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Echo Smackdown (the 1v1 PvP tournament) is now open for registration until Friday! Click Here

Gravestorm

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Everything posted by Gravestorm

  1. [EVENT] Echos Drawing Contest

    Because the name is Echos Drawing Contest, it means that the Drawing must be done on the Echo server.
  2. Seasonal Server - Temporis

    Servers are online.
  3. You are an experienced player, an accomplished adventurer… Wait! What am I saying? You are a hero! Your noob days when you walked the World of Twelve for the first time are far behind you. But what if the Temporis server was your opportunity to re-live your adventure, with today's experience? Imagine a brand new server, all fresh and innocent: the black diamond slopes of the World of Twelve, where you are the first to glide through the powder! All those glorious firsts are yours: first resources, first dungeons, first bosses, and first kamas! The Temporis server is all that: a whirlwind of newness and rediscovery. The Temporis server will open its doors from April 25th to July 31st. That's how much time you'll have to rush as never before! For the first time ever in DOFUS, live rankings will let you measure your experience, and that of your friends, your guild and other players. And rewards will be waiting in the end. Ready for this new conquest? FAQ Why recreate a version of a single-accuont server? The single-account server experience was very interesting, and made us want to continue in a new format. With update 2.46, we took into account the importance of immersion at the start of the game, and to this end, we simplified the quests and overhauled the game mechanics to make them more dynamic. Similarly, the profession recipes early in the game have been simplified to make equipment more accessible. For the most nostalgic, the aim was also to rediscover this feeling of freshness and conquering a new "territory", and emphasize the cooperative aspect at the early stages of every MMORPG. We hope that it will give you a lot of pleasure, especially in groups, playing with your friends, guilds, and alliances. You'll need to cooperate if you want to win these rewards: You'll have to reach an achievement level of 2,000 points to unlock the cape and 5,000 points to unlock the hat. And those of you who reach an achievement level of 10,000 points will win an exclusive title. Rewards will be distributed after the server is closed when we are certain of the final results. For the most competitive among you, a ranking – or leaderboard – will be updated live and take into account several categories: the first player to defeat a boss, achievements, professions, etc. How is it different from the classic servers? The difference is that the Temporis server will come to an end. You will, however, be able to transfer your character(s) to the classic servers starting on July 31st. A post to this effect will be published on the website to explain the transfers in detail. What language will the server use? All communities can take part. And what about the economic model? Players who preregister can access the Temporis server for free for 7 days when it opens. This access is specific to this server, and does not include the classic servers. Players who do not preregister and want to play on the Temporis server when it opens will need to have a subscription to access it. The shop will be available, but limited to only cosmetic objects and certain services. Will this server have a Kama Exchange? The server will not have a Kama Exchange (a.k.a. KE) during its lifetime. What are the restrictions linked to the Temporis server? The Temporis server follows the same rules as the single account servers. More information here: access conditions. How can I play on the Temporis server? Click here to go to the preregistration page to ensure priority access to the servers. There, you can choose your class and gender, reserve your character's name and afterwards invite 5 of your friends to join you. Once the Temporis server is open, you can go there and all you'll need to do is customize your character (colours, face, etc.). You can then keep track of your ranking and that of your friends and guild on the leaderboard. Will a place in the forum be created for recruitment and discussions for the Temporis server? We will be creating a sub forum for the Temporis server under the "Servers" forum. Will Dofus Pets rewards be available? Dofus Pets rewards will not be available on the Temporis server. When the character will be migrated to the classic server, what will happen if there is a name conflict? The naming rules will be the same as for a classic transfer. If the name already exists on the destination server, you will be asked to rename your character. Will another seasonal server open without the Single-account restriction? We plan to offer you new gameplay experiences for future Temporis servers. It is under study, and it is still too early to answer. Will profession rushes be rewarded with shields like for the other server rushes? Master Shields will not be part of the rewards that can be earned on the Temporis server. Do I need to be a subscriber? Pre-registered players will be able to take advantage of 7 free access days starting at the opening of the Temporis server. It will be a straight access to this server and will not give subscription access on classic servers. Players who have not pre-registered and would like to play on the server after it opens must have a subscription to access it. Will the transfer at the end of the server be free? The transfer will be free, provided you have available character slots to accommodate your character transfer. Can the Temporis rewards be equipped on another character after the merge or will they be linked to the character coming from the Temporis server? The rewards will be linked to the account. You will be able to assign them to the character of your choice of the same account. Will the transfer to other single-account servers be possible? It will be possible to transfer your character to classic servers (excluding Agride) and to the single-account server. Will the class change be available? The class change service will not be available. When finishing the adventure in the new server, will all the items obtained (resources, sets, mounts, kamas) that are in the bank be sent to the normal servers? Or only those in the inventory? The transfer will follow the rules of a classic server transfer: only items in the inventory or equipped will be transferred. A few days will be given to the players to prepare their last adventure before the end of the Temporis server. Will we have special experience bonuses in the first weeks of the server? No extra experience bonuses are currently planned other than the ones of a classic server. What about seasonal events that have achievements? Regarding seasonal achievements, like the Archipelago of Vulkania for example, they will also be available on the Temporis server. In terms of achievements, what happens to players who play on the Temporis server with their main Dofus account? Unlocked achievements are shared across characters of an account if the characters are on the same server. As such, should you unlock an achievement on the Temporis server that you have already unlocked on your classic server, you will still get the resources obtained as rewards for unlocking said achievements. However, once the Temporis server closes, if you wish to migrate your character to the same server as your main character, that character will then be subjected to the same shared achievement rule as the other characters on that account. Will the Kolossium be available as well? Yes, the ISK will be accessible on the Temporis servers. Do you have a particular time in mind for the official opening of the servers? It is not possible to give an exact time. They will open on April 25th. Is there a plan to do something about the generation of Rose of the Sands on this server? For this first season, the game design of a Temporis server remains identical to that of a classic single-account server. Are Temporis 1 and 2 different servers? Yes indeed. These are two different servers. I wanted to play with a friend, I registered on server 1 but by the time my friend signed up it was full, so he had to register on server 2. What can we do? The pre-registration is just there to allow friends to end up on the same server, before the servers’ official opening. In your case, you can unsubscribe from the Temporis 1 server and pre-register on the Temporis 2 server, and subsequently play with your friend. Will there be event achievements? The Vulkanian Archipelago will open on the Temporis servers, at the same time as on the classic servers, but you will not have access to the Al Howin and Kwismas Island achievements during that time. What about paddocks and houses? Will these be "refunded" at the end of the server or will they be lost? If you buy a paddock or a house on the Temporis server, at the end of the three months, you will lose them in the same manner as of a standard server migration; they will not be "refunded". Will we still have to wait 2 months to buy paddocks? The purchase of paddocks can only be done by guilds that are at least two months old, the same as on a classic server. Will there be a merge between Temporis servers? Since the servers are "temporary" in nature, they are unlikely to be merged. However, we do not exclude this possibility if it proves necessary (the same way we do not exclude the possibility of other servers being created, depending on the demand). Will the real-time ladder mix all Temporis servers together, or will there be a ladder for each server? Several filters will allow you to display the information you want. You will have the option to display only the data from Temporis 1 or 2, or from both servers. At what time will the server be accessible? For a whole lot of technical reasons, it is difficult to give an exact time of the official opening time of the servers. However, we believe that the servers will not open until early afternoon. So if you had planned to ask for the day off, now you can either sleep in or go to work in peace in the morning. And what about sidekicks? Sidekicks obtainable in-game, such as the Astrub Knight can be used. However, it will not be possible to purchase sidekicks via the shop. I chose the wrong class during my pre-registration, will it be possible to change? Class changes will not be possible once the servers open. You still have the option to create another character, however you will not be able to use the nickname you had specified in your pre-registration. Will monsters and gatherable resources (ore, wood, cereals, plants, etc.) be 10 stars on the start of the servers? The stars will be disabled at the launch of the Temporis servers, to allow a more equitable rush for all players. The stars will be reactivated a few weeks after the launch.
  4. Dofus 2.46 Changelog

