spell level 6. Yapper's damage is now tripled against summons. Sniff Correctly consumes just 1 level of Rabies. Interfaces The discussion interface no longer moves abnormally when it is resized upwards by a few pixels. On the minimap, the character position icon can still be viewed correctly after a map change. When closing an interface, the mouse cursor is reset correctly if the cursor was hovering over an interactive element of the interface. On the world map, the character position icon can still be viewed correctly after deactivating the landmarks display. Inventory sorting by average price now works correctly. The contextual menu displayed when several characters are on the same cell is correctly updated when one of the characters leaves the map. In the bestiary, the loot drop rate of the Idols is correctly calculated and displayed. The grid display option for the world map (in the options interface) is correctly updated when it is changed from the map (and vice versa). The average price for items that don't yet have an average price is correctly displayed in the Marketplace. In the inventory, when an empty item category is displayed after a category with enough items to require a scroll bar was previously displayed, the size of the scroll bar is correctly updated. In the bestiary, clicking on the Bestiary entry of an item's contextual menu (when dropped by a monster) no longer closes the Bestiary, but correctly launches a search for this item. The spouse interface opens correctly after using the associated shortcut when a social interface is already open. In the inventory, when opening the custom set tab, the inventory is hidden instead of still being displayed in the background (the old system could cause problems with some custom and transparent interface themes). Breeding Used breeding items can no longer be exchanged with NPC Bobby. We're removing this option (introduced to make used breeding items useful) because, since the introduction of the recycling system, these items can now be recycled in exchange for nuggets. Our aim is to increase the destruction of resources by reducing the generation of breeding items by 20% (5 identical items used could be exchanged for 1 new item). In the interfaces used to transfer mounts, double-clicking on a mount to transfer it now results in the selection of the following mount (and no longer results in the selection of the transferred mount in its destination inventory). Large transfers of mounts or certificates no longer result in disconnections. The quick consultation of a large number of mount information sheets or certificates no longer results in disconnections and temporary sanctions. Abandoned paddocks are no longer immediately put up for sale after abandoned paddocks are released (the random deadline before they are put up for sale is correctly applied). Achievements A new Achievement and a new ornament have been created for characters who obtain 16,000 Achievement points. Experience points can no longer be earned via Achievements that reward a character for leveling up. The amounts of Aspen Wood and Obsidian that are given as a reward for the Frigostian Temping Achievement are increased proportionally to the increase of the amounts you can harvest. Professions Harvesting Obsidian now gives 7 to 8 units (it used to be 1) Harvesting Aspen now gives 7 to 8 units (it used to be 1) In the recipe for the Recollection Potion, the Gobball Slobber is replaced with Vilinsekt Antennae. In the recipe for the Ancestor Potion, the Watchamatrich Rump is replaced with Twansgenic Cawwot. In the recipe for the Loafing Potion, the Fistulina Volva is replaced with Hemp Fibre. The rate at which you can catch Magic Snapper is now 1 out of 40 instead of 1 out of 8. The recipe for the Snapper a la Kerub now longer asks for Kerub hair. Sacks of fish now weight 100 pods instead of 150. The Snowdrop resource remains partially displayed after having been harvested to let the player know a resource has been harvested. Smithmagic A new "Craftmagus" profession has been added, which allows you to craft shields to modify their effects. New smithmagic runes can be obtained from breaking shields. These runes can be used with all types of equipment. If an item is used in a smithmagi's workshop and is part of a pile of identical items, it is no longer deleted when a smithmagic attempt fails. Guilds and Alliances Guild and alliance emblem do not necessarily have to be the same to be valid. Houses A new house management interface has been added in anticipation of the game server fusion (in some cases, an account may own several houses on the same server after the server fusion). In this interface, you can manage the settings of these houses remotely. It can be accessed via the character sheet. In the new interface, you can select the house when using a Home Potion (if the account has several houses after the server fusion). On the world map, houses shared with the guild are once again displayed. Almanax The Aperirel 4 offering has been changed. You now have to bring the new version of the Gobball Shield (and it won't work with the broken version of the Gobball Shield). Monsters King Nidas: the Incurable Challenge no longer appears with this monster. The Initiative of the Catzinos in the Hairy Moor and the Elevation Stones has been increased so they now automatically play their turn before the players' characters. The quantity of resources obtained using Catzino Tokens has been halved. We are reducing the number of these rewards because their number has increased significantly since the Catzino respawn problem was corrected. The Khepricorn wanted posted is now displayed correctly when the option not to display all of a group's monsters is deactivated. The Sauroshell monster now plays an animation when it casts the Pack Mentality spell. Items Akwadala, Aerdala, Terrdala and Feudala Sets: these sets no longer include shields and the bonuses obtained from these sets have been modified accordingly (the bonuses granted from 8 equipped items are now active when 7 items from the set are equipped). The Godfather's Ring: this item is now linked to the 62-day account (and not one year anymore). Quests Adventurers who complete the Miniature Adventure quest will be given a simple mission by Jalcas, the Master of the Ouginak Temple. After various unexpected developments, they will be able to find out more about the Brotherhood of the Forgotten. And that's just the beginning... Brand new quests are available on Nimaltopia Island! To get to this new destination, go to the edge of the Cania Fields and answer Agatha Mynah's questions. Regarding the Frigost monsters, the drop rate for items launching quests has increased. Rewards for quests and the associated Achievements will be reduced accordingly. They Help You See in the Dark and A Draconian Remedy quests: it is now possible to pick up fresh cawwots to achieve the objective of the They Help You See in the Dark quest when the A Draconian Remedy quest is still ongoing. Repeatable versions of the special fights for the Primordial Dofus quests (accessible once the quests are completed): adventurers are now teleported to Meriana if they are defeated at the end of fights. The Quest Log interface remembers the last quest consulted when subsequent interfaces are opened, even when the quest has been completed. The amounts of Aspen Wood and Obsidian asked for in quests have been increased proportionally to the increase in the amounts that can be harvested. Dungeon Keys The recipes of several dungeon keys have been modified. The harvestable resources that are part of the recipes are modified to better reflect the level of the items themselves. The amounts of Obsidian and Aspen have been increased proportionally to the increase in the amounts that can be harvested. Here is a list of the modified keys: Catseye Challenge Key XLII's Metronomicon Key Shadow's Pyramid Key Chamber of Tal Kasha Key Key to Captain Scarlight's Ring King Nidas's Palace Key Merkator's Aquadome Key Drhossil's Caves Key Colousses's Meowsoleum Key Sylargh's Carrier Key Count Harebourg's Dungeon Key Missiz Freezz's Frostforge Key Nileza's Laboratory Key Key to Toxoliath's Cave Klime's Private Suite Key Key to the Throne Room of the Dark Court Obsidemon's Hypogeum Key Korriander's Lair Key Snowfoux Den Key Bearbarian Antichamber Key Wreck of the Hesperus Key Kolosso's Caverns Key Pingwin Key Ush's Plateau Key Key to the Belly of the Whale Sakai Mine Key Vortex's Eye Key Fraktal's Megalith Key Royal Mastogob's Greenhouse Key Epic and Heroic Servers Kolossoken prizes for items sold by NPC Glad Yator in the Kolossium building have been halved (compared to the current values that have already been halved) to better correspond with the increased generation of resources by monsters on these servers. Treasure Hunts New clues are taken into account for the treasure hunts: Phoenix Bones Bony Pot Bone Garland Wagon Eniripsa statue Pandawa statue Rogue Statue Feca statue Enutrof statue Sadida statue Iop statue Osamodas statue Ecaflip statue Masqueraider statue Foggernaut statue Sram statue Xelor statue Sacrier statue Cra statue Skull and Crossbones sign Community Channel International servers (combining several different communities) now have access to a community channel available in several languages. Only one community channel can be active at a time. This channel is shared by all characters on the server that have activated this channel. This channel is subject to restrictions concerning the sending of message based on the number of participants in the channel (the more players use the channel, the stricter the restrictions on the frequency of messages will be). Writing in this channel is reserved for subscription accounts. Miscellaneous Houses that have been abandoned and put up for sale on the first Tuesday of the month reappear as "for sale soon". Areas linked to Sufokia Bay are now correctly displayed on the world map. Adventurers leaving the Larva Dungeon now appear at [-2, -5] (the old exit being at [-3, -7]). NPC Doro L. Blak has retired and has permanently left the Xelor Temple. Tempus Bloomus must now be exchanged for Compensokens with NPC Sorim Ait, next to the Amakna Castle Zaap at [3,-5]. NPC Nevark the Hunter is now accessible all year round. He has set up headquarters in the Hunters' Workshop in Amakna, and returns to Vulkania over the summer. The problem of recycling bonuses not being applied for certain resources obtained as loot in the Blop Fields Dungeon and the Royal Rainbow Blop Lair Dungeon has been corrected. Following feedback from some players, certain spelling corrections have been made to the game text. Wide screen display mode has been improved in the Kickroach's Lair dungeon. Two items from the Fogger Haven Bag have been modified: a metallic pedestal is no longer considered to be a floor item, but furniture. It is therefore no longer possible to place items on top of it. Gears can no longer be placed on a table. In the Haven Bag Casino theme, the "large arrow" item can no longer be placed on furniture. Several interactions to leave certain houses on Otomai Island that weren't working properly have now been corrected. Wide screen display of tournament maps has now been corrected. Low-resolution model display of Ouginak-class characters has now been corrected. The position of characters on the Skrot mount has been improved. Clients connected to an international server can now use Cyrillic characters when choosing a character name. The rules for naming characters have been relaxed due to the merging of the game servers. The Wow attitude shortcut for the Dauge pet now works correctly.