    Astrub The city of Astrub and the area surrounding it have been completely redesigned. Improvements have been made to the visual appearance, configuration, navigation, quests, and monsters of Astrub City, Astrub Forest, Astrub Fields, Astrub Rocky Inlet, Astrub Meadow, part of the Astrub Tunnels, and the Cemetery of Heroes (renamed Astrub Cemetery). The class statues in Astrub have been removed. Now all players coming from Incarnam will arrive at the same spot: The Temple of the Twelve. The visual appearance of the Field Dungeon and Sand Dungeon has been improved. The sub-areas Astrub Outskirts, Tofu Corner, Gobball Corner, and Astrub Mines have been removed. A new sub-area with a new monster family has been added: Astrub Quarry. The visual appearance of the bridge to Pandala has been improved. A public paddock allowing players to restore energy and equip mounts has been added to the Astrub area. The number of different houses in Astrub has been reduced (from 74 to 20). To ensure that every homeowner gets a house of the same size, houses in Astrub have been grouped into multiple instances. Therefore, there are up to 4 times more house instances in Astrub. Chest contents have been automatically migrated to the new house. New roads and route markers added in the Astrub area will make it easier for players to get around. The Astrub Rocky Inlet, Cemetery, and Tainela sub-areas are now accessible to non-subscribers. Changes have been made to the visual design of the monsters in Astrub: Astrub Tunnels: Sick Arachnee, Arachnausea Astrub Meadow: Blue Larva, Orange Larva, Green Larva, Yellow Larva Astrub Rocky Inlet: Kloon Snapper, White Snapper, Blue Snapper, Orange Snapper, Green Snapper Astrub Fields: Famished Sunflower, Country Guardian, Evil Dandelion, Demonic Rose, Wild Sunflower, Scarecro Astrub Sewers: Sewer Arachnee Cemetery of Heroes: Gargoyl Amakna Countryside: Arachnee Astrub Forest: Miliboowolf, Prespic, Boar, Squirrol, Bearman The old main quests in Astrub have been removed and replaced by new quests. Many quests in the Astrub category have been removed; some have been replaced by new quests. Incarnam Joris is no longer found in Incarnam. In the Celestial Temple, he has been replaced by Ganymede. It will now be Ganymede who guides new players through the tutorial. The two monsters that players fight in the guided tutorial have been replaced. The alchemy workshop in Incarnam has been moved to [-2, -2] so that it is on a different map from the Zaap. To travel from Incarnam to Astrub, players will now use a magic portal. You can still find the celestial balloon in Incarnam, but it's been moved to a different map. Improvements have been made to the way instances work in Incarnam: During periods of heavy server activity, players will now be more equally distributed across instances. The status of resources on adjacent maps is properly displayed on 16:9 monitors. The status of resources is updated correctly. The "Youth Idol" quest is now called "The Ring of Living Dangerously"; it now requires you to craft a Brainbox Ring instead of an idol. In the quest "The Watchful Eyes of the Gods", the number of fights needed to complete the quest has been changed from 3 to 1. In the "Secret Pancake" quest, the recipe now appears in the crafting menu when the quest is in progress. "Stroll in Ecaflipus" quest: As Kerub Crepin is no longer in Incarnam, the quest now starts in Astrub. In the "Natural Products" quest, the objectives to craft a Hunting Knife and make Flesh Bullion have been removed. In the "Hope and Tragedy" quest, quest landmarks have been added to the objectives. It is no longer possible to enter merchant mode at the exit from the Incarnam Celestial Temple. Marketplaces Marketplaces have been restructured so that there are now only three types, each corresponding to an inventory category: Equipment Marketplace Consumables Marketplace Resource Marketplace Items up for sale will be automatically transferred to the new marketplaces. The purchase menu has been updated to allow users to search by item level or characteristics. This new interface is currently optional and still in beta. To access it, press the button marked "Beta Buying Mode" in any marketplace. Marketplaces are now accessed by clicking on a panel instead of by speaking to an NPC. Marketplaces have been added to the following areas: Frigost Village, Coastal Village (Otomai Island), Breeder Village (Koalak Mountains), Sufokia, and Pandala Village. The following marketplaces have been removed: Kolosseum (artificers), Trool Fair (Fairyworks), and Amakna (Krosmaster figurines). The error message appearing when an item found in a search can't be selected because it has a higher level than the marketplace has been modified for clarity. Professions Profession XP gained from harvesting has been doubled. The visual appearance of grains has been improved to better distinguish them from certain background elements. As a result, the appearance of the Cania Fields and Inglasses' Fields has been changed. A player's action queue will no longer be interrupted when the player levels up. The secret recipe system has been replaced by conditional recipes: Some of the old secret recipes are now standard recipes, and appear in the menu without any preconditions. Certain recipes that were secret will now remain linked to special professions, and will therefore not appear in the standard interface; you will have to interact with a specific workshop for them to appear. This is the case with Fairyworks, for example. Secret recipes linked to quests are now conditional recipes, and only appear when a specific criterion (typically linked to a quest) has been fulfilled. However, you can still make them visible by checking a box in the professions menu. Note that most quest recipes linked to specific professions have not changed. Therefore, they can only be viewed at special workshops. It is no longer possible to harvest a resource when doing so would make the character over-encumbered. This will cause an error message to appear. For the Hunter profession, any meat that can be dropped by monsters will now appear in the Resources tab in the professions menu. Recipes for potions used to create substrates have been updated: Memory Potion: The Vilinsekt Antennae have been replaced by Nettles. The amount of Sage has been increased. Potion of Old Age: The Arak-hai Glands have been replaced by Flax. The amount of Rice has been increased. Ancestor Potion: The Twansgenic Cawwots have been replaced by Rye. The amount of Malt has been increased. Loafing Potion: The Hemp Fibres have been replaced by Corn. The amount of Millet has been increased. Quests The "Treasure Chest" and "Terra Carta" quests are now in the Main Quests category. "The Treasure Chest" is now a level 20 quest. The levels of several main quests have been increased: "Terra Cogita's Manuscript": The quest level has been increased from 25 to 50. "Mysteries in Pandala": The level has been increased from 25 to 30. "Pandala: Its Goddess": The level has been increased from 25 to 30. "Pandala: Its Villages": The level has been increased from 25 to 30. The level of the Pandasiman Master monster has been adjusted accordingly. "Pandala: Its Fresh Air": The level has been increased from 25 to 30. The levels of the Solitary Confinement Guards have been adjusted accordingly. "Lenald Legend": The level has been increased from 30 to 35. The level of the Evil Dopple monster has been adjusted accordingly. The level of the "Pandavignon" quest has been increased from 20 to 30. In the "Pyramid of Fear" quest, the Portal Energy monster and the Spark of Energy summons now properly use their various spells (they would occasionally go a turn without attacking). In the "White Dragon" and "Shu Polish" quests, the quest items Draconic Wax, Draconic Wick, and Blibli Wax can now be crafted at standard profession workshops. In the "Party Pooper" and "Who Framed the Wabbit?" quests, question marks now appear over the heads of the NPCs who allow you to complete the objectives "Make sure that the ceremony goes as planned," "Contract a Lenald to kill the Prince of Wa," and "Enter the castle during the wedding." The following quests starting in Astrub that ask you to visit areas that require a game subscription can no longer be started by a non-subscriber: "Kerub's Crib" "Barnaby in Space" "The Treasure Chest" In the "Norrdeal" quest, the fight with Hyrkul is now more difficult. When an item is given as a quest reward, it now appears above the character and in the info channel in the chat menu. In the quest "The Hero of Plants vs. Veriun Dead", a specific combat map has been added. Idols All synergies between idols have been updated: Idols whose limitations can be bypassed in the same way (for example, by not taking any damage) now always have a negative synergy, while idols whose limitations complement one another have a positive synergy. Idol scores required for dungeon achievements have been lowered: For the simplest achievement, the required value depends on the dungeon level: Level: Score 10: 8 20: 15 30: 23 40: 30 50: 38 60: 45 70: 53 80: 60 90: 68 100: 75 110: 83 120: 90 130: 98 140: 105 150: 113 160: 120 170: 128 180: 135 190: 143 200: 150 For the difficult achievement, the required value is now 200 instead of 300. Mounts and Breeding When a mount has just given birth, its status is correctly updated in the stable. In the paddock menu, the mount tooltips are no longer cut off. Previously, they could sometimes display text such as "pregnant (1 hour" In the mount menu, the experience bar now shows the XP progress for the current level instead of overall progress from level 1. The mount certificate tooltips now display key information about the mount: name, bonus, level, pregnant/fertile status, number of reproductions remaining, sex, mountable status, and abilities. You can now access a mount's family tree via the pop-up menu (right click) for its certificate. Recently generated mount certificates are no longer placed at the very bottom of the player's inventory after reconnecting. Smithmagic Generation of Smithmagic Runes has been reduced by 20%. In the co-op smithmagic menu, it is now possible to use bulk transfer. In the co-op smithmagic menu, the "All," "Equipment," and "Consumables" buttons for the crafter are no longer accessible. Combat Effects of type "moves closer to the target" work properly when cast on a target in a different row: The caster now moves toward the target in a straight line, unless the target lies exactly on a diagonal to the caster, in which case the caster will move diagonally. For example, this applies to the Ouginak's Yapper (its movement effect when the Ouginak attacks), the Huppermage's Flood, and the Masqueraider's Cavalcade. Certain triggered effects can now trigger other triggered effects, with a maximum of once per spell cast. This mainly applies to class spells. For example, the pushback effect of the Rogue's Remission correctly triggers the effects that may be triggered by a pushback. Previewing movements in combat no longer suggests crossing Glyphs and bomb walls when it's possible to go around them. When a pushback resistance penalty is applied, the target's characteristic sheet is now updated correctly. The preview of a position swap will no longer appear if the target is a character carrying another character. Any variations in spell recast intervals are correctly accounted for when applied to a character during a sidekick's turn. For example, when a monster in the Prey state is killed by a sidekick, the recast interval for the Prey spell is correctly reset for the Ouginak. When fighting an invulnerable monster, if the invulnerable state is inactive for a turn before reactivating, the invulnerable icon correctly reappears above the monster. The state icon appearing over characters and monsters will correctly move to their feet if it leaves the map. During the active character's turn, their range of movement is now displayed around them. This feature can be disabled in the options menu. In combat, any null values in a character's characteristic sheet are grayed out. When hovering over a fighter, the area in which the character can move is no longer sometimes incorrectly displayed when Lock is applied several times. When a Pandawa is being carried by a Bamboo, and the Bamboo gets pushed back: If the Bamboo is killed, the Pandawa remains visible. If the Bamboo is not killed, the Pandawa correctly ends up on the cell the Bamboo was on before the attack. The limit on the number of fights per day has been removed. Characters' voices when casting certain spells in combat are back! Cra Crushing Arrow: The previewed area of effect is displayed properly. Can now be cast during the first turn in the game. Paralysing Arrow: The AP removal can no longer be unbewitched. Punitive Arrow: Previewed damage is no longer abnormally higher than actual damage. Fulminating Arrow: Critical hit damage has been removed. Damage has been increased to partially compensate for the loss of critical hit damage. The spell rebounds correctly if the initial target is killed. Base rebound damage has been reduced (it was abnormally higher than the initial damage). Tormenting Arrow: Damage has been reduced. Recall Beacon: The Summons is now considered a static Summons: It no longer has any turns, but still counts as a Summons and can be moved. Tactical Beacon: The Summons is now considered a static Summons: It no longer has any turns, but still counts as a Summons and can be moved. Ecaflip Roar: In the chat channel, the power bonus is displayed properly for each enemy target affected. Previously, it would only appear once, regardless of the number of targets. Eliotrope Portals: Portals are correctly reactivated at the start of the turn for a Summons whose summoner entered a portal during their turn. Sinecure: The color of the spell's icon has been corrected to match its element. Conjuration: The effects are correctly removed when the target takes damage. The damage increase percentage has been increased: 20% → 30%. Persiflage: There is now a stacking limit of 2. Damage has been increased. Curative Palm: Heals are now a percentage of the target's health. If the spell is cast through a portal, the target receives 20% more heals for 1 turn. Conflagration: Now only heals the main target instead of healing in an area of effect if cast through a portal. Reduces damage dealt by enemies near the target (within 2 cells). No longer has a specific effect when cast through a portal. The stacking limit is now 1. Focus: The recast interval has been removed. The number of casts per turn is now 2. The number of casts per target is now 1. The Power bonus has been reduced. The Power bonus is now applied immediately, and the bonus is higher if the spell is cast through a portal. Distortion: As long as the Totem is still alive, allies that pass through a Portal get healed for 8% of their health. Stupor: AP cost has been reduced: 3 → 2. Eniripsa Furious Word: Previewed damage is no longer abnormally higher than actual damage. Agonising Word: Previewed damage is no longer abnormally higher than actual damage. Pernicious Word: Previewed damage is no longer abnormally higher than actual damage. Word of Recovery: The Unhealable state no longer disappears when the Eniripsa dies Huppermage Glacier: Gradual decrease in area-of-effect damage is now correctly applied. Sun Lance: Correctly triggers elemental combinations on targets in Water state. Iop Outpouring: The preview no longer shows shield points on the target (unless cast on oneself). Tumult: The damage preview correctly accounts for the number of targets. Accumulation: Base damage has been reduced. The damage bonus can now be unbewitched. Osamodas Relay: A teleportation preview has been added. Crop: The teleportation preview displays correctly. Favouritism: It is no longer possible to apply the effects of Favouritism to the Summons of another Osamodas if the second Osamodas has already used Favouritism on one of their Summons. The recast interval has been increased: 2 → 3. The damage bonus has been reduced: 30% → 25%. Albino Tofu: MP removal from Albino Tofu Peck is no longer reapplied if the target is already under the spell's effect. Rogue Kaboom: Bonuses are correctly displayed for spectators who join the fight after the bonuses have been applied. Cadence: Damage triggered by nearby bombs is correctly accounted for in the preview. Seismobomb: The bonus to allies under the effect of Kaboom is now 2 Range instead of 140 Power. Weigh Down: The number of casts per turn has been increased: 1 → 2. Musket: Damage has been increased. Sacrier General: The maximum level of Suffering is now 5. The bonuses per level of Suffering have therefore been doubled. The changes of appearance and associated bonuses now take effect at level 3 of Suffering. Berserk: The power bonus is still 100 per power level, so the maximum has decreased from 1,000 to 500. Perfusion: The duration has been increased: 1 → 2 turns. The area of effect has increased in size to a 2-cell circle. The number of casts per turn has been reduced: 2 → 1. The stacking limit becomes 1. The spell's effects can now be unbewitched. Blood Pact: Now applies the Unhealable state to the target. Mutilation: Now gives the caster a power bonus for 2 turns. The amount of Suffering applied has been reduced: 2 → 1. Punishment: Now heals the caster for 5% of their health per enemy affected. No longer causes damage. Penitence: No longer requires line of sight. Convalescence: Now removes 4 turns of bewitchment from the caster. Coagulation: The duration of the bonuses for Lock and healing received has been increased: 1 → 2. The bonus value has been reduced: 30 → 20. Bloodthirsty Madness: Damage taken is reduced by 25% for 1 turn. Becomes the variant of Berserk. Riposte: Becomes the variant of Life Transfer. Condensation: Range has been increased: 3 → 5. The attraction distance has been increased: 2 → 4. Ravages: Range has been increased: 5 → 6. AP cost has been reduced: 4 → 3. Damage has been reduced accordingly. Gash: Damage has been increased. The damage preview has been corrected. Nervousness: The damage preview has been corrected. Motivating Pain: The damage preview has been corrected. Fury: The damage preview has been corrected. Decimation: The damage preview has been corrected. Sadida All dolls and trees summoning spells have a recast interval shared among all allied Sadidas in a fight. Voodoo Curse: The stacking limit of the effects now works properly on infected targets. Force of Nature: If a tree is killed while there are still at least 5 others on the field, the damage bonus is correctly preserved. Shake: Damage has been reduced. Inoculation: The area-of-effect preview now appears correctly on a Leafy Tree. Vegetal Influence The infected state placed by a Treant remains displayed for two turns instead of just one. Foggernaut Sonar: The Ambush state can no longer be unbewitched. Xelor Reflect: The teleportation preview displays correctly. Temporal Paradox: Teleportation preview for carried targets now works correctly. Pendulum: The preview no longer abnormally displays symmetrical teleportation. Masqueraider Tortoruga: The shield's value is halved on Summons. Plastron: The shield's value is halved on Summons. Diffraction: The shield's value is halved on Summons. Scudo: The shield's value is halved on Summons. On a critical hit, the shield's value is increased: 13 → 14. Trance: The shield's value is halved on Summons. Contextual Help A new contextual help system will now appear when you open most menus for the first time. This system briefly explains the various functions of the active menu. The automatic contextual help can be disabled in the menu options. A new "?" button is now available near the button for closing a menu. When this button is enabled, the user can then click on part of a menu to get an explanation of how it's used. Encyclopaedia A new menu is available: the Encyclopaedia. This menu lists all items in the game, separated into three main categories: Equipment, with the ability to filter items by category or level and search for items based on characteristics. Consumables Resources The bestiary has also been incorporated into the encyclopaedia. Ensembles A new ensemble system is replacing the custom set system. This new menu can be accessed from the characteristics menu or by using the default shortcut E. It works similarly to custom sets, but also covers the character's spells and characteristics. This system will allow you to save a character's setup (their equipment, distribution of characteristic points and spells) using a single button to equip the setup whenever you want, with the same restrictions as custom sets. Each character has a maximum of 18 ensemble slots. Ensembles that provide modified characteristics cannot be used if the character does not have an active unlimited orb. New icons are available to differentiate saved ensembles. Interfaces Discussion channels: The Recruitment and Trade channels are no longer local and can be read from anywhere in the world. You can no longer talk in the Recruitment, Trade or Community channels while in jail. Messages sent in the Recruitment, Trade and Community channel are no longer sent to people in jail. The delay between messages now depends on the number of people signed into the relevant channels. It is no longer possible to share items in the Community channel. Dragging and dropping an item or spell into the chat menu now inserts a link to the item or spell in question. When entering combat, the chat window no longer pops up automatically if it changes width. World map and minimap: If the menu is open in one's Haven Bag, the Haven Bag's modification buttons no longer sit on top. The button to "Display my position and centre the map" has an updated appearance. The conquest button in the filters has an updated appearance. The button to "Hide/show the grid" has been removed, but the option is still accessible via the pop-up menu (right click). The text in the search field more clearly states what you can search for. The tooltip explaining Alliance versus Alliance has been removed, replaced by the contextual help system. Filter preferences for the minimap are saved separately from those for the large map. Filter preferences for the minimap are saved separately from those for the large map. The minimap correctly remains disabled after a fight if the option to show it is unchecked. Previews: The experience preview shown when hovering over a group of monsters displays correctly when a sidekick and idols are equipped. The damage preview on an infected target is no longer sometimes doubled. The health steal preview is no longer displayed if the target is invulnerable. Previewing the Pulsar spell no longer displays damage when the caster has negative MP. Previewing certain spells that unbewitch the target and then deal damage now accounts for the removal of certain defensive bewitchments (shield points, for example) before the damage is applied. The pushback damage preview is correctly displayed as non-critical damage if the caster has a pushback damage bonus. The damage preview is correctly displayed if the caster has a bewitchment minimizing random effects. In the fight with the Lava Spirit (Brakmar alignment quest), the preview is correctly displayed when the monster casts the Incendiary Flame spell. Tooltips: In the spell interface, the text "Right-click the spells for options" was incorrect, and has been replaced by text that mentions the ability to pin the tooltip: "Pin the tooltip (Shift)". Spell tooltips now have a simple mode (without a detailed explanation of effects) and an advanced mode. You can easily toggle between the two modes by pressing Ctrl. Constant tooltips in combat show up correctly for the targets of spells that don't cause damage (pushback or teleportation, for example). The names of dimensional modifiers are now shown in the corresponding tooltips. In tooltips for items, clicking on the name of the item's crafter now correctly displays its pop-up menu. When the hotkey for a menu button is changed, it is correctly updated in the tooltip for the button in question. In tooltips for items, conditions related to having a certain quantity of an item are now displayed correctly. In the achievement interface, if an achievement reward has already been collected by another character on the same account, the tooltip text for the grayed-out button has been corrected. Quest tracking: In the quest tracking menu, "see more" lines no longer appear in place of objectives which may have already been completed. The quest tracking menu no longer improperly appears after reconnecting to a fight. The quest tracking menu no longer appears during the video that plays when the game is launched. An issue was fixed where you couldn't pin a quest to your quest tracker if an inaccessible stage of the quest had been selected in the quest journal. Non-subscribers (user-friendliness): The warning screen about features restricted to subscribers only has been improved. When opening a Haven Bag chest, non-subscribers will now receive a message warning them that they will be unable to store or remove items. For non-subscribers, when clicking on a harvestable resource higher than level 60 but lower than the player's profession level when they were subscribed, an error message appears. For non-subscribers, in the item crafting interface, when confirming the creation of an item above level 60 but below the player's profession level when they were subscribed, an error message appears. When hovering over a map boundary, non-subscribers are now warned if they are about to enter a subscriber-only area. Keyboard settings and hotkeys: In the menu settings, the reset buttons are now disabled if the options selected are the same as the default. In the support settings, the button for reporting a bug now works correctly when the client is in a language other than French. In the aura settings, the drop-down list has been expanded so that the text is always displayed in full. In the options, in the window for choosing hotkeys, the confirmation hotkey (Enter by default) can no longer be deleted. The button allowing you to delete all hotkeys is displayed correctly (it previously didn't appear as a button). Hotkeys using the Shift and ^ keys now work properly. Alert values are correctly reset when the cache is cleared. The default hotkey to open the idol menu is now W (instead of E). Spells and spell shortcut bar: In the pop-up menu for spells (right-click on the spell shortcut bar), new "pin" and "share in chat" options have been added. When a damage reduction spell (like the Feca's Rampart) reduces several damage lines of a single attack, the reduction value correctly shows the total damage reduced. In the spell list, in the special spells tab, the option allowing you to show all spell acquisition levels is no longer displayed. It is now possible to replace a spell with its variant using the corresponding pop-up menu (right click) in the shortcut bar. The page of a selected shortcut bar is correctly saved when returning to the same context or upon reconnecting. Spell variants no longer automatically fill empty slots in the first spell shortcut bar. Combat: When in combat, the "End the turn" button is correctly grayed out before the first turn. The in-combat grid display is correctly saved when the old tactical mode is selected. Links between Eliotrope portals no longer occasionally linger after a fight when transparency is used. In combat, checking or unchecking all professions when signing up for the artisan lists (via the professions menu) no longer causes the player to disconnect. The end-of-combat interface has been simplified; it now contains less information. You can still display more detailed information by clicking the "Expand" button at the top right of the interface. Tactical mode correctly reactivates after reconnecting to a fight. Guided tutorial: Irrelevant menus are disabled during the guided tutorial. When the guided tutorial starts, the menus are correctly hidden during the character appearance animation. Guilds and alliances: When a player attempts to reach their home using the owned home interface, the error message correctly indicates the type of potion required if the player is out of Home Potions. In the guild menu, the "Customisation" and "Perceptors" tabs have been reversed. The menus for guild perceptors and alliance fights cause less client-side slowdown, particularly when there are many fights in progress. In the Bulletin tab of the guild menu, the "Change" button is no longer sometimes accessible to unauthorized characters. In the list of prism fights in the alliance menu, when a fight is already underway upon opening the menu, it is correctly displayed without the preparation progress bar. In the interfaces for guild perceptors and alliance fights, the fighters' classes are now displayed. Server selection and character creation: When creating a character, the rules for choosing a nickname have been clarified. In the menu for changing characters in game (Esc when a character is already logged in), the character list displays the updated classes after a class change. In the server list, the Portuguese and Brazilian community is now called Portuguese/Brazilian. In the game server list, single-account servers are no longer displayed as a distinct server type. The single-account designation is shown next to each appropriate server. In the account username selection window, the warning message stating that this username cannot be changed was outdated, and has therefore been removed. Inventory: It's once again possible to use the arrow keys on the keyboard to navigate social interfaces and inventories. The estimated value of items in the player's inventory is no longer shown on mouseover. Clicking on an equipped item or empty slot in the inventory now causes a list of all compatible items to appear. Selecting one will equip the item directly. In interfaces that show a character and allow you to turn them around, the direction of rotation has been reversed to be more consistent. In the inventory, the button to open the idol menu is now darker. Other interfaces: Documents (books, scrolls, wanted posters, spyglasses, maps, etc.) have been updated graphically. In the interface for creating community challenges, the lower banner is now correctly centered. In the bestiary, the icon indicating that a monster can attack the character will display correctly in all cases (previously, it did not always show up if the character was a lower level than the monster). The level-up menu now correctly sits on top of all other menus. The help notification when leveling up can no longer be displayed for characters that have already reached level 200. In the item crafting interface, the number of items crafted is correctly refreshed if modified before selecting a recipe. The client window displays properly after disconnecting while the window is minimized. Clicking on a menu will make it appear on top of all open menus. The text displayed after clicking on a harvestable resource that is a higher level than one's current profession level has been improved. The ornament and title interface opens on the last tab selected. Achievements Old quest achievements in the Astrub category have been removed and replaced by new achievements. The quest achievement "A Dream Disciple" has been removed and replaced by a new achievement. The quest achievement "With the Big Bods" has been removed and replaced by a new achievement. Around The World In 27 Dungeons The quest "Let's Get Back on Topic" has been added. Dungeons First Edition The quest "Chunderbirds Are Go!" has been removed. The "Rikiki Dungeon" quest has been added. When a character dies and is revived on a Heroic or Epic server, the active character's account-linked achievements are correctly reset, which no longer produces a visual inconsistency when previewing the character's achievements. The "Astrub Outskirts", "Amakna Castle Gobball Breeding Station" and "Tofu Corner" achievements have been removed. The "Astrub Mines" achievement has been renamed "Astrub Quarry". The "Astrub Deep Tunnels" achievement has been renamed "Astrub Sewers". The "Cemetery of Heroes" achievement has been renamed "Astrub Cemetery". The objectives for the "Training Ground" achievement have been modified, and its level has been increased: 20 → 40. The objectives for the achievement "The Smell of the Countryside" have changed. The objectives for the "Local Architecture" achievement have changed. The "Field Vermin” achievement is correctly validated if the associated monsters are confronted outside of Astrub. Piwis The achievement's level has been increased: 10 → 15. The Piwi Feather resource given as a reward has been replaced by the Sesame Seed resource . Illnimals The Arakmutated Eye, Sick Arachnee Hair, Arachnausea Intestine and Tofu Beak resources have been added as rewards. Field Plants The Dark Rose monster has been removed from the achievement. Larvae The achievement has been separated into two achievements: "Larvae" and "Big Larvae". The first consists of larvae from the Astrub Meadow. The second consists of dungeon larvae. The level of the "Larvae" achievement has been decreased: 50 → 20. The resources awarded correspond to the monsters in each achievement. Beachsters The achievement has been separated into two achievements: "Snappers" and "Beach Monsters". The level of the "Snappers" achievement has been decreased: 60 → 20. The level of the "Beach Monsters" achievement has been decreased: 60 → 50. The resources awarded correspond to the monsters in each achievement. They're So Cute Though! The "Field Vermin", "Tofus" and "Mushes" achievements have been removed. The "Strubian Rats", "Rotceres", "Vilinsekts" and "Rest Beasts" achievements have been added. The achievement's level has been decreased: 50 → 40. Sick Rats The achievement has been renamed "Strubian Rats". The Sewer Arachnee monster has been added. The achievement's level has been increased: 20 → 30. The resources awarded have been changed. Vilinsekts The resources awarded have been changed. Night Monsters The achievement has been separated into two achievements: "Night Monsters" and "Rest Beasts". The first is for all the current monsters except the ones in the Cemetery of Heroes. The second is for monsters in the Cemetery of Heroes. The resources awarded correspond to the monsters in each achievement. They're Asking For It The "Sick Rats" achievement has been removed. The "Field Vermin", "Tofus" and "Mushes" achievements have been added. Big Tofus The achievement's level has been increased: 110 → 120. The resources awarded have been changed. Treechnidians The Puny Treechnid monster has been replaced by the Major Arachnee monster. The achievement's level has been increased: 45 → 50. The resources awarded have been changed. Items & Equipment The recipes and bonuses for most items below level 100 have been updated. The icon for the Lavaxe in item tooltips has been corrected. Champion Set items can no longer be smithmaged. Novice Set items have been renamed. Count Harebourg's Shield (event reward) can no longer be smithmaged (the modification is retroactive, and smithmagic bonuses applied to this shield have been removed). The Thing pet now gains only a single Vitality point (instead of 10) when it devours the souls of 10 monsters or a Boss. Plantouflage Potion: The size of transformed characters has been increased. The icons for fatal blow scrolls are no longer animated. Certificates (for mounts, Seemyools, etc.) and ghosts (mounts and petsmounts) are now shown in the Equipment category in inventories. Emotes for pets that have become ghosts are no longer lost when their owner disconnects and reconnects. If a character unequips the Necronyx Sword when they are also affected by the Necronyx Blessing, the character correctly maintains the associated Necronyx spell. The Molekound now has the same bonuses no matter what monsters it has eaten, up to 200 Vitality and 10 Critical Hits (220 Vitality and 11 Critical Hits with increased abilities). This change is not retroactive. If your Molekound does not have these bonuses and already has a character on its back, it will have to be reset in order to be given the new bonuses. To do this, you must kill it and revive it using an Eniripsa Powder from Oshimo at [9,21]. Note that through this method, your pet will lose its appearance associated with a mimisymbic – if it has one – and its bonuses will be reset to zero. The Royal Gobball Set is now level 30 to match its dungeon. The power of its items and set bonus, as well as item recipes, have been updated accordingly. Prespic Set bonuses are reviewed: they globally have less wisdom but now give Intelligence, Fire damage, Vitality, and Dodge. The Kitsu Amulet level is increased: 26 -> 58. Its bonuses are adjusted accordingly. The Kitsou Set's bonuses are reviewed: the Wisdom bonus is replaced by a Power bonus. Changes have been made to the visual design of the Bearman, Mush Mush, Larval, and Sponge sets. The following items have been removed: Small Concentration Boots Concentration Boots Great Concentration Boots Little Bwork Blade Bwork Blade Great Bwork Blade Little Knight Sword Knight Sword Great Knight Sword Small Fwell Sword Fwell Sword Great Fwell Sword Small R'Unique Hammer R'Unique Hammer Great R'Unique Hammer Small Dakn Staff Dakn Staff Great Dakn Staff Small Pushn Shovel Pushn Shovel Great Pushn Shovel Koutoulou's Small Shovel Koutoulou's Shovel Koutoulou's Great Shovel Small Crystal Staff-Ball Crystal Staff-Ball Great Crystal Staff-Ball Small Gobball Horn Bow Gobball Horn Bow Heavy Gobball Horn Bow Small Dagguise Dagguise Great Dagguise Small Inacleft Stick Inacleft Stick Great Inacleft Stick Small Tabi Staff Tabi Staff Great Tabi Staff Small Mechba Shovel Mechba Shovel Small Chase Boots Chase Boots Great Chase Boots Small Stek Knife Stek Knife Great Stek Knife I Kea Bow, Sale Model I Kea Bow, Standard Model I Kea Bow, Special Model Small Mace Tmosfer Mace Tmosfer Long Mace Tmosfer Small Outar Hammer Outar Hammer Great Outar Hammer Small Clergy Wand Clergy Wand Heavy Clergy Wand Small Mishmashovel Mishmashovel Great Mishmashovel Small Aj Taye Mace Aj Taye Mace Great Aj Taye Mace Small Evening Star Evening Star Bright Evening Star Small Sleeping Shovel Sleeping Shovel Great Sleeping Shovel Houvette's Discreet Wand Houvette's Wand Houvette's Great Wand Small Rowler Blade Rowler Blade Great Rowler Blade Small Craft Knife Craft Knife Great Craft Knife Bloody Craft Knife Small Woukuis Shovel Woukuis Shovel Great Woukuis Shovel Opaque Crystal Bow Crystal Bow Translucent Crystal Bow Small Iron Wand Iron Wand Great Iron Wand Small Deceitful Daggers Deceitful Daggers Beautiful Deceitful Daggers Small King of Borins Bow King of Borins Bow Stylish King of Borins Bow Simple Kings' Staff Kings' Staff Great Kings' Staff Small Pospodrol Hammer Pospodrol Hammer Large Pospodrol Hammer The following items have been renamed: Powerful Concentration Boots renamed to Concentration Boots Powerful Bwork Blade renamed to Bwork Blade Powerful Knight Sword renamed to Knight Sword Powerful Fwell Sword renamed to Fwell Sword Imposing R'Unique Hammer renamed to R'Unique Hammer Tremendous Dakn Staff renamed to Dakn Staff Powerful Pushn Shovel renamed to Pushn Shovel Koutoulou's Frightening Shovel renamed to Koutoulou's Shovel Omniscient Crystal Staff-Ball renamed to Crystal Staff-Ball Royal Gobball Horn Bow renamed to Gobball Horn Bow Powerful Dagguise renamed to Sharp Daggers Essential Inacleft Stick renamed to Inacleft Stick Powerful Tabi Staff renamed to Tabi Staff Great Mechba Shovel renamed to Mechba Shovel Powerful Chase Boots renamed to Chase Boots Powerful Stek Knife renamed to Stek Knife I Kea Bow, New Model renamed to I Kea Bow, Standard Model Fearsome Mace Tmosfer renamed to Mace Tmosfer Imposing Outar Hammer renamed to Outar Hammer Imposing Clergy Wand renamed to Clergy Wand Powerful Mishmashovel renamed to Mishmashovel Powerful Aj Taye Mace renamed to Aj Taye Mace Immortal Evening Star renamed to Evening Star Magnificent Sleeping Shovel renamed to Sleeping Shovel Houvette's Traumatic Wand renamed to Houvette's Wand Powerful Rowler Blade renamed to Rowler Blade Bloody Craft Knife renamed to Craft Knife Imposing Woukuis Shovel renamed to Woukuis Shovel Pure Crystal Bow renamed to Crystal Bow Excellent Iron Wand renamed to Iron Wand Hypnotic Deceitful Daggers renamed to Deceitful Daggers Ultra-Powerful King of Borins Bow renamed to King of Borins Bow Excellent Kings' Staff renamed to Kings' Staff Powerful Pospodrol Hammer renamed to Pospodrol Hammer Monsters Drop rates have been modified for most resources. They have been multiplied by a factor that depends on the monster's level and the old drop rate. The formula is as follows: (Old rate) * ((- Level / 50) + 5) For level 1 monsters, the multiplier is 5. A resource that previously had a 10% drop rate now has a 50% drop rate. For level 100 monsters, the multiplier is 3. A resource that previously had a 10% drop rate now has a 30% drop rate. For level 200 monsters, there is no multiplier. This formula does not apply to equipment, quest items, or items from the Container category, which keep their old drop rate. On certain maps in the Frigost and Sakai mines, fixed groups of monsters (containing a single monster) have been replaced by a random group of monsters containing 1 to 8 monsters. The Aggressive Arachnee monster has been renamed "Sewer Arachnee". This Arachnee is now found only in the Astrub Sewers sub-area (previously, it also appeared in the Milicluster and Edge of the Evil Forest sub-areas). The Squirrol monster now appears in the Edge of the Evil Forest sub-area instead of the Sewer Arachnee (formerly "Aggressive Arachnee"). Anerice the Shushess is no longer immune to the effects of the Vertigo, Insidious Trap, and Paralysing Poison spells. Stabba: Pilfering can now be cast in close combat. Moowolf: If the Moowolf kills its target with the Gutting spell, it properly causes a Boowolf to appear. Weremoggies: They now always transform at the start of the turn (not at the start of their own turn). Therefore, there can never be more than one transformed Weremoggy in a given turn. Calleyat: The double created with the Duplicatsion spell now follows its summoner's appearance. Pathogerm: The monster's behavior has been modified. You must now attack it at least once in each element (except neutral) to avoid resetting the delay before its death. Its Heartburn attack now has one neutral damage line and one line for each element it was attacked with in the previous turn. Its Underground Attack spell now removes MP from the target. Count Razof: No longer loses resistances when a Summons is killed during his turn. Loses resistances at the end of his turn, based on the number of (non-static) enemy Summons on the field. His Hunting Trophy spell can now kill Summons other than the Minikron, after which he gains 1 MP and 200 Power for 2 turns. The loss of resistance now applies to all elements (no longer depends on the last element he was hit with). Piwis: The monsters' characteristics have been increased. Their power, damage, and initiative bonuses have been removed. Power: 100-140 → 0. Damage: 10-14 → 0. Initiative: 200-240 → 0. Nibble: Damage has been increased: 3-5 → 13-16. Damage is no longer tripled for a critical hit. Shelloogie: Damage has been increased: 6-8 → 15-20. Pink Piwi: The monster's level range has been reduced: 12-16 → 11-15. The monster's resistances have been reduced: 25-33 → 13-17. Purple Piwi: The monster's resistances have been reduced: 25-33 → 13-17. Blue Larva: The monster's level and characteristics have been increased: level 11-15 → 16-20. The monster's resistances have been modified. The Larvage spell has been replaced by the Disabling Splutter spell. The Whack spell has been replaced by the Protection Bubble spell. The level of the Blue Larva Skin resource has been increased: 13 → 18. The level of the Silk String resource has been increased: 13 → 18. Orange Larva: The monster's level and characteristics have been decreased: level 21-25 → 16-20. The monster's resistances have been modified. The Whack spell has been replaced by the Sticky Slobber spell. The Flame Return spell has been replaced by the Dissuasion spell. The Carapace and Larvage spell have been removed. The level of the Orange Larva Skin resource has been decreased: 23 → 18. Green Larva: The monster's resistances have been modified. The Larvage spell has been replaced by the Blinding Splutter spell. The Flame Return spell has been replaced by the Spongy Body spell. The Whack spell has been removed. The monster's behavior is now cowardly. Yellow Larva: This monster is a new addition to the Larva family. Sponge Mob: The monster's characteristics have been increased. The monster's resistances have been increased: Air and Fire -5 → 14. Scrub: Damage is increased and no longer steals health: 6-10 → 15-20. A Range reduction effect has been added. The critical hit rate has been increased: 5 → 10. The spell can only be cast once per turn: 2 → 1. Rinse: The recast time has been increased: 3 turns → 4 turns. Spontaneous Regeneration: the AP cost has been increased: 1 → 4. The critical hit rate has been increased: 5 → 10. The spell's initial delay has been removed: 2 → 0. Heals have been increased. Kloon Snapper: The monster now appears exclusively in the dungeon. Its archmonster is now allied with the Yellow Larva. The monster's level and characteristics have been decreased: level 25-45 → 16-20. The monster's AP and MP have been reduced: 7 → 6 and 5 → 4. The monster's resistances have been modified: 10-26 → 16-20. The Wavelet spell has been replaced by the Joek spell. The Sly Wave spell has been replaced by the Antiks spell. The Repulsion spell has been removed. The level of the Glacial Fluid resource has been decreased: 20 → 18. The level of the Slimy Scale resource has been decreased: 20 → 18. White Snapper: The monster's level and characteristics have been modified: level 10-30 → 16-20. The Wavelet spell has been replaced by the Puff of Air spell. The Sly Wave spell has been replaced by the Earthly Swim spell. The Repulsion spell has been removed. The level of the Beach Towel resource has been decreased: 20 → 18. Blue Snapper: The monster's level and characteristics have been modified: level 10-30 → 16-20. The Sly Wave spell has been replaced by the Resistivity spell. The Repulsion spell has been removed. The level of the Prize Fin resource has been reduced: 20 → 18. Brown Snapper: The monster's level and characteristics have been modified: level 10-30 → 16-20. The Wavelet spell has been replaced by the Burning Sand spell. The Sly Wave spell has been replaced by the Sea Salt spell. The Repulsion spell has been removed. The level of the Suntan Lotion resource has been reduced: 20 → 18. Green