  5. These are only the goals/ideas and they might and will probably change. Release is planned for next year. The name might change. Live feed of Dofus 3.0 news from the conference. Core Game The production has started 1 month ago. It is still being worked on to not be as childish as some people say. January, February or April, the release of a demo showing the game. The lore is related to Wakfu Season 3, takes place several decades after Dofus 2. Dofus 3 will be made by a new team of developers, Dofus 2 and Dofus Touch will still exist with the same team of developers. Change in payment model, will follow something like Dofus Touch. (F2P) Will be playable on several devices, PC, Mac, tablet, mobile, servers will be the same. The game will be focused on combat, combat will be similar to Final Fantasy Tactics. PvM and PvP will be separated/balanced, will let players advance in either one. Most content will be level based, adapting to the character's level. Fewer servers, rather the populated areas (like the Haven Dimensions, Dungeons, maybe even the whole world if there are a lot of players) will be managed by instances (like Incarnam in Dofus 2). Creation of "bots" in-game to farm resources, craft, etc. for the player (no fighting bots). Separate the Drops from Professions. Exchanging between players will be limited to some daily quota or between guild members. Hero System from Wakfu will exist (multi accounting with 1 character, like Sidekicks), multi accounting will be the base of Dofus 3. Esports. Objectives: Characters Unique characters, will have lots of customization for role players (even height). Characters will have lots of spells, but they will need to choose which ones they want to fight with (spell decks, something similar to the upcoming Spell Variants in Dofus 2). Characters will change appearance depending on which spells they use. Unsure about the groups of characters yet, thinking about 6, 8, or even more. Two more elements are added, Light and Dark. Iop visuals: Iop transformation to the Dark element with certain spells: Different types of Iop, depending on the spells used: Research on different templates of the characters, especially the customization aspect: The World Regular maps and the maps the character fights in will be different (not fixed maps, but random maps). Haven Bag dimension where players will start the game in, they will have houses to evolve and a zaap. Haven Bag Dimension: Haven Bag evolutions: Reduction of the size of the world, but an increase in Dungeons, each area will have one of the 6 bosses. Reduction of the size of the combat maps. Before entering a Dungeon, an estimated time of doing it will be shown. +-6 Mini-Dungeons per area, they will have 1 room, completing all Dungeons will yield a key to the normal Dungeon with 5 rooms, where one of the 6 end game bosses will be present, depending on the area. The maps will be interactive (items to break, traps). Areas of the game: Mini-Dungeons: 6 end game bosses to fight: Monsters: Human Arachnee Tower Dungeon: Dungeon visuals: Combat in the Dungeon: Something: Visuals Visual preference is minimalism and animations, rather than a static world. Some visuals: Bonta: Combat: Tot: Some new artwork as seen in the Letter to the Community:
  6. As title says paying 60m+ pm me here or in game for offers /w Putin
  7. First of all, hello humans! :3 So in the past few years I've been playing dofus on and of over and over again. Sadly enough, I didn't ever achieve something worth mentioning. I always used to play with some friends, get leeched to oblivion and quit. Now, we decided to come back and give it a fair shot with our own efforts. Despite the fact that my friend already got a 199 account, that was an amazingly long time ago and has nothing to do with me really, sorry. x_x We finally hit out first milestone, level 100. Yay! No - no - no - no no no. Yes we were happy, we got here by our own sweat and effort. But.. No kamas. So hell, lets buy ogrines, which we did. Now I have to say, I don't mind doing this with every set I want to buy.. But.. I honestly don't want to, lol. It would take all the fun away. So after we bought our sets, I kinda felt wrong about it. Like cheating. Why didn't we had money? Why is everything so expensive? Is it normal to not be able to just buy a set? I've played tons of mmorpg's but never really had a problem like this. Did we do something wrong? Was it because we simply grinded our way instead of questing? Is it because we need professions for money? I literally am lost and want an answer.. I don't want to buy ogrines everytime a new set is available. I want to honestly play the game but how? I asked my guildies and they all said hard work pays off, or git good or.. go catch mounts and go breed them.. but this takes months?! There was one dude that actually explained alot to me, daily quests main quests and to not grind at all, but to just quest, and do dung achievements.. If I would need money -> prof. But he also mentioned to be able to make money, you need a prof high. But it already took ages? Is the best way for xp -> main quest -> dofus quest -> dung achievs? If yes, how do I follow this? Where do I start? How do I know what Im doing? lol And the best way for kamas -> 150+ profs? If yes, Isn't this a huge timesink? What about gear then? Honestly I don't even know what to ask anymore, I got way to much questions but don't know what I want to know, If that even makes any sense.. Would love to hear a detailed answer because honestly, Im brain farting, Im lost and don't know what to do lol. Don't be afraid to add some general information to it, Im open for everything I need to know honestly.. Sorry for these noob-ish emberassing questions. -- Im playing on Rushu, Multi logging a Sram and an eni.
  8. In order to make your game experience even better, we've been working on a new feature that will make its appearance in update 2.41: Quest Tracking! In this interface, you'll easily be able to track the progress of your ongoing quests and their objectives. The days of opening the Quest Book hundreds of times to check your progress in the An Eternal Harvest quest are over. Now, you can play in comfort! How It Works When you receive a new quest, it will be automatically added to the Quest Tracking interface (you'll be able to deactivate automatic adding and add quests manually via an option in your Quest Log). The Quest Tracking interface will open once you begin tracking a quest and will close when there are no more quests to track. You'll be able to track 3 or 5 quests, depending on the option selected. If the interface is full when you receive a new quest, it won't be tracked. You will also be able to track quests directly from the Quest Book using the "Track" button, by clicking on the "pin" icon in the quest list or by clicking on an objective's "landmark" icon! The names of the stages will no longer appear in Quest Tracking. You'll simply see the quest name and the objectives, which will update automatically. To find out more about the stage, you can consult your Quest Book. You can use the pin-shaped button to activate or deactivate specific tracking of certain quests. Each quest added will display the 3 first objectives and will activate the associated landmarks if there are any, so as not to overburden the interface and the landmarks on the map and the minimap. If, however, you would like to see all of a quest's objectives, you can display them using the "See More" button. A "See Less" button will display just the 3 first objectives again. As soon as an objective is attained, it will disappear from the list and the next one will appear. The Quest Tracking interface for the An Eternal Harvest quest, for which the landmark is activated for the first three objectives. Quest objectives are given a specific color for each tracked quest. This makes quest tracking easier, especially when you're looking at the map or the minimap! The quest name is displayed when you pass the cursor over the area where it's located on the map and the minimap. You also have the option of minimizing the interface to a simple icon, placed at the edge of the window (movable). You know, just in case you'd like to pause your "Doing Quests" activity in favor of the "Tearing Apart Mobs" activity! "I'll do some quests later! Over here, Droopik!" Interactions By right clicking on a quest you can: Stop tracking this quest. Display or hide quest landmarks on the map and the minimap. Move the quest up in the list. By left clicking on a landmark you can activate or deactivate the landmark on the map or on the minimap. By right clicking on an objective you can: Remove the objective from quest tracking. If there is only one objective, this will also remove the quest. Hide the landmark for this objective. By left clicking on the green item name or monster name, you can open the bestiary where you will find more specific information about it. Please note that various information messages (commonly known as "feedbacks" in the studio) are displayed in the chat, in particular to warn you that you've reached the maximum amount of quests trackable in the interface when trying to add a new one. Options Track 3 quests maximum / Track 5 quests maximum Automatically track accepted quests Automatic resizing of the window: this option is selected by default. If you untick the box, you will be able to change the height of the window to suit you. The width of the window can always be changed, whether this option is ticked or not. Hide all landmarks Font size: small - medium Opacity of the window background: 50% - 70% - 90% We hope you'll find this new interface especially helpful during your adventures in the World of Twelve. As for me, I wish you all the best in game! Now, I'm going to get back to the mock-up of the interface for... Q & A Why don't the landmarks always show the exact location of the objective? This is mainly due to transitions between external and internal areas, which are problematic for us (especially underground, in the mines, etc.). This is an area where we'd like to make some improvements.