Snapper: The monster's level and characteristics have been modified: level 10-30 → 16-20. The Sly Wave spell has been replaced by the Infuriating Wave spell. The Wavelet spell has been removed. The level of the Marine Conch resource has been decreased: 20 → 18. Raul Mops: Harpooning: Range has been increased: 1-6 → 1-8. The critical hit rate has been increased: 5 → 10. Damage is less random; its range has been reduced; and its attraction has been increased. The spell is no longer limited to one use per turn, but to one use per target instead. Sanded Dispersal: The critical hit rate has been increased: 5 → 10. Critical hit damage has been reduced: 21-40 → 16-30. Famished Sunflower: Leafy Care: AP cost has been reduced: 3 → 2. The effect has been increased: 16-25 → 17-26. The critical hit rate has been increased: 5 → 10. The critical hit effect has been reduced: 31-50 → 25-39. Call of the Fields: The list of summoned monsters has been modified and only includes monsters from the same family. The spell now has a recast interval of 1 turn. Piggery: AP cost has been reduced: 5 → 4. The number of uses per target is limited to 1. The critical hit rate has been increased: 5 → 10. Critical hit damage has been reduced: 31-60 → 25-45. A damage increase effect for the caster has been added. Country Guardian: Weed Killer: Damage has been increased: 9-12 → 11-14. The range of the Weed Killer spell is now modifiable. The spell can now only be cast in a line. The Fertiliser spell can now only be cast from the caster. The size of its area of effect has been increased. Demonic Rose: The Poisoning spell has been replaced by the Poisoned Petal spell. The Light Touch spell has been replaced by the Spiny Rose spell. Wild Sunflower: The Barbed Root spell has been replaced by the Pivoting Root spell. Scarecro: Field Protection: Water damage is now Air damage. Fly! You Fools!: Water damage is now Fire damage, and damage has been increased: 13-18 → 15-20. The range of the Field Protection spell is now modifiable. Dark Rose: The range of the Poisoning spell is now modifiable. The monster has been moved to the Bonta Pasture. The Dark Rose Petal and Dark Rose Leaf resources have been added. Aggressive Arachnee: The monster's level and characteristics have been increased: level 14-18 → 22-30. The monster's MP has been reduced: 6 → 5. The monster's resistances have been modified. The Whack spell has been replaced by the Mandibles spell. The Surrogate spell has been added. The Acorn resource has been added, and its level has been increased: 24 → 26. The Aggressive Arachnee Leg resource has been added, and its level has been increased: 19 → 26. The Magic Arachnee Leg and Arachnee Leg resources have been removed. Sick Grossewer Shaman: The monster's level and characteristics have been increased: level 22-26 → 22-30. The monster's MP has been reduced: 4 → 3. The monster's Wisdom has been reduced: 150-190 → 66-90. The monster's resistances have been modified. The Emmental spell and the Summoning of Kolerat spell have been merged into a new spell: Emmental Hole. Effect duration has been reduced: 5 → 4 turns. Ancestral Roblochon: AP cost has been increased: 3 → 4. The spell also reduces enemies' luck. AP reduction has been decreased: 1-3 → 1-2. A critical hit has been added. The Sick Grossewer Shaman Eye resource has been added, and its level has been increased: 19 → 26. The Rat Fang resource has been removed. Sick Grossewer Milirat: The monster's level and characteristics have been increased: level 10-22 → 22-30. The monster's resistances have been modified. The monster's behavior is now cowardly. The Lance Throwing and Poisoned Air spells have been added. The Light Touch, Nibblage, Chomp, and Jab spells have been removed. The Slices of Sick Grossewer Milirat resource has been added, and its level has been decreased: 29 → 26. Sick Grossewer Rat: The monster's level and characteristics have been decreased: level 30-42 → 22-30. The monster's resistances have been modified. Chomp: Earth damage is now Fire damage. An AP loss has been added. The critical hit rate has been increased: 5 → 10. AP cost has been increased: 2 → 4. Nibblage: Neutral damage is now Water damage. An MP loss has been added. AP cost has been increased: 3 → 4. The Light Touch, Release, and Jab spells have been removed. The Sick Grossewer Rat Hide resource has been added, and its level has been increased: 19 → 26. Royal Gobball: Royal Gobball Bite: Neutral damage is now Fire damage. Damage steals health if the target is a Summons. The range of the Gobball Healing spell has been reduced and is now modifiable. The spell requires a line of sight and can be cast up to 2 times per turn (on different targets). The Abolition spell has been replaced by the Woolly Dreadnaut spell. The drop rate for the Royal Gobball Leather resource has been increased. The amount of this resource given as a reward has been increased. The Gobball Leather, Gobball Hoof, Gobball Eye, and Gobball Brain resources have been removed. Gobball War Chief: The Gobball War Chief Hoof, Gobball War Chief Stomach, and Gobball War Chief Leather resources have been removed. Miliboowolf: The Rupture spell has been replaced by the De-entrailing spell. The Rage spell has been removed. Prespic: The Mockery and Ancient Hand spells have been merged. The AP increase has been removed. The Camouflage spell has been replaced by the Hide and Seek spell, and now has an initial recast interval of 1 turn, a duration of 1 turn, and a recast interval of 3 turns. Boar: The Skewering spell has been replaced by the Bladder-Piercer spell. The Forced Charge spell has been added. The Acorn resource has been removed. Squirrol: Windy Flurry: Damage has been increased: 21-24 → 21-28. Kickroach: The monster's characteristics have been decreased. The monster's Wisdom has been increased. Wreckroach: Damage has been increased: 13-22 → 23-38. A critical hit has been added. The Wreckroach spell's area of effect has been reduced. Kickroolahoop: Damage and heals have been increased: 8-17 → 19-30. A critical hit has been added. The spell's range is now modifiable. The spell now has an initial recast interval of 1 turn. The Wooden Disk resource has been added, and its level has been decreased: 39 → 36. Gluwax: The monster's characteristics have been modified. Smearwax: Damage has been increased: 18-21 → 28-32. Cotton Bud Catch: Damage has been increased: 16-20 → 25-30. A critical hit has been added. The level of the Vilinsekt Antennae resource has been reduced: 40 → 36. The Wooden Disk resource has been added, and its level has been decreased: 39 → 36. Roarcher: The monster's characteristics have been modified. Toothpick Shot: Damage has been increased: 6-11 → 7-12. A critical hit has been added. Toothpick Whack: Damage has been increased: 21-25 → 23-28. The Wooden Disk resource has been added, and its level has been decreased: 39 → 36. The appearance time has been increased: 240 → 480. Crooket: The monster's characteristics have been modified. Mini Impalement: Damage has been increased: 31-35 → 35-40. Buttonshield Blow: Damage has been increased: 11-20 → 13-24. A critical hit has been added. The Wooden Disk resource has been added, and its level has been decreased: 39 → 36. The appearance time has been increased: 240 → 480. Pyrasite: The monster's characteristics have been modified. Burning Blow: Damage has been increased: 16-22 and 6-10 → 27-38 and 11-18. A critical hit has been added. Passionate Insect Cry: A critical hit has been added. The Wooden Disk resource has been added, and its level has been decreased: 39 → 36. The appearance time has been increased: 240 → 480. Sacarid: The monster's characteristics have been modified. Roundhouse: Damage has been increased: 26-35 → 41-54. A critical hit has been added. The Wooden Disk resource has been added, and its level has been decreased: 39 → 36. The monster can now only control one Summons at a time. The range of the Summoning of Dustmight spell has been reduced and is now modifiable. The spell now has an initial recast interval of 1 turn. The appearance time has been increased: 240 → 480. Dustmight: The monster's characteristics have been increased. Cloud of Dustmight: A critical hit has been added. Ouassingal: The monster's level has been decreased: 40-48 → 32-40. The monster's characteristics have been modified. The monster's resistances have been reduced. The Quartering spell has been replaced by the Mop spell. Altruism: The spell no longer stacks. Cellular Regeneration: A critical hit has been added. The Interversion spell has been removed. The level of the Ouassingue Fabric resource has been reduced: 44 → 36. The Ouassingue Stomach resource has been added, and its level has been increased: 29 → 36. The Ouassingue Juice resource has been removed. The monster's behavior is now cowardly. The appearance time has been decreased: 1,800 → 480. Ouassingue: The monster's level has been decreased: 40-48 → 32-40. The monster's characteristics have been modified. The monster's resistances have been reduced. Quartering: Water damage is now Air damage. A reduction in bewitchment duration has been added for normal hits. The Altruism spell has been removed. The level of the Ouassingue Juice resource has been reduced: 44 → 36. The Ouassingue Hide resource has been added, and its level has been increased: 29 → 36. The Ouassingue Fabric resource has been removed. The appearance time has been decreased: 1,800 → 480. Garglyph: This monster is a new addition to the Cemetery of Heroes monster family. The Garglyph Tooth and Garglyph Leather Briefs resources have been added. Arachnee: Ridiculous Strike: The number of casts per target is limited to 1: 3 → 1. The level of the Arachnee Leg resource has been increased: 13 → 18. The level of the Magic Arachnee Leg resource has been increased: 13 → 18. Mush Mush: Venomush: Range has been increased and is now modifiable: 1-3 → 1-6. The Sporrify spell has been removed. Moskito: The level of the Moskito Wings resource has been increased: 13 → 18. The level of the Moskito Eyebrows resource has been increased: 13 → 18. Lousy Pig Shepherd: The Sanded Dispersal spell can only target an occupied cell. It now causes damage and attracts targets in a cross shape. The spell has been renamed. The Breeze spell now steals MP from a single target. The Call of the Sea spell now has an initial recast interval of 2 turns. The spell can now be recast every 3 turns. Crab: The monster's level and characteristics have been increased: level 12-16 → 42-50. The monster's resistances have been modified. Pincer: Damage has been increased: 6-10 → 25-36. The critical hit rate has been increased: 5 → 10. The Saltacello and Abscess spells have been added. The level of the Crab Pincer resource has been increased: 14 → 46. The level of the Empty Crab Carapace resource has been increased: 14 → 46. The Crab Eye and Crab Tongue resources have been removed. The appearance time has been increased: 240 → 480. Mumussel: The monster's level has been increased: level 20-40 → 42-50. The monster's characteristics have been modified. The Water Bite spell has been replaced by the Ninjattack spell. The Blubble and Shell spells have been added. The Mumussel Lining resource has been added, and its level has been increased: 44 → 46. Raul Mops: The monster's level has been decreased: level 40-80 → 42-50. The monster's characteristics have been modified. The monster's resistances have been reduced. The Call of the Sea spell has been removed. The level of the Raul Mops Skin resource has been decreased: 60 → 46. The Raul Mops Eye resource has been added, and its level has been increased: 14 → 46. The Slimy Scale resource has been removed. The appearance time has been increased: 240 → 480. Starfish Trooper: The monster's level and characteristics have been increased: level 10-30 → 42-50. The monster's resistances have been modified. Salting: Damage has been increased: 7-10 → 17-24. Duration has been reduced: 5 → 3 turns. The range has been reduced: 1-3 → 0. The critical hit rate has been increased: 5 → 10. Damage is no longer doubled for a critical hit. The area of effect is now a 2-cell star. The spell is now limited to one cast per turn. The Sand Spit and Group Heal spells have been added. The level of the Starfish Eyelid resource has been increased: 20 → 46. The Starfish Tongue resource has been added, and its level has been increased: 14 → 46. The appearance time has been increased: 240 → 480. Gobball: The Screaming spell can now only be cast in a line around the caster. The Screaming spell's MP penalty is now dodgeable and properly applies to enemies rather than allies. Black Gobball: The range of the Malice spell is now modifiable, and its effects have been increased. The Shake spell now has a modifiable range, and the spell can only target an occupied cell. The range of the Gobball Rage spell is now modifiable. Lousy Pig Shepherd: The monster's MP has been reduced. The Hitiniurlars spell now has an initial recast time of 1 turn. Its MP bonus has been reduced. Damage dealt to allies has been increased. The Call of the Lightning spell can now only be cast around the Lousy Pig Shepherd. Spell damage increases for 2 turns after casting. Lousy Pig Knight: The Deforces spell pushes enemies back by just 3 cells. The Severity spell now has an initial recast time of 2 turns; its effects last for 1 turn; and the spell can be recast every 3 turns. The spell's effects are now weaker. Koolich: The spell to summon a Cave Gobball now has an initial recast time of 1 turn. The effects of the Peace Pipe spell have changed: The MP bonus has been reduced; the spell can be cast from a distance; and its recast time has been reduced. The Koolich Breath spell now requires line of sight, and its range has been increased. The spell now has an initial recast interval of 1 turn. The spell can now be cast up to 3 times per turn. The range of the Koolich Call spell has been reduced. Treechnid: The range of the Treecnassion spell is now modifiable. The spell can only be cast once per target per turn. The Treechnid Sap resource has been removed. Puny Treechnid: The Treechnid Sap resource has been removed. Treechnee: The Brush-Up spell reduces the duration of effects by 1 turn (instead of 2 turns). The spell can only be cast in a line. The Sylvan Motivation spell now has an initial recast time of 1 turn. Dark Treechnee: The Summoning of Gloomy Spimush spell now has an initial recast time of 1 turn. Short-Tempered Dark Treechnee: The Summoning of Short-Tempered Dark Spimush spell now has an initial recast time of 1 turn. Ancestral Treechnid: The Paralysing Branch spell can only be cast 2 times per turn. The spell's range has been reduced. The spell now has a minimum range. The spell can only be cast in a line. The Treechnidian Regeneration spell now has an initial recast interval of 5 turns and a recast interval of 5 turns. The Summoning of Major Arachnee spell now has an initial recast interval of 2 turns; its range can be modified; and the spell requires line of sight to be cast. Dark Treechnid: The Paralysing Root spell can now only be cast in a line, and the spell's range is now modifiable. The Summoning of Trunknid spell now has an initial recast interval of 1 turn. The Treebranch spell now requires line of sight and can only be cast 2 times per turn. Its range has been reduced and is now modifiable. The Sticky Tree spell now has an initial recast interval of 1 turn. Venerable Treechnid: The range of the Stick-Up spell is now modifiable. The spell can only be cast 2 times per turn. The Armoured Bark spell has been renamed "Aggressive Bark"; it can now be applied to allies; and it temporarily increases the targets' damage if they have MP removed or are pushed. Arachmutated: The monster's Wisdom has been reduced. The range of the Dust Shot spell is now modifiable; the minimum range has been increased; and the spell can only be cast in a line. The range penalty has been reduced: 4 → 2. The range of the Scary Look spell is now modifiable, and the minimum range has been increased. Damage has been increased: 7-8 → 11-14. Sick Arachnee: The monster's Wisdom has been reduced. The monster's MP has been reduced. The Dark Phlegm spell can only be cast in a line, and its range has been reduced. Arachnausea: The monster's MP has been reduced. The monster's Wisdom has been reduced. The range of the Fragile Web spell is now modifiable. Sick Tofu: The monster's MP has been reduced. The range of the Snotty Peck spell is now modifiable. The Takeoff Attempt spell can now only be cast from the Sick Tofu. Shin Larva: The Stymation spell now removes MP from enemies and increases AP for enemies and allies. It can be recast every 3 turns. The Stickotice spell now randomly summons a monster from the Larva family. Grossewer Shaman: The Summoning of Grossewer Kolerat spell can only be cast in a line; its range is now modifiable; the spell now has an initial recast interval; and its recast interval has been increased. The Grossewer Emmental spell is now cast only in an area around the caster; its recast interval has been reduced; the spell now has an initial recast period; and the duration of its effects has been reduced. The range of the Grossewer Roblochon spell has been reduced. The spell can no longer be cast on an empty cell. The duration of its effects has been reduced, but the effect values have been increased. Grossewer Mental Warrior: The effects of the Psychic Concentration spell are all applied in the same area of effect (2-cell circle around the caster). Trunknid: The Trunknid Wood Wedge, Trunknid Leaf, and Wooden Disk resources have been removed. Vampire: The Vampire Leather Briefs resource has been removed. Vampire Master: The Vampire Leather Briefs resource has been removed. Tofu: The monster has been moved to the Ingalsses' Fields. The monster's level and characteristics have been increased: level 16-20 → 32-40. The Tofu Kiss spell has been replaced by the Peck spell. The Tofoutofhere spell has been added. The level of the Tofu Feather and Silkworm Cocoon resources has been increased: 18 → 36. Creakrock: The monster has been removed. Legendary Crackler: The Granite Stone resource has been removed. Smiths' Chest: The Granite Stone resource has been removed. Rok Gnorok: The Granite Stone resource has been removed. Cybwork: An abnormal Power bonus has been removed: 250 → 0. Cave Gobball: The Cave Gobball Brain resource has been added, and its level has been increased: 26 → 96. Goblin: The Walnut resource has been added. Bwork: The Walnut and Flint resources have been removed. Maps & Areas Snappers have been removed from the Sufokian Shoreline sub-area. The level of the Sufokian Shoreline sub-area has been increased: 15 → 40. The Field Vermin have been transferred to the Amakna Countryside sub-area. The level of the Amakna Countryside sub-area has been decreased: 20 → 15. The level of the Astrub Rocky Inlet sub-area has been increased: level 10 → 15. The level of the Quarry sub-area has been decreased: level 25 → 20. The level of the Astrub Fields sub-area has been decreased: level 20 → 15. The level of the Astrub Cemetery sub-area has been decreased: level 40 → 30. The Sand Dungeon has been renamed Sandy Castle. You can now avoid Captain Fatchark's long speech by finishing the Sandy Castle dungeon. The Gobball Dungeon has been renamed "Royal Gobball's Court". The NPC Rotable the Shepherd no longer automatically gives a Bow Meow at the end of the Gobball Dungeon. NPC Bow Meows have been added to the last dungeon map so you can exchange a Bow Meow for 5 Gobball Wool. In the Madrestam Harbour sub-area, the Crab has been replaced by the Yellow Larva, the Orange Larva, and the Green Larva. In the Kawaii River sub-area, the Crab has been replaced by the Yellow Larva, the Orange Larva, and the Green Larva. In the Asse Coast sub-area, the Mumussel and the Crab have been replaced by the Blue Larva, the Yellow Larva, the Orange Larva, and the Green Larva. Teleportation by marriage is no longer abnormally possible in the first room of the Scaraleaf Dungeon. The visual appearance of the Sacrier Temple in the Amakna Village has been changed. Navigation in the Sidimote Moors and in Cania has been improved: Passages were added between certain adjacent maps that were not connected before. Animations & Characters When a Foggernaut sits down, their leg no longer goes over their knee. The pet correctly appears next to female Masqueraiders. Emotes have been added for characters with one or more Primordial Dofus; these emotes are unlocked if the Dofus are equipped. On a mount, during the animation for the Alcoholic emote (/pandawa), a panda head now appears above the character. The Tofury petsmount has been modified so that the bottom of the guild standard no longer appears in the middle of its face. For the Xelor Fatal Blow, the clock hands on the god Xelor's back now turn when he appears. Added a portrait of the webbed character to the timeline during the fight with the Rac Queen. The posture and positioning of characters on mounts have been improved. The character's posture has been improved for the "Flaunt shield" emote. When a player uses the "Support a team" emote for the DWS and is wearing a guild costume, the guild's logo no longer appears over the standard. Miscellaneous The game version number now appears in the application's title bar. A person attacking a group of monsters will now finish their movement 1 cell away from the group being attacked. The title "Disciple of the Black Watchdog" is no longer displayed in the title interface for Ouginak characters. Globally Pre-Sentient Mount: In the chat interface, the command "/travel" followed by map coordinates separated by a comma or space ("/travel 7,-4" or "/travel 7 -4") can be used to automatically travel by mount (in the same way as clicking on the world map). Once a route has been found, the Enter key can be used to close the interface and start the trip, while pressing the Esc key will close the interface and cancel the trip. When hovering over interactive elements (doors, harvestable resources, Zaaps, etc.) and NPCs, the display of the specific mouse pointer has been optimized. This should limit client slowdown in cases where many interactive elements are hovered over in a single game session. When a player tries to send a message while their character is on a map that has been muted, they receive a message in the chat interface alerting them that the message was not sent. Putting abandoned houses back up for sale will again work correctly for merged servers. Items with at least one exotic characteristic (which is not part of the item's natural bonuses, acquired via smithmaging) are no longer included in the calculation of the average price. The DWS emote “JBZZ Team Supporter” is now “Glorious Battlers Supporter”. The scroll has been modified accordingly. Spell variants no longer automatically fill empty slots in the first spell shortcut bar. The spell bar in Incarnation mode can now be customized without disappearing irreversibly on the next login. Temporary spells are now automatically added to the first open slots in the shortcut bar. When trade with a Perceptor is interrupted, the harvested items are always transferred to the player (instead of being lost). The message displayed when the client is unable to connect to a game server has been improved. Following up on some players reports, various spelling corrections have been made throughout the game's texts.
  5. Dofus 2.46 Changelog

    The LIVE servers have been updated, here are the changes made: Markets: New Markets for Pets, Runes and Souls are added in the cities of Bonta and Brakmar (at locations used prior to update 2.46). Items that were on sale in Resource, Usable Item or Equipment Markets are automatically transferred to these "new" Markets (if they are to be sold in the new Markets). Miscellaneous: The following Items from events become Ceremonial Items retroactively (they are now Level 1 and no longer provide bonuses increasing the power of the character): Witter Beanie T'Youb Insta Cape Ridit Shield Twit Shield Tumble Hat Oafblocke Shield Gerbean Chromulet now gives the Title "Browser". The width of the list of results when searching from the interface of the map of the world is corrected. Quest Under the Eyes of the Gods: Fixed a problem that could block the progress of the quest when only one of the objectives to defeat the Celestial Chapardams was validated.
  6. Dofus Dungeons - Blog

    <- Previous blog post | Back to Table of Contents | Next blog post -> Post from Dofus Dungeons blog from April 23rd, 2018. Focus on the Bow Meow Mini-World - Part 2 Last week we introduced you to one end of the Bow Meow Mini-World, its first dungeon and family of monsters "The Abyssinian Basin". Today we move to the second dungeon of the area and its charming hosts: the Bengal brothers! The Bengal Brothers' Hut Change of scenery, but the place is hardly more welcoming: plucked Gwo Tofu, fresh carcasses, cut ham, blood pools... The Bengal Brothers are ruthless hunters and their benchmark is neither more nor less than a slaughterhouse and a game depot. Macabre? A little… Character design imagined by Emilien: The family consists of 4 monsters: Bengal Brother 1: Small but strong, he has nothing to envy his two brothers for, except perhaps their athletic build... Slightly slow and limited in his movements, he prefers to encourage the movement of his brothers to take advantage of the situation. Bengal Brother 2: Second of the siblings, he is as skilled as he is thoughtful and none of his shots are randomly carried. Staying in range is not really a good idea. Bengal Brother 3: The eldest of this family of triplets and certainly the most rabid, his fury is sometimes so intense that it has repercussions on his two brothers and makes them all the more dangerous opponents. Bengal "3 in 1": The union is strength and the brothers have understood it well, when they are one, they are as formidable as they are ferocious. Finally, a small WIP of the combat map, made by Snowy: <- Previous blog post | Back to Table of Contents | Next blog post ->
  7. Dofus Dungeons - Blog