  9. Shield Improvement In version 2.41, the shield system will be improved and new shields will be added to the game. Find out more here. We would like to improve the shield system for the following reasons: Shields are only useful for a minority of characters (they're of no use in PvE or in the Kolossium, for example). The conditions to equip them are based on an obsolete honor points system that is too often circumnavigated and leaves too much room for cheating and pre-arranged fights. Shields are considered large cosmetic customization elements, but they can't be used with two-handed weapons. We decided to completely review the way shields work in the next update to resolve these problems. Intentions Here are our main intentions for the new shield system: Usefulness for all characters: shields will give bonuses that will be useful in all types of combat (PvP and PvE). Significant impact on playing style: shields will have new effects that might have a big impact on the way a character is played. Choice mechanic: shields that will benefit from large bonuses will also have penalties to encourage players to make decisive choices when selecting a shield. Optimal accessibility: only a level criteria applies to use a shield and all characters can use them regardless of the type of weapon they have equipped. Destruction of resources: shields must allow you to consume monster, boss and kolossoken resources. Interactions with smithmagic: it must be possible to modify shields through smithmagic and generate runes. New effects and decisive choices Shields will be equipment like none other. They will benefit from the classic effects (those you'll find on the current equipment), and they will have new effects which: Increase damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage suffered (in percentages) in melee/from a distance/by weapons/by spells. These significant effects usually come with penalties, via effects which: Increase damage suffered (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Classic effects will still feature on shields in smaller quantities than other equipment, but the impact of the new damage dealt or received effects will make a huge difference to the characters' efficiencies. We link these new effects to penalties to reinforce the notion of choice and help characters choose more efficient specializations. These new effects will be exclusive to shields at first, but may eventually be used (with weaker values and not necessarily with penalties) on other future game items. Hands Free The notion of a 1 or 2-handed weapon will disappear in version 2.41, which means that you'll be able to combine a shield with any weapon in the game. We want all characters to be able to equip shields without having to worry about which weapon to use. Some weapon balancing will be integrated in version 2.41. Crafting Shields will still be crafted by Artificers. Recipes will include Boss essences, Kolossium pebbles, monster resources and harvestable resources. Transition Between Old and New Shields The shields' effects, power and recipes are going to be completely changed and we can't convert all the old shields into new shields. The PvP specific resistance effects will be removed from the game because they will be replaced by different effects that work in all game modes. Here's what we've planned: Old broken shields: they can no longer be exchanged for other shields when talking to the Bouwada NPC. They can be equipped, but not crafted, and they can still be used with Mimisymbics. They will lose their PvP resistances. Examples: Swallowed Akwadala Shield, Horned Kloome. Shields made in game: they will be renamed and you will still be able to equip them, but not craft them. They can be used with Mimisymbics. They will lose their PvP resistances. Examples: Asse Shield, Mount Stinkky Shield. Cosmetic shields (shop): these shields will lose their PvP resistance effects (if they have any), but you'll still be able to equip them and use them as cosmetic items. Examples: Solaris Shield, Chisp Shield. Cosmetic shields (events: there are no changes to these shields. They don't currently have any effects and are purely cosmetic. Examples: Kimbo Shield, Dramak Shield. Tournament shields: these shields will lose their PvP resistance and will once again become purely cosmetic shields. Example: 646 Champion Shield. The thirty or so shields that you can currently craft in game will be reused to create the new shields (we will generally keep the names and visuals of the shields) with different levels, effects and recipes. Around twenty new shields will also be added to the game for some extra diversity. We advise you to recycle shields (made before update 2.41) to get nuggets before the release of update 2.41 (they won't be able to generate nuggets after this update because it will no longer be possible to craft them). Rune Destruction, Smithmagic and Generation In order to ensure the durability of shield crafting, you will be able to smithmage them to modify their effects, and it will also be possible to shatter them to generate classic Smithmagic Runes. The new shield-specific effects will allow you to generate new types of Smithmagic Runes and can therefore be used with all equipment through exotic smithmagic! The shields' low number of effects will primarily make smithmaging these items even easier (especially with the addition of exotic bonuses), but players will be encouraged to own several shields so they can easily adapt to different fight environments. This means you'll need to add exotic bonuses to several shields. Q & A Are you planning any alternative rewards for alignment PvP? We would like to concentrate on 1v1 PvP in the Kolossium's new 1v1 system, which will offer more balanced fights with kolossokens as rewards and experience for all characters, regardless of their level and their efficiency. Therefore, we're not planning on introducing alternative rewards for alignment PvP, which has more issues than you can shake a stick at, as far as we're concerned (an overwhelming amount of cheating, pre-arranged fights, very unbalanced fights, etc.). Why keep the old versions of the shields, which get in the way when consulting the Marketplaces? We have to keep the old shields in their category so they can continue to be used with the Mimisymbics. We are aware that keeping these old shields poses readability problems in game, but we would still like for you to be able to use these shields for cosmetic purposes. Will the shields make the characters more powerful? Generally speaking, the shields are going to make characters a bit more powerful. Most of all, though, it will allow characters to be better specialized because the biggest bonuses on the shields will have penalties. It will be easier to minimize the shields' penalties in PvE than PvP (monsters can't change shield and try to specifically counter your choices), which should make some of the PvE content more simple. This modification does not, however, replace the reduced difficulty of "end game" content that we are planning in 2017. Will the shields' new effects be taken into account when previewing damage? We're going to work on the damage previews to try and take into account all the new effects added by the shields. Are you planning to add new shields after update 2.41? With the new shield system a large variety of shields can be introduced. We would, therefore, like to add new ones after update 2.41.
  10. You’ve been waiting several weeks now, and it’s finally here: the DOFUS CUP is gonna spice up your evenings from March 11th until April 2nd! Are you ready to experience a Dantesque month of March? From March 11th until April 2nd, 2017 winning the DOFUS Cup will become the sole objective of hundreds of warriors; with the clatter of sword on steel, the roaring of the crowd and dizzying fights, don’t expect any peace and quiet in the World of Twelve! A maximum of 1,500 teams comprised of 3 players per team will battle it out for 1 month to find the ultimate champions who will take home a cash jackpot of €3,000! Who will emerge victorious in the competition? Who are the three players who will go down in history and take home the DOFUS CUP? Could it be you? How to take part: To register for the tournament, you will need a team that includes 3 different players, including one character of level 150 or higher. But be careful, the composition of your team must respect the following criteria: It cannot contain more than one class from the list below: Osamodas Sacrier Xelor Eniripsa Feca The following class pairings are forbidden: Sadida/Osamodas Masqueraider/Osamodas Masqueraider/Xelor Masqueraider/Sacrier Ecaflip/Feca Enutrof/Xelor Enutrof/Sacrier Enutrof/Eliotrope Enutrof/Osamodas Playing an Ouginak during the tournament will be forbidden. Your level and your character’s equipment at registration are not definite: the tournament will be held on a special server where all characters will start on an equal footing with the same advantages: Level 200 All level 6 spells Basic characteristics of 100 in addition to 995 characteristic points to be assigned as you choose. A bank containing nearly all of the equipment available above level 160. So please register, even if you’re not an expert: you have the same chance of winning as everyone else! Important Note If you want to change the class of a character that is participating in the tournament, you have until 11:59 PM (Paris time) on Sunday, February 26, 2017. Registered characters who change their class after this date will be disqualified from the tournament. Registered characters are also prohibited from transfering servers on Tuesday, March 7th, 2017 upon pain of disqualification. Dates to remember Thursday, March 2: registration opens Tuesday, March 7: registration closes From March 11 to 26: qualification stages Saturday, March 11: rounds 1, 2 and 3 Sunday, March 12: rounds 3, 4 and 5 Saturday, March 18: rounds 7, 8 and 9 Sunday, March 19: rounds 10, 11 and 12 Saturday, March 25: rounds 13, 14 and 15 Sunday, March 26: rounds 16, 17 and 18 From March 27 to April 2: final stages Monday, March 27: the sweet sixteen Tuesday, March 28: the elite eight Wednesday, March 29: the quarter-finals Thursday and Friday March 30 and 31: the semi-finals Sunday, April 2: the final The tournament format The qualification stages will be played based on the Swiss system: this is a system we’ve been using for many years now and has already proven its worth. The final stages will be played in competitions of two match wins (B03*), except for the final, which will be played as a 3 match win (B05*). That’s right, to win first place in a tournament you have to work hard! *BO3: In this format, a team must win two matches to be declared the winner. The results of a BO3 could be 2-0 or 2-1. *BO5: In this format, a team must win three matches to be declared the winner. The results of a BO5 could be 3-0, 3-1 or 3-2. During the final stages, the team composition restrictions will no longer apply. Each team can change its composition before each match in a draft stage. This stage will proceed according to the following schema: A forbids a class B forbids a class A chooses a class B chooses a class B forbids a class A forbids a class B chooses a class A chooses a class A forbids a class B forbids a class A chooses a class B chooses a class When a class is forbidden, none of the two teams can choose it or forbid it again. When a class is chosen by the two teams, the other can no longer forbid it or choose it again. The map where the combat will take place will be known prior to the draft stage, so it is possible to plan your team composition to suit the location and your attack strategy. The full tournament rules will be provided before registration opens. Until then, tell all your friends and start preparing your teams! Think you’re the best PvP players right now? Come and prove it by winning the DOFUS Cup!