    TABLE OF CONTENTS Links to different posts in this thread about official information regarding Dofus Dungeons Introduction and ideas. (March 9th, 2018) (Scroll down below the Table of Contents) Level Design. (March 16th, 2018) Game Design. (March 21st, 2018) Characters & Designs. (March 23rd, 2018) Loot & Items. (March 29th, 2018) Q&A. (March 31st, 2018) Divine Items. (April 6th, 2018) Sidekicks. (April 12th, 2018) Bow Meow Mini-World (Part 1). (April 16th, 2018) Classes. (April 19th, 2018) Bow Meow Mini-World (Part 2). (April 23rd, 2018) Introduction to Dofus Dungeons Hello everyone, First of all, I welcome you to this new blog. The most diligent of you have heard me explain that we were going to take a new turn internally. A lot of messages were exchanged and as soon as I spoke about our thoughts on new directions hundreds of tweets followed one another... It's quite crazy to see that some topics, which we announced as "thoughts", are transformed into what players want to see. Subjects go from "being thoughts" to "being in development" in the minds of some, and the blast extends to sometimes becoming uncontrollable. Strangely, the only way to calm this "buzz" is to ignore it. Yes friends, we are sometimes reduced to that and it's scary. To get things back up quickly and avoid overflows, we decided to launch this blog and communicate with you earlier than expected on what we want to do in the coming months. I spoke of "taking a new turn", of wanting to "reinvent ourselves" and of wanting to push the conversations with you further. I do not drag the suspense any longer: this new turn is called Dofus Dungeons and I will explain our ambition concerning this "new project" (I place "new project" in quotation marks because we will use the Dofus engine to propose you this new experience). First, before getting to the bottom of the subject, I want to explain to you why we want to share this blog here rather than on dofus.com or somewhere more official. Those who follow the evolution of Dofus Cube will seek, for now, information on my personal blog. This blog, created in October of last year, was a need for me to return to the simple conversations of our beginnings. As you know, Ankama has grown considerably over the years and gradually we have lost some values. The fundamentals are still there, basically, but drowned in the mass of things to do... Everything has become more complex, slower, heavier. If I started my own blog, it's not because I wanted to short-circuit what we've put in place in recent years, but rather to find myself more creative. So for a few months now, I've been taking a lot of pleasure sharing the projects we're working on. Wishing to initiate a new movement around the Dofus MMO, I naturally said that the simplest thing was to resume this format. Obviously, I hope that it will achieve success as well as it did on my personal blog and that the constructive conversations will be at the rendezvous. Finally, and before going further in the explanation of our project, I want to tell you that I will not tolerate insults, aggressive messages or other malicious acts. Don't be a Persona. What is Dofus Dungeons? Dodo (from its inspired code name) is a Dofus-based game mode. You will therefore simply access the project by launching your favourite MMO. Dofus Dungeons will be accessible as a normal server. No new game to install, which should guarantee you the same level of technical accessibility/performance. Concerning the gameplay, you will play the same classes (even if there will probably be no more than 10 at the start) with the same spells and the same mechanics (guilds, groups...). However, we are wondering whether we should offer the spells of the current Dofus or 1.29, or work a mix between the two. We will make this decision by talking to you and collecting your feedback. As its name suggests, the game mode will be based on (new) dungeons with (often) new families of monsters. This game mode is therefore, above all things, focused on PvM. It's so much PvM that there will be no trades. There will also be no open world, but rather many small instances. I imagine that all this information should leave you with more questions than anything else. Rest assured, you will have, on this blog, several times a week, the progress of the project. Background In terms of the story, I won't lie that it's going to stay very simple, although the goal is to introduce you to a new very important character. In terms of the universe, we should rather see this game mode as a big dimension disconnected from the rest. I would like to avoid, at first, the big quests full of texts. The idea is to develop something quite new with a system of narrative information directly integrated into the fighting. That is, your opponents will give you information while you face them. In Dofus Dungeons, you must also know that you will find all the heroes of our universe. We are preparing a scenario based on parallel worlds that will tell you more about the subject. A new artistic direction We will also take the opportunity to introduce a new graphic style. One of our developers is currently working on the 3D acceleration for the game that should allow us to add new effects, more lively animations and bring life to the decorations... I have often spoken and I think that this time, it's good: we will try to gradually merge the different artistic directions of our games. Obviously, this will be done smoothly and with your agreement. We even think that it would be possible to coexist the old graphic style with the new, in the worst case. We must ask ourselves concretely on the subject because it is a big issue for us. In terms of industry, I let you imagine the possibilities of creation if we managed to bring together the artistic teams. Rather than 3-4 animators per team, we could have 12-15 animators who would produce the same content for all our games. My point of view never changed on the subject, be it Dofus, Wakfu, Krosmaga... It is about a single universe whose adventures develop in different times. I dream of a unification of the whole, even if I know that it is a subject that will divide. Dofus Dungeons will allow us to present you something new and I cross my fingers that you will like it. For information, the idea is to be as close as possible to our cartoons. Simplification One of the other great intentions of this project is to return to the source, the origins of Dofus. So, you'll probably say: "That's nice Tot, but in 13 years, it's not just a source, it's a whole river!". And you're right. To me, the "sources" are above all a simple and fun gameplay through a loot in the heart of the game, quick access to areas and fast, lucrative fights. Why do Dofus Dungeons as a separate game mode? This is certainly the big question you ask yourself. It's really about making big experiments that could not take place in the current Dofus because it is too risky. Here is the list of what we want to test (and I insist on the word "test"): Free to Play: No need to subscribe to play Dofus Dungeons. We will see if the mechanics that we propose to you are viable (economically speaking). Depending on the feedback, we can think about adapting some ideas to our historical game. Art direction: Completely change the artistic design on decorations and characters. As I explained above, this is one of the big projects that will allow us to save time later. Character classes: Adjustment of class spells according to your proposals. Hard to achieve on the classic MMO, much less risky on this separate game mode. We must decide whether to keep the current spells, return to the old 1.29 spells, or to propose something new. 3D acceleration: Run tests on this development and check if everything works well. The goal is obviously not to redo Dofus in 3D. 2D will remain in the spotlight, but with better performance. A new way of communicating: I talk about it below as it is perhaps one of the most important topics. As you can see, most of these points are virtually impossible to apply in our historic MMO and we will take advantage of this game mode to test them. The idea is obviously to integrate everything that works into Dofus. Ankama and its community We hope, through this project, to develop a new way to exchange our ideas with you. Each week, we will present our progress here. But above all, I would like us to be able to propose working groups and use the ideas that we would all have together. For example, for 2 weeks we will open the topic around the "Loot". The goal will be to think of new ideas around this feature and develop them. How to renew a mechanic that is present for so long? I'm sure we can have hundreds of ideas. We will take the best ideas and list them and then implement them in the game. Of course, this can not happen without some order and maximum respect and we will remove any messages that are anti-constructive or have nothing to do with the subject requested. Regarding Dofus I will finish this first message by talking a bit about Dofus and Wakfu MMOs. For having already experienced such situations, I know we will have thousands of responses of the type "during that time, you will not work on your key games". So I want to announce that the games will experience a drop in pace in terms of updates. But that does not mean we will not do anything, far from it. We will work on new features (which we will talk about soon) and especially, spend a few months purifying the games of their bugs. In addition, you must understand that all the tests we are going to do on this game mode are intended to prepare the ground for our historical games. In terms of deadlines, we will do everything to present you the first tests in July. We do not know exactly where this new game mode will be, but the idea is to go fast and experiment with it. Back to Table of Contents | Next blog post ->
  8. Dungeon Rusher Events