  11. In the December update we will give you the possibility to go beyond level 200 by earning Prestige levels. These levels will allow you to unlock new spells dedicated to each class, which we call variants. Objectives The spell variants system has the following main objectives: Offer new spells for each class: We would like to create more variety and versatility in the classes so that some of the secondary roles can evolve into primary roles for example. We would also like to create more variety in the pertinent elemental branches for all of the classes. To allow characters in the same class to distinguish themselves, to create original “builds” and add a significant degree of choice (the mechanism of a spell “deck”). At present, the system’s unlimited spell points don’t make it possible to have an element of choice concerning spells, since all of the characters in the same class have access to the full range of its spells during combat. With the spell choice system, we increase the overall versatility of the classes, while obliging players to select spells between battles (not all of the spells can be used in the same battle). Giving players additional tools to help them adapt to the game’s difficulty. We want to make a wider variety of class builds possible and allow players to partially modify the capacities of a class to meet their requirements (specific Boss, quest battle, etc.). For example, we want certain classes to be able to increase their protection capacities to the detriment of damage inflicted, if their group lacks sufficient protection. To make the game more accessible to new players while also making it richer for experienced players. The variants will ultimately allow us to unlock the first spells for the simplest characters while simultaneously allowing us to offer spells with more tactical depth beyond level 200. How it Works Each “class spell” will eventually possess a variant (in the December update only the first 6 class spells will possess a variant). We plan for all spells to have a variant before the end of 2017. The spell variants are unlocked starting at level 200 (one new variant per Prestige level). The player must choose between the basic spell and its variant (the player cannot use a spell and its variant in the same battle). Some variants are simple spell variations but they can have a substantial impact (altering the range, AP cost, effect zone, etc.) while others may have radically different effects and introduce new game mechanics to the class. Removal of Spell Levels The idea of levels (or grades) for spells has been removed. Spells now evolve automatically based on the level of the character. We removed the concept of spell levels and spell points to be invested because this mechanism added unnecessary complexity without adding any richness to the game (it did not allow the player to make genuine choices because all of the spells could reach level 6). Additional spell points (obtained via spell scrolls) owned by characters will be automatically converted into Kolossokens when the update is released. The removal of spell scrolls (no longer obtained from the NPC but converted into Kolossokens) could lead to a decrease in the destruction of Kolossokens and hence lower their value. We will continue working on increasing the destruction of Kolossokens (to increase their value) but we will not be able to provide any significant modifications in time for the December update. However, a new surprise reward will be available in December in exchange for an exorbitant amount of Kolossokens! Flexibility The player can change their spell variants between each battle. By allowing great flexibility in the choice of variants, we want to encourage you to devise new, dedicated tactics for each battle. Ever had problems because your character doesn’t have enough positioning or protection skills to win a fight in a high-level quest? By picking certain spell variants you are given the possibility of making a “build” specifically tailored to a difficult fight. Common Spells Common spells (Spark, Release, etc.) will not have any variants. These do not have spell levels and evolve automatically (like class spells). In the long run, we would like to change the way they work. We haven’t added any new common spells for several years because they create big problems in terms of balancing since they give common abilities to all of the classes and are devoid of choice (each additional common spell can be used in combination with all the other existing spells). Ideally, we would like to add many more common spells, on condition that they introduce a genuine element of choice (for example, thirty or so common spells available but a maximum of 3 can be selected per combat). However, we would like to focus on adding new spell variants in 2017 before we look at changing the system of common spells. Tournaments and Competitive PvP To possess all of the spell variants for a class, a player will have to take their character past level 200. We realize that this additional progression phase might be seen as one more obstacle to attaining a very high-level, competitive PvP. This is why we are also paying careful attention to the amount of experience required to enter the Prestige levels. We don’t want it to take an unusually long time to obtain all of the spells for a class. We will make sure that battles in the Kolossium at a very high level allow you to earn enough experience to unlock Prestige levels in a reasonable fashion. Q & A Will it be possible to save several variant choices (as we do for custom sets)? We know that this sort of system will become more and more important as we continue to add new spell variants. We would like to see how the system works first so that we can determine the best way of saving your spell variant choices. How can a player prepare a tactical PvP response if we don’t know which variants our opponent will use beforehand? This is an issue that we are aware of and we will continue to work on this problem. Isn’t there a risk that the classes lose their identity with the addition of these new variants and become too flexible? We will make sure that the new variants reinforce the minor or secondary roles that are already present in the classes. In some cases the variants could lead to new roles, but we will work to ensure that the identity of the class is preserved. Will spells have more than one variant? Based on your feedback, we could envisage the introduction of a second variant for each spell class.
  12. The Ouginak Class A new class is available in the game (no restrictions). The Ouginak Class is particularly effective at inflicting substantial damage in close range combat and has the ability to transform in combat to increase the effectiveness of certain abilities. The Ouginak Class temple is located on Ohwymi island. A boat takes you there quickly from the continent of Amakna. A devblog article presenting this class is available at the following address: http://www.dofus.com/en/mmorpg/news/devblog/tickets/631762-ouginaks-101 The Revaluation of Dofus Click here. Dynamic Positions During the Preparation Phase of a Fight The positioning of allies and enemies in combat outside dungeons are now refreshed between each successful fight on a map. The new system still offers 12 positions per team and randomly generates positions at short, medium and long distance to serve a wide range of tactical approaches. We have changed this system to provide more variety in fights outside dungeons and to limit the use of certain techniques that we considered too efficient (e.g. optimized for certain class, idol and map combinations only). Our objective is to encourage players to seek the optimal combinations of monster groups and combat positions, but in a way that requires you to explore the zone and adapt to the context of the map to maximize wins. The positioning can now be viewed out of the fight by using the new button for this purpose (reached via a shortcut). Combat The gauge showing time elapsed in a fight has been improved: in the update it is more fluid and the gauge empties gradually in accordance with the time remaining. A new option allows you to completely deactivate the display of fatal blows in combat. The character class has been added to the tooltips and the information sheet when hovering over a character. This can be hidden by changing the fight options. In spectator mode, the interface buttons are now displayed above information for a hovered-over entity. This avoids conflicts with the function to automatically display information about the entity who’s turn it is. When a summoner kills their summons while it has effects applied to a target, the duration is correctly updated at the start of the next character’s turn. The preview for Blood Bath spell healing now works correctly. In the fight log, spell effects than can hit several targets are now calculated correctly. In the fight log, Lazybeam spell damage for the Spectral Scout incarnation is now calculated correctly. Damage bonuses with an activation delay (e.g. Cyclic Power dimensional modifier) are correctly calculated in the damage preview. Invisible entities are now correctly treated as obstacles in the potential movements preview for allies. In spectator mode, the appearance of transformed characters is correctly refreshed in the interface showing information for a moused-over target. Spells that modify their own recast interval cannot be recast in certain cases before their recast interval has expired. When a character returns to a fight, the counter for the number of fights fought now increases as it should, regardless of the method used to join the fight again. This fix avoids situations in which some non-subscribed accounts managed to have an unusually high number of fights. When creature mode is activated, Sram’s Double now has the correct summoning appearance as soon as he is summoned. Closing the end-of-fight interface now correctly deactivates the display of tooltips for mouse-over items. The Challenges interface is no longer interactive, arrows indicating important elements (monster, character or square) now function when mousing over a Challenge. The Timeline folds and unfolds correctly when using a shortcut to display or hide all the interfaces on the edge of the screen. Casting the same spell several times very quickly while targeting an icon on the Timeline no longer causes you to disconnect. The end-of-fight interface is displayed correctly when there are more than 16 fighters. In the end-of-fight interface, items won that are not directly visible are correctly displayed using the “+” button mouseover and a sword is displayed next to the name of the character who started the fight. When casting a spell results in the casting of a second spell, the animations for both spell are now played in chronological order. Kolossium Interface management for spectators has been improved. This interface should now open more quickly and without causing long lags in maps containing a very large number of fights (e.g. in the Kolossium building). Tooltips in the Kolossium interface are hidden correctly when the interface is closed via a shortcut. Interfaces The 2 billion kama limit for inventories (character inventory, bank, house chests, Haven Bag chest, etc.) has been increased to 1,000 billion kama. In the chat interface, the text no longer scrolls automatically when text is selected and new messages are received. Removing an item from an inventory while the inventory scroll bar is positioned at the bottom no longer moves the position of the scroll bar. The item tooltips and chat interface messages are displayed correctly after the client cache has been emptied or the font size changed without restarting the DOFUS client. The grid displayed on the mini map remains displayed correctly when the character enters a divine dimension or Incarnam. The zoom level and world map position are now saved between sessions for each of the characters in an account. The zone for resizing interfaces has been reduced to make it easier to use interface elements (these were sometimes hidden by the resizing zone). In the Bestiary interface, monster health points over 5 figures long are no longer truncated and monster elemental resistance is now displayed correctly as a resistance percentage (and not a fixed resistance). The tooltips displayed when hovering over characters no longer show unusually large empty spaces between the names of characters and guild and alliance emblems. The NPC Hal Ions is correctly displayed in his exchange interface. The world map tooltips are no longer incorrectly displayed after using a teleporting potion via a keyboard shortcut. In the ornaments interface, ornaments are now correctly grayed out when the PvP alignment mode is activated. In the spells interface, the contextual menu to change the spell level only displays the levels of spells that are available now. In the character selection interface, the character level selected is correctly displayed when the font size for small screens is activated. In the Level Up interface, the character is correctly displayed when transformed by an Incarnation. In the Bestiary interface, the monster presence zones are correctly displayed on the Labyrinth of the Minotoror and Dragon Pig maps. In the identification interface, the Caps Lock activation tooltips are displayed correctly when the font size for small screens is activated. In the main menu, the scroll-down list to change character is displayed correctly when the characters’ names contain a large number of characters. In the chat interface, forbidden words followed by a punctuation mark are correctly censored. In the chat interface after creating a screenshot, the tab containing the message to indicate that there is a new screenshot is now highlighted correctly. The icons for restricted mode and non-subscriber mode are correctly displayed when they are both visible at the same time. Resizing the chat interface should no longer reduce the size of the text entry field as it did in certain cases. The performance of the chat interface has been improved. In the Streaming version, the main menu buttons are correctly positioned. It is now possible to unequip a costume from the shortcut bar. Sending incorrectly formatted messages in the chat interface no longer causes a disconnection. In the Zaaps interface, removing the favorite skill for a Zaap no longer removes this skill from all Zaaps. In the Zaaps interface, adding or deleting a favorite skill for the current Zaap correctly changes the star displayed in the interface title. In the Zaapis interface, adding or deleting a favorite skill for a Zaapi now works correctly when another identical Zaapi is used for several destinations (e.g. Library and Bonta Documents Marketplace). The tooltips are no longer overlapping in the interface to track a KOTH in AvA mode. In the interface to create a character, if no color has been modified by the player, the default colors are correctly applied after a change of sex or class. In the options, deactivating the option to optimize text for small screens now works correctly. In English, in the interface to create community challenges, the abbreviation for the word “day” is correctly translated. When the chat interface has a customized size, pressing the button “+” increases it to the maximum size and pressing the button “-” reduces it to the minimum size. In the shortcuts bar, it is now possible to equip and unequip a costume by double clicking on it. In the inventory, the number of kamas owned is displayed correctly, even when there are more than a billion kamas and the font is optimized for small screens. The color of gauges in interfaces has been changed to be consistent with the customized gauges displayed in the lower banner. In the lower banner, the tooltips text shown when hovering over customized gauges has been improved. Buttons displayed in confirmation windows with 3 buttons are correctly positioned. The Idols, social, alignment, Kolossium, mount and spouse interfaces now have an icon displayed on the top left of their title bar. In the chat interface, two new entries have been added to the menu to show the main shortcuts and usable commands. Merchant modes In shops belonging to characters, in merchant mode, it is now possible to go directly to the next shops or the previous shops on a map (using two new buttons added to the interface) without having to close the interface and click on another character in merchant mode. Guilds and alliances It is now possible to invite a guild to join an alliance that has just been created. It is no longer possible to place Perceptor in the Kickroach's Lair zone. The Huppermage and Ouginak class emblems are available in the list of guild emblem designs. In the character sheet, clicking on an empty guild or alliance slot correctly opens the corresponding Fellow Pages even if another Fellow Pages is already open. Professions Moving the camera or zooming no longer interrupts the processing of the queue of actions when collecting resources. In the professions interface, the referencing options are now displayed in a special tab. In the book that lists crafters, the list refreshes correctly when there are no crafters registered for the selected profession. In normal and co-op crafting, the close button on the central interface block has been removed. Mounts and breeding Seemyools that have reached the maximum number of matings are displayed correctly when the sterile mounts filter is activated. The bulk transfer of mounts to the paddock has been optimized. It is now possible to delete a mount certificate without having to close the interface for paddock management by using the “Release this mount” button. In the breeding interface, if the mount selected is a certificate, the buttons in the information sheet to feed and castrate are deactivated. In the entry field of the interface to feed mounts, pets and living items, you can no longer enter a quantity higher than the number of items owned. The tooltips displayed in the paddock interface have been standardized. The contextual menus used in the paddock interface have been standardized. In the mount information for a mount in certificate form, the button to castrate is now unavailable as it should be. Items The reselling price of the following items to NPCs has been reduced: Prespic Ring, Prespic Belt, Prespic Cloak, Prespwig, Gobball Belt, Mos Kitano, Boar Hooves, Moskito Amulet, Boar Ring, Turkohat, Small Moskito Schoolbag, Moskabuto. Non-submersible cloaks and hats are no longer displayed when the character is under water; the default diving helmet is displayed correctly. Sidekicks Sidekick health points are now indexed on the character’s health point percentage at the end of the positioning phase. We made this change so that the characters with a sidekick cannot start their fights without getting back a sufficient amount of health points first. Soul Stones Soul stones full of monsters, archmonsters and dungeon guards can now be recycled and generate nuggets. The “An Eternal Harvest” quest no longer gives soul stones, except for the one to capture the soul of Giant Kralove. We made this change because a substantial amount of the game’s soul stones came from this quest and we wanted to reset the value of soul stones made by players. When a monster is no longer available in the game permanently, the soul stones containing it are deleted from the marketplaces and character inventories. Classes Huppermage Journey: the loss of MP can no longer be un-bewitched and no longer applies to allies. Osamodas Fossil: The Vitality bonus on allies has been replaced by a reduction bonus of 15% for damage suffered. The duration of the effects on allies is now 2 turns. Duster: the way this spell works has changed, it now causes Air damage that is increased for each Tofu present on the battlefield. Black Tofu and Podgy Tofu: the recast interval for the Tofu Transposition spell is now shared between all the Tofus. The range is now 5. Black Wyrmling and Red Wyrmling: The recast interval for the Dragoheal spell is now shared between all the Wyrmlings. The healing value has increased. Damage from the Black Dragofire and Red Dragofire spells has been reduced. Black Gobball and Gobball: The recast interval for the Gobball Attraction spell is now shared between all the Gobballs. The range is now 6. The attraction value is now 5 squares. Damage from the Contusion and Gobball Bite spells has increased. Crackler Punch: the range becomes 2, 2, 3, 3, 4 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. High-Energy Shot can no longer be cast during the first turn. Eliotrope The Bullying spell can no longer be cast during the first turn. Eniripsa Stimulating Word: the spell no longer increases the value of healing received. Thunderous Word: The range becomes 3, 3, 4, 4, 5 and 6 at levels 1, 2, 3, 4, 5 and 6 of the spell. The spell now requires a line of sight. Puzzling Word: the damage and healing values have been reduced. Turbulent Word: The spell no longer pushes away. Damage has increased. The damage is now a health steal. Feca Gravitational Glyph: The recast interval becomes 7, 7, 7, 6, 6 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. Minimum range becomes 0 at all levels of the spell. Maximum range becomes 0, 1, 2, 2 at levels 1, 2, 3 and 4 of the spell. Sadida Natural Gift: The recast interval becomes 3 at all levels of the spell. The healing value increases at all levels of the spell. Sacrier The Pain Shared spell can no longer be cast during the first turn in the game. Spell Animations Spell animations and graphic effects for the Cra and Feca classes have been improved. Dungeons Tal Kasha: The Rise and Shine, Contract Killer, Elitist and Unpredictable challenges no longer appear against Tal Kasha. The Nahuatl Idol is now incompatible. Wurmlord: The Djim Idol is now incompatible (it makes combat impossible). The Stapleworm of Gyroskopik spell no longer causes display problems in the remaining AP. The conditions required to open the Lair of the Giant Kralove no longer require characters of specific classes and genders (however you still need a team of 48 different characters). Monsters Monsters using class spells now have specific spells (to reduce spillover effects when the class spells are changed). The functioning of the Khepricorn monster has been improved and it now uses its spells in a more pertinent way. The Beeteloot monster no longer recasts the Bulking Up spell at every turn. Achievements Two new Achievements have been added to the Dopples category: Ouginak Dopple and Ouginak Challenge. The meta achievements, Take 'Em All and Happy People have also been updated with the addition of Ouginak Dopple. Closing the Achievements interface after consulting an Achievement and then opening it again, no longer causes black stripes to appear in the interface. The level required to complete the Cursed achievement, has been reduced from 200 to 190. Achievements that require you to make Kwismas Gifts are correctly validated when several gifts are created simultaneously. In the Achievements interface, when search results are displayed, it is now possible to show or hide the unlocked Achievements. Quests The Ouginak Dopple has been added to the list of Temple Dopples to fight on the An Excessive Baker's Dozen quest. A new Ouginak Dopple hunting quest has been added. After visiting Astrub on the request of Adviser Arky, young Ouginaks can complete a new quest given by Sally Combhum. Once the End of the Tunnel quest has been completed, adventurers with sufficient experience have the option to move between the area around the Ouginak Temple and the Gorge of Howling Winds. Soft Water or Hard Water quest: this quest is now correctly validated when the character hands over the Strange Water Sample and turns down Carlen Rick’s offer. Characters that have completed the quest without receiving their reward can obtain the kamas and resources owed them by talking to the NPC Carlen Rick again. A Draconian Remedy quest: it is no longer possible to obtain the Bworker Prismatic Token several times. Talking to the NPC Krowbe Jondon allows you to delete useless prismatic tokens at the end of the quest. Devotion quests can no longer be started by non-subscribed characters. In The Polly Reece Effect quest, the recipe for the Unspeakable Mixture changes from level 200 to level 1. In The City of Trouts quest, obtaining Sandworm Entrails on Grade 5 monsters was not automatic: this problem has been corrected. When you open a game in the quests interface for