    https://www.dofus.com/en/mmorpg/news/announcements/868563-dungeon-rusher-20-royal-gobball
  9. Changelog - Part 1/3 (2.46 Equipment changes)
  10. Show off your new colours

  11. Happy 420 brotatos, 50% off green resources.
  12. If you need a supply of any of the following gatherable resources, their crafts (HP/Energy Items (Potions/Breads/Fishes), Alloys, Planks, etc.) or want a profession leveling service with them, all of that and more for a very cheap price, feel free to contact me and we'll make it work. Prices listed inside the parentheses are rough estimates that mostly depend on the market/average price rounded down to the nearest 0 (except when it's below 10), there's always the possibility of lowering them more if you ask. Profession leveling service is around 2-4mk per profession, given that you don't want to keep the crafts. If anyone wants to sell any of these cheap resources in the markets for their normal price, feel free to contact me as well. (The main reason I've made this post is because I'm too lazy to list stuff in the markets, if you're not then it can be an easy profit) Message me on Impsvillage (Gravestorm), Discord (Gravestorm#3334), Ankabox (-Gravestorm-), or in-game /w Gravestorm if interested. Alchemist Nettles (10K) Sage (30K) Five-Leaf Clover (10K) Wild Mint (20K) Freyesque Orchid (20K) Edelweiss (20K) Pandkin Seed (20K) Ginseng (180K) Belladona (180K) Mandrake (350K) Snowdrop (1500K) Farmer Wheat (5K) Barley (5K) Oats (5K) Hop (10K) Flax (10K) Rice (70K) Rye (70K) Malt (40K) Hemp (70K) Corn (60K) Millet (130K) Frosteez (300K) Fisherman Gudgeon (10K) Grawn (20K) Trout (20K) Crab Surimi (20K) Kittenfish (20K) Breaded Fish (20K) Ediem Carp (20K) Shiny Sardine (30K) Pike (30K) Kralove (30K) Eel (40K) Grey Sea Bream (40K) Perch (40K) Blue Ray (30K) Monkfish (120K) Sickle-Hammerhead Shark (120K) Lard Bass (30K) Cod (200K) Tench (300K) Swordfish (300K) Icefish (150K) Lumberjack Ash Wood (10K) Chestnut Wood (10K) Walnut Wood (30K) Oak Wood (30K) Bombu Wood (60K) Maple Wood (40K) Oliviolet Wood (40K) Yew Wood (30K) Bamboo Wood (40K) Cherry Wood (60K) Hazel Wood (30K) Ebony Wood (40K) Kaliptus Wood (40K) Hornbeam Wood (150K) Dark Bamboo Wood (10K) Elm Wood (1000k) Holy Bamboo Wood (100k) Aspen Wood (300K) Miner Iron (10K) Copper (10K) Bronze (10K) Cobalt (40K) Manganese (50K) Silicate (120K) Tin (500K) Silver (400K) Bauxite (40K) Gold (160K) Dolomite (∞K) Obsidian (1000K) Orders: Message me on Impsvillage (Gravestorm), Discord (Gravestorm#3334), Ankabox (-Gravestorm-), or in-game /w Gravestorm if interested.
  13. How to make Kamas in 2018?

    Can use the Phishing Rod.
  14. Dofus Discord Chat Server

    We've made a brand new channel dedicated to Temporis, the new seasonal server, come join us and start planning! https://discord.me/dofus
  15. Dofus 2.46 Changelog

    The LIVE servers have been updated, here are the changes made: Spells and combat: The damage from the Force of Nature spell is correctly increased when a tree is created via the Sadida's Poisoned Wind spell. Previewing the effects of the Fulgor spell no longer causes performance issues. Glyphs are correctly displayed if they are applied to cells with a height when tactical mode is used. In some cases, the Pathogerm would abnormally reset the time before its death even though it was attacked by all elements on the last turn. This problem has been fixed. Quests: It Shouldn't Happen to a Pet: It is now possible to retrieve the corresponding following character if it was lost during the goal "Observe how the Bow Wow behaves with the Astrub mine Sniffalrats" by speaking to the Loyal Bow Wow NPC. The Ring of Living Dangerously: The quest is no longer reset when a character leaves the Celestial Temple before making the ring. As a result, the resources available in the profession room can only be harvested once. Forest Walk: The Pandawa Sign is now removed when validating a quest goal. Talking to Igor Ant allows you to remove the Sign if it is still in the inventory for characters who have already completed the quest. Uprising Damp: The Rotceres Pickaxe is removed during the validation of a quest objective. Returning to the Astrub Council Hall will remove the pickaxe if it is still in the inventory. The Reginator's New Clothes: NPC Nina Chichi agrees to pick up one of the two requested items (Vine String or Large Green Leaf) if one of the goals has already been validated. The NPC Telma Faker agrees to exchange another Vine String for a Chimeric Feather, if the character no longer has the item in his inventory, as long as the goal was validated. Miscellaneous: The tooltips displayed for conquering territories are now correctly formatted. The positions of interfaces are now correctly saved per account and no longer per system/computer used (it is therefore possible to use different interface positions for several accounts used from the same system). Parchment and spell tooltips will now update correctly when modified by other spells (for the Sram spells modified by triggering traps for example). Interactive parchments no longer display text outside of them. The marketplace interface in beta mode did not open properly in certain cases and has been fixed. The level filter of the encyclopedia and marketplaces now work correctly while in beta mode. The "Reset Filters" button also resets the search bar in the encyclopedia and the marketplaces in beta mode.
  16. Dofus Dungeons - Blog

    <- Previous blog post | Back to Table of Contents | Next blog post -> Post from Dofus Dungeons blog from April 19th, 2018. Character Classes Last month, we asked you to choose the 4 classes that will complete the preselection of classes for the release of Dofus Dungeons. It is now time to look at the results and see the 8 classes that will be available in game! The 8 Classes of Dofus Dungeons We have categorized the different classes according to 3 fundamental types of roles in the game: Damage Dealer, Tank and Support, each of them having several possible choices. The ultimate goal being to propose 4 classes focused on damage, 2 classes focused on protection and 2 classes focused on support. The results have moved a lot on the support class side, and although the numbers are still tight, you have decided and we have our winners: Damage Dealer: Ecaflip: 50,10% Sram: 47,43% Rogue: 30,17% Osamodas: 26,35% Huppermage: 25,46% Ouginak: 20,48% Tank: Feca: 44,35% Pandawa: 36,39% Masqueraider: 19,26% Support: Enutrof: 36,61% Xelor: 32,15% Sadida: 31,24% So the 8 classes that will appear in Dofus Dungeons will be: Iop, Cra, Ecaflip, Sram, Sacrier, Feca, Eniripsa and Enutrof: For the disappointed, do not be too much: we must make choices to meet the deadlines of production and output, but if the game is received well, other classes can be implemented later. Characteristics For the sake of ease of understanding of the gameplay and readability of the fights, we have removed or limited certain characteristics. We have 7 main characteristics for a character, naturally increasing with its level: Vitality, Water, Air, Fire, Earth, AP and MP. Depending on the equipment chosen, it will be possible to orientate or optimize a character in 11 secondary characteristics: Lock, Dodge, %Resistances, Final Damage Resistance, Critical Resistance, Pushback Resistance, %Damage, Critical Damage, Pushback Damage, %Final Damage and %Critical Hits. Wisdom and Prospecting are removed. Initiative is limited, we assume that the leader of a group will determine the order of combat, the Initiative system will therefore be applied only to enemies. For all other characteristics, we are considering the possibility of offering Spell effects or bonuses/penalties from allies/enemies, but not to make them too accessible. This will be the case especially for Range, Heals, AP/MP Reduction, etc. In addition, each character will have 3 elementary paths, so as to offer single-element, bi-element or tri-element play modes. <- Previous blog post | Back to Table of Contents | Next blog post ->
  17. Dofus Dungeons - Blog

    <- Previous blog post | Back to Table of Contents | Next blog post -> Post from Dofus Dungeons blog from April 16th, 2018. Focus on the Bow Meow Mini-World - Part 1 Today we are particularly excited to present what will follow, as you know, Dofus Dungeons is a succession of... dungeons... spread across different mini-worlds. These mini-worlds, although interconnected by the overall narrative story of the game, are all independent of each other and offer distinct atmospheres, decorations and bestiaries. Over the last few weeks, we have had a lot of iterations on the first mini-world to propose to you when you arrive in the game and we have advanced enough to reveal a little bit about it. So keep in mind that everything is still WIP and let's discover without further delay the Bow Meow Mini-World, area of the great and fearsome Varvara! Background point: Varvara If you have never heard of it, nothing could be more normal: Dofus Dungeons is the first opportunity for her to reveal herself to you. Why can she here especially? You will understand it soon enough. In the meantime, let me introduce Varvara, Ecaflip's scorned wife: Queen among the queens, Varvara was unparalleled in beauty, incomparable grace, and personable to bend to anyone who dared to challenge her. Mastering the art of the divinatory tarot to perfection, she read the cards and played accordingly, ensuring the victory as necessary. Her sensuality as an asset, she had quickly stir up the greed of Ecaflip, his skin devoid of the slightest hair being a real source of attraction for the God of Chance oh so hairy. Of this mutual love was born 22 sons heirs, Atcham being undeniably the favourite of Varvara because of their resemblance. But so beautiful and sweet had she been one day, nothing could prevent Ecaflip from succumbing to other charms, so that Varvara, exasperated by her husband's infidelities, gradually transformed her tender character into a demon of jealousy, and disfigured by rancor, eventually losing the favours of his beloved. One day, she challenged Ecaflip to the dice in the ultimate hope of winning her unwavering loyalty, but despite the favourable prediction of the cards, she was confronted with defeat and banned from Ecaflipus forever. Deceived, rejected and left to her despicable fate, Varvara never ceased to harbour a hatred for her former love. More malicious than ever, she now lives only for one purpose: to reduce it to nothing and become Goddess Ecaflip instead of Ecaflip... Atmosphere and decorations The mini-world is composed of 6 main maps leading to Varvara, and each of them gives access to one or more intermediate dungeons. Upon your arrival on the first map of the Bow Meow mini-world, you will discover a relatively vegetal decoration, it is for us to represent the natural environment of the local fauna and its hunting area. At first, we focused on researching the level design of dungeon maps, so we still can not show you WIPs in the area. But you can at least visualize the concept thanks to the Poolay board: Dungeons and bestiary The first map unveils the first 2 dungeons: "The Basin" and "The Hut". The Abyssinian Basin The first dungeon offers a dark atmosphere, almost gloomy, and a bestiary just as uncomfortable. If you thought that Bow Meow Mini-World would rhyme with green and warm decorations, you are far from the truth. The Basin is an underground fishing area where the Abyssinian Bow Meows live, young kittens rejected by Varvara. It must be said that after his exile, Varvara has developed a clear aversion to males, including her own cubs, who now only serve to fish and hunt to feed the daughters of the family. Behind their appearance of frail kittens hides a strong aggressiveness: hungry they are, they are ready to bite the first comer, especially if it is a chubby Iop or Eniripsa with juicy wings. Here you are warned: Character design of the bestiary imagined by Guillaume, aka Saindoo: The family consists of 4 monsters: Chabyssin: Rejected, aggressive and aggressive kitten, he is lively and has a lot of MP but is running out of steam quickly. Foreman Acute: Judging by his appearance, this old cat did not have an easy life and he made those who are weaker than him pay. Cruel Overseer: Larger and stronger than Chabyssin, he motivates the troops with big lashes, his weapon of predilection. Brutal Guard: Ready to do anything to return to the good graces of his mother, he watches over grain and defends his pelvis at any price. All animated by Laurent (aka Lolzewolf), Julien (Deeamo), Victorino (Viti) & Constantin (Kossantin). And a little preview of the combat map made by Milou: <- Previous blog post | Back to Table of Contents | Next blog post ->
  18. Dofus Dungeons - Blog