the first time, the objectives validation status is displayed correctly. In the quests interface, the objectives for repeatable quests already completed at least once, are no longer shown as validated. In the quests interface, unvalidated quest objectives are no longer shown as validated after the client cache is deleted. In the quests interface, the "Search criteria" button now works correctly. In the quests interface, the buttons to open NPC dialogs are no longer layered up in the interface’s scroll bar. Repeatable quests are no longer displayed in duplicate in the quests log when they have been started again. Treasure hunts The direction arrows shown in the treasure hunt interface are now displayed more quickly after validating a marker or a stage. Haven Bag In Haven Bag customization, it is now possible to make a haven bag accessible to friends and/or guild members. In the list of guild members and friends, an icon is now added when the character has granted permission to access to their Haven Bag. Clicking on this icon allows them to open the player’s Haven Bag. Renaming Characters It is now possible to enter the same name as used previously when using a name change potion; a new name change potion is then added to the character’s inventory. Be careful though, the credited potion is linked to the account for 62 days. This change allows you to test the availability of a character name before changing it and cancel the renaming request. A name change ordered by a moderator is always strictly obligatory and does not give the right to a potion credit. In the character creation interface, during a renaming, a button has been added to make it possible to reinitialize the text field and to display the initial name again. Tutorial Equipment obtained during the tutorial can be correctly equipped via the contextual menu. In the tutorial, the arrow showing the Idol to be equipped is no longer displayed after the Idol has been equipped. During the tutorial, an error message is no longer displayed if you are disconnected due to inactivity. The arrows now point to the correct elements when the Level Up interface and Death of a Character interface are displayed. The positioning marker glued to the Poutch is moved one square so that the character doesn’t get locked during the tutorial on combat movements. In the tutorial phase explaining combat movements, the square just in front of the character is now indicated by an arrow. In the tutorial phase explaining how to cast a spell, the arrow points correctly to the second spell in the shortcuts bar. The Quest Log link in Master Attwerk’s dialogs, correctly makes an arrow appear indicating the icon to open the Quests Log. Optimization and performance The arrival and departure of characters or entities on a map has been optimized and no longer causes client lags. To improve performance, animations associated with map exit markers are no longer played simultaneously. Miscellaneous A superior-grade Poutch Ingball monster has been added in the Amakna village Kanojedo. The respawn time for the Poutch monsters in the Amakna Kanojedo and the Vigilante Base is decreased. An icon has been added to the world map to indicate the portal position that allows you to enter the tournament arena (en [-6, -12]). The Goultarminator zone has been renamed: it is now called the Goultard Arenas. The commandments of the Ouginak god and the Ouginak class book can be consulted in the Watchdog Coast Temple on Ohwymi Island. Unsubscribed characters can no longer use the entrance located in the Amakna Castle Gobball Breeding Station sub-area. This avoids people getting trapped on arriving in the Amakna Castle Tunnels sub-zone. It is no longer possible to throw kamas in the trash, even if it is dirty money. Characters with a level below or equal to 5 can now talk on the general channel if they are on a prison map. It is no longer possible to move when transformed in tombstone mode. When the connection fails at the first port tested, the attempt to enter the next port will lead to direct entry into the game without having to choose a character again. Limitations are added to the number of messages one can send within 24 hours. These limitations are different for subscribed and unsubscribed accounts. They are not applied to the Guild, Alliance, Group, and Team chats. These limitations are there in order to control the impact of the massive “flood” generated by some accounts (whether they are subscribed or not). The maximum values that we have set up could be adjusted in the future depending on community feedback. We intend to make these limitations inconsequential to “normal” players.
  13. Before you dive in oysters and chocolate, let's briefly review the year 2016. Tot also takes the opportunity to give you a brief overview of 2017. In short, because all the details will be given to you in Gamakna! Good evening everyone, I hope you are well and that you are already planning to enjoy the end of the year. First of all, I would like to apologize for one thing: we promised you more communication and exchanges and I know that in recent months we have not fulfilled our commitments. The reasons are as many as the projects we have to manage, but in reality there is no excuse to have. So I'm sorry about our lack of feedback on some topics and I hope to catch up with this "intermediate" topic. It is not a true "letter to the community", but it will look a bit like it, from a distance, in the mind. I promised you something great at the end of the year to replace this famous letter to the community, and I am sorry to say that this will not happen until early January. But wait is worth the candle because it is unheard of for a studio ... Well, ok, I may add a little to put pressure on the team, but for us it's still one of the major subjects of 2017 and I will talk about it in more detail a few lines below. To close this little introduction, know that I will also take the opportunity to make a point with you on the premise of what 2017 will be in terms of content for different games. I want to make it clear that the lines are drawn but nothing is fixed. So here is the opportunity to gather your informed opinions (do not hesitate to leave us comments). GAMAKNA: The interactive magazine As I told you a while ago, we've been working a new way to communicate with you, more pro, more efficient, more complete, more regular, more full of things. It bothers me deeply because I wanted it to be Ankama's "Christmas present" to Ankamians, but the project is so big we're going to be late. The idea is to make a virtual magazine bimonthly decorated with a few exclusive series. We have invested in a rather incredible solution that will allow us to present our concepts and productions in the form of texts, visuals and videos. The images can be fixed, animated, interactive... We have a lot of possibilities. On the other hand, we just do it, we test the project so do not expect to have all this in the first issue. But gradually, we will try things. Until even maybe place small games in it. The whole will therefore be as playful as instructive and available as well on computers as on mobiles and tablets. You will discover below some visuals of the work in progress but in general, imagine the Dofus Mag which comes back to life, free and full of information about all the projects of Ankama. As I wrote above, a few exclusive series will highlight the news. For example, we are already planning a special one for Krosmoz E-sport and another on Krosmaga. The advantage of this project is that it fits our relationship with you and that it excites (in the right way) everyone in-house. KROSMOZ 2017: Our thoughts E-sports / Ouginak class / Level 200+ / Server merging / ... As every year, we have a global theme for all games related to the Krosmoz universe. The year 2017 will be based on the "Brotherhood of the Forgotten" in relation to season 3 of the WAKFU series. Whether it is Dofus, Wakfu, Krosmaster or Krosmaga, we are going to have updates that speak of this group of characters that has been raging for centuries in the universe of Krosmoz. The other more "functional" theme that we will develop is that of E-sport. It's been a while since you've been talking about it and we're going to do everything we can to develop that part as it should. We will give you details very soon on all this. DOFUS 3 Thread regarding Dofus 3. (New Dofus 3 artwork) We announced to you that the video of the conference on Dofus 3 would be available... I regret to announce that our friends of the TGS can not provide it to us (I fear that the reason is "we forgot to record", so the subject is avoided). But it does not matter, we'll do another :). Concerning this project, I would like to share with you the development and the decisions that we will take. With a little distance and following the first exchanges with you, we decided to use Unity as main technology rather than HTML5 as with Dofus Touch. This will lead us to a longer production, but will allow us much more graphic flexibility. You will have access to the video presentation of the project in the 1st issue of the Gamakna and a dedicated forum will open its doors in the stride to start sharing our tracks with you. KROSMAGA The last one of the studio is like a charm. The baby is well arrived, the dads and the moms are tired but happy. While the game is in beta, you are already more than 40,000 to have tested it and, quite crazy thing, we turn to 15,000 distinct players not day. We take the opportunity to announce that the very first official tournament will be born in January! The game will be released in official version in the first quarter of 2017 on mobiles with its arena system and its first dungeon. I also take advantage of it to thank all alpha and beta testers (except those who roll me on without shame). WAKFUNDING and WAKFU Season 3 Thank you once again for your tremendous support during the Wakfunding. The series is progressing well and we are at 6-7 episodes produced. Maybe I miss a step back, but in terms of animation series, I think we have here our most impressive work. It's beautiful, it's beautiful and beautiful! Even if the writer (me) has not written any stuff for it, at least you will have beautiful pictures to put you under your eye ^^. Good news, we got the agreement of our partners to present the first episodes in preview on some events. And this will be done in January / February for the lucky ones. The series has taken a decidedly more adolescent-adult turn, I hope you like it. In any case, we look forward to your feedback. And personally, I can not wait to see our torturers-critics-background understand that "everything was planned". PRINCESS DRAGON: The top secret project we won't say much about Well... I'm not telling you anything, I'm just showing you a little visual. It is a film project that we develop "underwater" with JJ, my pooch pooch. After the non-success of the film DOFUS - Book I: Julith, we launched a pre-production on another feature. History to forget depression, misunderstanding, sons of criticism... Finally story to change ideas. The project is definitely for children with the idea of going through the classic channels of production (understand: "lower our standards because we took pride on the first film" :)). It's a story we've been developing for a few months, and I'd like to talk to you a lot, but JJ does not want me to show you more than one image. He doesn't mess with people. We won the right to present the concept to the Cartoon Movie in March and we will tell you more based on the returns. If you're interested, obviously. Bah, at least in the meantime it will make you a beautiful wallpaper: Meetups: Another very important point of next year is our willingness to meet you to do stuff. We have somewhat calmed the salons in the last two years, but with the idea of organizing more competitive events we will resume our tours. We are selecting a series of events, if you have any in mind, do not hesitate to let us know. Final words: I suggest you continue the discussion with me on the forum to answer your questions. It's time to enjoy it, I have a week of holidays and I risk getting bored. In any case, I wish you all a very good holiday season. Krosmozment, Tot Click here or scroll down to read further.
  14. Hello IV, I want to share some information that not many of you may know but could really help a ton and thats how to play Dofus on your Iphone/Ipad/Tablet! Step1. DOWNLOAD Puffin Browser Step2. Enter this link: http://dl.ak.ankama.com/games/dofus2-streaming/release/DofusLoader.html?lang=en Step3. Log in and enjoy! It may be a little laggy and all but that's because Dofus browser version is still in Beta. Works pretty well for me and it's what I'm going to use for a while until I get my computer back.
  15. Hi everyone, I'm here today to talk about the new forum section "Dofus Lab". This section is meant for developers to share ideas and possible projects with the community. Depending on the feedbacks they might be implemented or not. But what is the 1st feature that is gonna be presented ? Exploiting the black parts on the right/left part of the game window and fill them. What they have created is a system that displays part of the adjacent maps on the black parts, it doesn't show players nor mobs from the adjacent map. Only the graphics ! This functionality is hard to implement since some maps don't exactly fit with adjacent maps (because of some elements, shading, lights, etc...). For now they implemented it in Incarnam and Astrub. The game experience is still the same but visually the maps will be prettier and in a "fake" 16:9 format. This functionality can be tested on Dofus Beta just after the livestream on http://www.twitch.tv/dofus_en at 5pm on the 24th of February. Clicking the new : button on the Beta server. to the english topic : http://forum.dofus.com/en/1118-dofus-lab/321654-welcome-lab
  16. B> Cloudy Dofus 75mk Pm me in game: Caitir
  17. You wanted it? Well, here it is! The old version of DOFUS, the infamous Version 1.29, as specially requested by some of our more nostalgic players, is now available to all subscribers. As you may know, there are already two 1.29 servers, Eratz and Henual, that, until now, have been reserved for the Hispanic community. Historically, we kept them so we wouldn't be unfairly disadvantaging our Latin American players, whose computers may not necessarily have been able to keep up with the performances required to enjoy DOFUS 2.0 to the fullest. Now, we have decided to open these servers to all our communities, on one condition: you must be subscribed. But... why? The desperate pleas of our more nostalgic players got the better of us! If we were going to bring back Version 1.29, we decided we might as put it face to face with our new update, which represents one of the biggest changes in the game's interface and design to be seen in many years: Update 2.36! We hope this will show our most dedicated players that we have really, REALLY improved over the years. We understand this desire to return to a simpler time, to once again get caught up in this blast from the past... but you may be deeply disappointed to discover that you've been looking at the past through rose-tinted glasses. In fact, this release will prove definitively to anyone having doubts that it wasn't better before, but that... it was good at the time. This decision was also taken in the best interest of our communities, both in terms of equality and security. As some countries still need to access these servers, we've decided to offer the same opportunity to all our players, without them having to resort to using a VPN and, in doing so, risking the security of their account. A trip back in time... ... that has no future! In fact, this retro version of DOFUS is a bit like trying to revive a Pandawa the morning after Saint Potrick's, so don't expect too much! Since this version is frozen in time, there are certain services it doesn't offer: No support (except in very specific cases) No updates No services (like color changes, server transfers, etc) No recurring in-game events like Kwismas, Vulkania, and Al Howin (and therefore no special events either) Error messages and bugs that are still there and will stay there forever, perserved like a Moskito in amber. Subscription gifts cannot be sent to the 1.29 server (but they can still be sent to the current version of the game) To be brief, this internet re-release is simply a small token for our more nostalgic members who want to wander misty-eyed through the World of Twelve of their younger days. But that's it! So, if you want to have an enjoyable game experience on these servers, it's up to you to take care of them. How do you access them? You'll need to have a certified account (see Ankama's account certification procedure). Be subscribed Install the DOFUS 1.29 client ... that's all there is to it! If you run into problems or have any questions, please read the FAQ on the DOFUS forum. Click here to download the game.
  18. Hello I wanna make myself a solo class for 1.29 Dofus and I'm not sure which one should I take and I don't wanna start switching classes later on. I was thinking of making Enutrof or Ecaflip; Enutrof because of his loot drop rate and Ecaflip for his generally good output damage and range but I'm more leaning to Enutrof drop but I'm open to any ideas for any other class. Please help and thank you in advance.
  19. Hey, i woudl like to buy Dolmanax, my price 18 mk. Contact with me here or in game nick Alcedi.
  20. In the 2.40 update, we decided to improve the bonuses given by the eight Dofus to make them more competitive with the trophies. Our main goal is to succeed in better differentiating the bonuses of the Dofus and the trophies so that each of the items will have their place and not have a competing item which is unequivocally more powerful. We think that the system is much richer and more interesting if the Dofus, like trophies, can be combined and chosen depending on the objectives chosen by each player. So in the majority of cases, we've concentrated on adding unique effects that are triggered during combat when certain conditions are met (as for the Turquoise Dofus, for example). These effects generally require that the player adapt their playing style to take advantage of them. They can also be countered by opponents if they adapt their playing styles in response. Ochre Dofus This Dofus keeps its fixed 1 AP bonus, but also gains an extra 1 AP bonus if the character hasn't suffered damage since their last turn. This extra combat bonus is not subject to the limitation of 12 equipment AP. This ability makes the characters who successfully protect themselves from damage (or who are rarely priority targets) more dangerous, but can also be countered by opponents damaging the Dofus bearer each turn. The way to get the Ochre Dofus is slightly changed in 2.40, because soul stones for capturing monsters will no longer be provided by the quest. Soul stones must be crafted, or purchased from other players. We're making this change because a substantial part of the soul stones used in the game come from remainders from the Ochre Dofus quest, and we would like to progressively revalue the use of Kolossokens. The Lair of the Giant Kralove's opening has also been changed in version 2.40: the 48 slabs to be activated will no longer have class or gender criteria. So you "just" have to bring together 48 different characters who have access to Otomai Island and get them onto the 48 slabs. Crimson Dofus This Dofus keeps its current bonus of 80 Power, and the character gains 1% damage for 1 turn each time an enemy attacks from a distance [attack from enemy (is)suffered from a distance] (bonus can stack 10 times). This ability lets characters who manage to stay far from their enemies increase their damage but opponents can counter it by staying close to or avoiding distance attacks against the Dofus bearer. Emerald Dofus This Dofus keeps its 200 Vitality bonus and the character gains 10% of their Health Points as shield points for a turn if they finish their turn in contact with an enemy. This ability rewards an offensive, close-range use of the Dofus. Opponents can counter it by being sure that the Dofus bearer can't reach them. Vulbis Dofus This Dofus keeps its 1 MP Bonus and the character gains 10% more damages if the caster has not suffered damage since their last turn. This ability makes more dangerous the characters who successfully avoid being targeted, but can also be countered by opponents damaging the Dofus bearer each turn. Abyssal Dofus The functionality of this Dofus has been completely reworked, and now offers a 1 AP bonus if the character is in contact with an enemy at the start of their turn and 1 MP bonus if they are not in contact with an enemy at the start of the turn. These AP and MP bonuses are not subject to the maximum AP and MP equipment restrictions. This ability offers a multipurpose Dofus whose bonuses depend on the actions of the bearer and their opponents. Its use can be countered, but the Dofus will provide a bonus in all cases. Cawwot Dofus This Dofus keeps its 60 Wisdom bonus and the character gains 25 AP Dodge for 1 turn if they suffer an attempt to remove MP and they gain 25 MP Dodge for 1 turn if they suffer an attempt to remove AP. These two bonuses do not stack (an AP Dodge bonus replaces the MP Dodge bonus, and vice versa). This will make it more difficult to simultaneously limit a character's AP and MP. In certain situations, it may be a good idea to remove AP or MP from an ally possessing this Dofus in order to give them a temporary AP or MP Dodge bonus. Watchers Dofus The way this Dofus works has been changed. It now lets allies in line with it at the beginning of the turn regain 7% of their Health Points (previously, they had to be in contact with the Dofus bearer). Ice Dofus This Dofus doesn't have an equivalent and competing trophy, but we still want to reinforce its use. Its damage bonus has therefore been changed from 20 to 25. Other Dofus We feel that the other Dofus are sufficiently balanced and used, so we are not currently planning to modify them. Turquoise Dofus: there is no equivalent trophy and we feel that guarantees it a place and sufficient interest. Dolmanax: it remains very powerful, considering its prerequisites and additional bonuses given by its characteristics, and has no equivalent among the trophies. Dokoko: there's no equivalent trophy, and its healing capacity is unique enough to guarantee it sufficient utility. Kaliptus and Grofus: these two Dofus have a unique Prospecting bonus that isn't present among the trophies, and they're stackable. Dotrich: no change will come to this particular Dofus. Cloudy: there's no equivalent trophy, and it is still sufficiently powerful. Dofawa: one day, this Dofus will be changed, and it will change your character's words so that every "Dofus" becomes "Trophus". Q & A Are you planning to create distinct slots for the Dofus and the trophies? A system in which the Dofus and the trophies have their own unique slots seems less interesting because there would be less choice than the current system (there aren't enough different Dofus). The current system offers a considerable number of viable combinations of trophies and Dofus, and it makes it so the player must choose. It's the compromise that seems most interesting to us. Do you plan to create a set bonus with the Primordial Dofus? Sets provide an extra bonus when certain items are equipped at the same time. This could reduce the number of viable choices for players, because the loss of the set bonus is generally such a penalty that it discourages the use of other, more diverse, items. The number of combinations of viable items is often reduced by the mere presence of set bonuses. This is the reason that we, for several years, have reduced the maximum size of sets and released trophies which offer greater bonuses to characters using few set bonuses. So we are not planning on adding a set bonus for the Primordial Dofus; we don't want the combination of several Primordial Dofus to be categorically more powerful than other combinations of Dofus and trophies. When will you add new Dofus? A new Primordial Dofus with an unprecedented bonus will be added in 2017. The reunification of the Primordial Dofus is coming…
  21. Sell Crimson Dofus 9mk, Turq Dofus 9 mk, <---- SOLD Dolmanax 19mk. Please pm me in game. Nickname: Caitir
  22. Im looking to sell both my turq and crimson dofus for 10mk a piece, you can check my merchant, message me on imps or pm in game @ /w Amosharbingerofpower. :b
  23. Hey guys recently started playing again and wondering if I should try out dofus touch is it worth it :D?
  24. Selling cloudy dofus's about 70mk each price non negotiable pm phexii ig not to be mistaken with the sac phexi.
  25. Cawwot Dofus: Guide Table of Content: Introduction Preparation Navigating Wabbit Island List of Required Achievements and Quests Introduction Update 2.14 brought a new way of obtaining Cawwot Dofus. Gone are days where you had to run Wabbit Castle three times to complete Wa Set and then run Cawwot Dungeon to finally discover that you rolled a +7 wisdom Dofus. That is, if you had luck on your side and Wobots didn't one-hit you on a critical hit. No, sir! Although you still need to run two dungeons, you only have to do each of them once. You also need to do some quests beforehand. At least the reward for your troubles is a guaranteed +60 wisdom Cawwot Dofus. And in the meantime you will get some cool new emotes. Plus, you might drop couple of Cuwsed Cawwots, which will provide hours of entertainment at Amakna Village zaap. Let's get started! Preparation Access to Wabbit Island Wabbit Island (which, technically, is an archipelago) is separated from Amaknian continent by a body of water. Swimming ain't gonna cut it, so if you've never been there before, you have to talk to Lily in Madrestam Harbour at [9,-2]. She will take you on her ship to Wabbit Island. Immediately save the zaap at [25,-4] so future visits will be easier. At first you are restricted to a small portion of the first island. If you try to cross the gates at [24,-4] you will get a message that only valiant people can access it. The solution is simple: you need to obtain Wabbit Potion, which is a cure for myxomawosis (it causes swelling around balls; I am not kidding). You might already be in possession of said potion; if not, take one pair (x1) of each Blue, Red, Green, and White Scaraleaf Wings to Otomai's Assistant at [-2,-4]. In any case you also need to talk to Fixou the Foux to validate quest Finding Wabbitland and fully unlock the whole island. Access to Cawwot Quest Cawwot Dofus is now obtained through achievement The Empawow's New Cawwots. In simple words you have to fool Cawwot guardians into thinking you're a true Wa Wabbit. To do this, you need to wear full Wa Set (crown, cloak, and staff). Each piece is craftable by respective craftsmen (six slots, so at least level 60). You have to wear it both before entering the dungeon Wa Wabbit's Warren, and before talking to NPC at the end of dungeon (after defeating Wa Wobot). If you have old, pre-2.14 Wa Set (the one that gives only vitality), you don't have to craft a new one; it will work just fine. This achievement is obtained during the quest Egg or Cawwot. To unlock it you have to do a whole chain of quests: starting in Incarnam, continuing in Astrub and Pandala, and finally finishing on Wabbit Island. It might seem strange and unnecessary at first, but this quest chain follows a coherent and logical plot of introducing new adventurers to the world of Dofus and the Dofus eggs themselves. In the past, it was possible to do Astrub quests independently from Incarnam ones. This was fixed some updates ago. So if you already completed Pandala and Astrub quests, you probably can skip doing Incarnam quests. If not, you have to go back and do them. Keep in mind that the quest Journey to Astrub resets saved recall point to your class statue in Astrub. Speaking of which, when you're doing quests in Astrub, buy x10 Astrub Beers from the inn. You will need them later to access Pandala Bridge (if you already have full access to Pandala, you can skip this step). Quests in Pandala send you to conquest villages. Don't worry, you don't have to be in their respective alligment. You only need to speak to the guard in front of the village gates. He will teleport you inside the village to a quest location. You can't leave these buildings in an ordinary way; you have to talk to the same guard inside the building again. He will then teleport you to Neutral Pandala zaap. To solve puzzle during the quest Journey to the Centre of the Wabbit you need three characters who are either at the same step in this quest or have completed it before. Quest Pwince Not-So-Charming has to be completed before Egg or Cawwot. An NPC called Wawitna at [24,-4] gives quest Waw and Peace. It's a standalone quest and you don't need to do it to obtain Cawwot Dofus or any of Wabbit Island achievements. You can find a full list of all required quests in a section List of Required Achievements and Quests below. Navigating Wabbit Island All monsters on Wabbit Island are aggressive (range of one cell). In addition, several maps (notably on Gravestone Island) have holes in them. If you fall down you will end up underground - walk through several maps to reach a ladder leading to the surface. The islands are connected through a web of underground tunnels. You also have to use them to reach places on the same island which are inaccessible from the surface. Consult a map below to find your way through the island. If you want a more detailed map, which shows all possible tunnels, click here (Courtesy of JeuxOnline). If you are still confused and lost, check out this French website where you can find meticulous screenshots of every Wabbit Island quests (Courtesy of Dofus pour les Noobs). Underground passage at [23,-7] features completely dark room. Stepping on a wrong tile makes you fall down and start all over again. Bottom exit leads to overground parts of the island where you can find one of key keepers and the last cawwot from quest Smells Like Cawwots. The top exit leads to an NPC Wob who updates quest Houston, We Have a Pwoblem and exchanges 100 cawwots for a Cawwot spell. Consult a map below to ease your pain (Courtesy of winged-one). List of Required Achievements and Quests Learning Stages - main Incarnam quests Follow Your Path On the Trail of the Dofus From Nhin to Nhin Life After Death The Relics of Setsun The Relics of Ryzsun Journey to Astrub A Dream Disciple - main Astrub quests Discreet Arrival Remarkable Advice Class Quest Devotion Quest Astrubian Rumours Nowa's Ark In Search of the Missing Enus Main Pandala Quests Pandavignon Pandala: An Island Unlike the Others Mysteries in Pandala (if your character class is Pandawa) or Pandala: Its Goddess (any other class) Pandala: Its Villages Pandala: Its Fresh Air Cunning as Lenald - quests featuring Fixou the Fox Save the Species (screens, in French) Make Love, Not War (screens, in French) Smells Like Cawwots (screens, in French) Houston, We Have a Pwoblem (screens, in French) The Gastronomic Art (screens, in French) A Culinary Expedition (screens, in French) Journey to the Centre of the Wabbit (screens, in French) Pwince Not-So-Charming (screens, in French) A Bogus Wa - quests featuring Wanald the Wise Lenald In Never Wains But It Pouws (screens, in French) The Wa Castle (screens, in French) Egg or Cawwot? (screens, in French) This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.