    <- Previous blog post | Back to Table of Contents | Next blog post -> Post from Dofus Dungeons blog from April 12th, 2018. Evolutionary Multi-Sidekicks In the previous article, Tot evoked our will to propose a system of evolutionary Sidekicks with the objective of offering the possibility to the player who wishes to play alone (remember that the server will be single account) to be able to progress in the game in the same way as a person who plays with friends. An announcement that raised several questions, including a system equivalent to that of Wakfu Heroes in Dofus Dungeons. For this point, the reasons are purely technical, to propose the possibility of playing multiple characters simultaneously from the same account would represent a much too big development site on one hand, and the difficulty to apply it to the Dofus engine on the other, given the repercussions that this would generate for a large majority of present features in game. In other words, it is a system that we can not consider today. However, we want to propose a system of Sidekicks more developed than the one we know in Dofus and approaching that of Wakfu, with notions of progression and optimization like a class of characters. Sidekick Progression As shown in the article Loot & Items, Sidekicks will increase their level thanks to the Resources/Dusts of Progression (whose name is, to our great despair, still not defined) that the player will be able to drop from each dungeon. Like characters, the maximum level of a Sidekick is set to 100. Sidekick Optimization By default, a Sidekick has a range of fixed spells and specific statistics that can increase in parallel with its level, as well as with its equipment: just like the character, a Sidekick will have 4 slots to equip the Amulet, Ring, Boots and Weapon. However, unlike a character, it will not impact the skin of the Sidekick, which will remain fixed regardless of its level and equipment. Obtaining Sidekicks Currently, we are considering 3 types of individual Sidekicks, categorized according to their means of obtaining: Rewarded from quests or achievements. Dropped in some mini-worlds. Purchased from the shop. Each Sidekick is unique and can only be unlocked or bought once per account. Therefore, they will be considered common to all the characters of the same account and can be used at the player's choice. Sidekick Equipment The equipment system of a Sidekick will also be similar to the method applied in Wakfu: via a dedicated interface (thus decorrelated from the inventory), the player can select one or multiple Sidekicks he wants to add to his team, with the limit of 3 Sidekicks maximum. In addition, we are studying the technical possibilities to make a Sidekick of a level higher than that of the character automatically adapt to the latter: if a Sidekick is obtained at level 80 and is equipped by a level 60 character, then the Sidekick will also be level 60, in order to avoid a power imbalance in the team. The progression of the Sidekick would not be lost in this case but simply put on hold until the character reaches the same level. If we will not be able to offer this mechanic, then the equipment conditions will be a specific level and a character will not be able to equip a higher level Sidekick. Or as we know the equipment system currently available in Dofus MMO. <- Previous blog post | Back to Table of Contents | Next blog post ->
  19. Dofus 2.46 Changelog

    The LIVE servers have been updated, here are the changes made: Optimization and performance: Some animated elements of the game consumed an unusually high amount of CPU and memory resources (even when they were no longer displayed by the client). This problem has been fixed. This change should significantly reduce the performance issues introduced with Update 2.46 but also other performance issues (including those that were gradually degrading client performance). Performance when scrolling the list of items in the beta interface of the marketplaces is improved. Quests: Quest Lumberjacks in Distress: The Unidentified Claw is now removed when validating the quest. For characters who have already completed the quest, talking to the Disciple of Sept will alow to remove the claw if it is still present in the inventory. Quest Mysteries in Pandala (reserved for Pandawa characters): The quest now starts correctly once the quest "Proud to Be a Pandawa" is completed. It is also possible to speak to Shaman Surivitna to start the quest if the dialogue is interrupted. Quest Magypus Rescue: The difficulty of the fight against the three ruffians has been decreased. Quest Secret Pancake: Talking to Telma Faker removes the pancakes left in the inventory if the quest has been completed. Quest The Ring of Living Dangerously: The objective "Show the Courageous Ring to Master Attwerk" becomes "Speak to Master Attwerk". Quest The Reginator's New Clothes: Changes have been made to be able to validate the "Recover a Big Green Leaf" objective even though the character has already given the leaf to Nina Chichi. Quest Health Crisis: In some cases, it was impossible to take the necessary explosives to advance the quest. The interactive element related to explosives has been modified to prevent this from happening. Quest Golemelder: NPCs offer special resources for purchase if the Target Dummy is not crafted. In some cases, completed quests with all validated objectives were not showing as such correctly, which caused to block the progression of certain characters. This problem has been fixed. Miscellaneous: In the achievement Night Monsters, the goal of defeating a Moumouse has been removed. Earthquake and Shake (Sadida Spells) Area of Effect no longer displays the entire map but only the cells around the Leafy Tree. The Idol score needed to get the Daggero (Score 200) achievement has been fixed (a score of 300 was requested).
  20. Scavenger Hunt: Mods & Memes Edition [EVENT]

    Finally a place to share some homemade memes hoarded over the years. Content.
  21. Dofus Dungeons - Blog

    <- Previous blog post | Back to Table of Contents | Next blog post -> Post from Dofus Dungeons blog from April 6th, 2018. Divine Items Recently we mentioned the concept of Divine Items, a somewhat obscure mechanic of loot that is overpowered but time-limited, and it scared some of you. This week, we have brainstormed on the issue to give you a little bit more information and be able to discuss more concretely on the subject. Basic Mechanics Originally, Divine Items were thought of as overpowered, randomly dropable Items in dungeons that could be lost at any time. The idea was to propose a maximum of 10 on the server and define a rotation of owners according to the loot of the Item: when the 10 copies were dropped, the 11th player dropping a Divine Item would join the Top 10 while the first to have acquired it would lose the Item, and so on: Presented as such, many of you have expressed doubts and even pointed at the concept: losing an Item at any time depending on other players and not following his own actions, the frustration would be too big. So we thought of a way to adapt the original idea so that the pleasure of the loot is greater than the frustration of the loss of the Item. The Mechanics Envisaged Divine Items become Divine Blessings, that is, effects/bonuses applied to the character as a result of his loot. Always based on random drop rate, the player has the opportunity to refuse the blessing if he does not want to change his mode of play. In which case, the blessing is simply put back into play for others to get. Each mini-world contains a blessing and a dedicated interface indicates which blessing is available, or which one is already owned and by whom. When a player gets a blessing, he keeps it for a minimum of 24 hours, his loot is under protection during this time, it can not be obtained by anyone else, and a timer displays the remaining time in real time. Once the time has elapsed, the player is likely to lose his blessing at any time, depending on whether another player has unlocked it and restarted the protection system for himself. In this version of the concept, there is no question of an Item, rather an effect for which the player enjoys protection and on which he has partial visibility of its upcoming disappearance. Moreover, the challenge is to define the right drop rate to allow a balanced rotation of Divine Blessings without them being too common. Divine Bonuses If the Item becomes a temporary effect, it does not change the original desire to offer a powerful bonus to the player. Thus, a Divine Blessing influences the character in 3 distinct ways by bringing him: An integral skin modification. A multiplier to characteristics. One to two additional spells. <- Previous blog post | Back to Table of Contents | Next blog post ->
  22. Ankama Games

    It was an online game, those don't really stick around too long, devs moved on and Ankama just closed it. It was in beta for a couple more years as well.
  23. Ankama Games

    Finished up http://dofuswiki.wikia.com/wiki/Ankama_Games If anyone has any useful information, feel free to share.
  24. Dofus Dungeons - Blog

    <- Previous blog post | Back to Table of Contents | Next blog post -> Post from Dofus Dungeons blog from March 31st, 2018. Will Dofus Dungeons design only include gameplay or will a storyline be developed? Dofus Dungeons revolves around 3 great fundamentals: successive dungeons, loot and storytelling. The background will not be as dense as in Dofus MMO since the world will be smaller, nevertheless a general framework is thought to explain to the player where he is, why/how he is there, who are the different characters he meets, what is his objective... This puts in scene a new emblematic figure of the Krosmoz that we will present more concretely in a future article of background. Beyond this general framework, the will is to create a beautiful immersion in each mini-world, especially through different scenes of everyday life. It is therefore a question that each dungeon has its own narration throughout its ascent, until arriving at the boss who himself will deliver some elements of the general background. Dialogues in combat can be added as well, so that the narration is present at all levels of the game. Will it be possible to transfer any loot from Dofus Dungeons to Dofus? Or will the Resources/Items be incompatible? It will not be possible to transfer loot. We are considering the possibility of transferring a nude character from Dofus Dungeons to Dofus MMO as a paid service. But nothing is yet defined on this subject. Will it be possible to get around the limits of Adobe Air through Dofus Dungeons, including the many restrictions that this causes for Dofus MMO on MacOS? Unfortunately Dofus Dungeons can not provide solutions to this type of problem since it is developed and will be housed directly in the Dofus MMO engine, with the advantages and disadvantages it implies. Will there be a Stasis dungeon system like in Wakfu? Not directly, but there should be a similar system, it is planned to offer 3 levels of difficulty for each mini-world so that the player can define his own game mode. Defining a unique identity for each class goes against the current game design of Dofus that has precisely removed the different roles of classes. Will it not be contradictory if you bring mechanics from Dofus Dungeons into Dofus MMO? This is not a problem in the sense that Dofus Dungeons aims to provide a more accessible, simpler and faster game. If mechanics were to be applied to the Dofus MMO or elsewhere, they would necessarily be adapted to the game in question. In any case, we work together with the Dofus game design team to think about our mechanics so that they can adapt to different games. Is a similar mode for PvP, like Dofus Arena, envisaged? At the moment, we are focusing on Dofus Dungeons and its PvE aspect. But if the server is a success and the community is in demand for a PvP version, and we have the possibility, why not, everything is possible. What will be the maximum level and how will the spells be unlocked? For the moment, we will start with 100 levels for a character and his Items. Spells will not unlock at once, that is, you will not start the game with all of your spells, but we want them to unlock quite quickly, for example on the first 50 levels. There is therefore a notion of XP for the character in addition to that dedicated to Items and Sidekicks. Ten spells per class, is it not too little for characters like Osamodas, Masqueraider, Rogue and others, in terms of Summons, Masks, Bombs...? No, because the gameplay will be completely redesigned for each proposed class. Summoners, for example, will probably not be able to play more than one summon simultaneously to limit the duration of the battles. In addition, the 8 classes that will be available are not yet determined, do not hesitate to participate in the survey if you have not already done so. The strong point of an MMO is its lifespan. That's not really possible by forever proposing dungeons, how will you bring replayability to Dofus Dungeons? There will be difficulty levels that will be proposed for each dungeon and that will allow the player to modulate his gaming experience. There will also be the system of evolving Items and Sidekicks that will require some investment, especially for collectors who would like to own everything at the maximum level. Other mechanics are also considered for replayability, but they are not a priority at the moment and therefore they are not yet being developed. Will the characteristics offered by a gem change according to the level of the equipment? The concept of gems is still in the state of thinking and many things are to be defined, including their mode of progression, but a priori yes, they would have their own levels and system of evolution established according to their rarity. Will it be mandatory to play with Sidekicks? Not at all, it's the choice of the player and his mode of play. The will with Dofus Dungeons is to make sure that a player who wishes to play alone and wants to access the entire game can do it with the help of Sidekicks. At the same time, players who prefer to play with friends without ever using Sidekicks will have no other restrictions or benefits. What will the 3D acceleration allow, beyond the breathing animations of a character? Unfortunately, 3D acceleration will ultimately not be available for Dofus Dungeons. After studying the question, it turns out that this is a rather heavy and complex site that will require more time than initially imagined. In addition to the customization offered by the Shushu, will it be possible to choose colours and faces when creating a character? No, when you choose your character, it will be "classic". You can of course choose its sex and, if we offer the functionality, its size. Then all other personalization will have to go through the equipment of the character and its evolution. For more customization, will you offer different animations according to the Shushu equipped, is it possible? Maybe, but it would be something quite expensive both in terms of production and volume for the game. If we came up with this kind of extra customization, it would probably be via the shop. Will there be guilds or alliances, or a hall where players can meet? We plan to only have the guild system. In any case, players will be able to meet in the community Hub and the mini-worlds. We are also thinking about a more developed Haven Bag system but it is not currently our priority. Will the characters be mono or multi-element? Depending on the orientation of the player, it will be possible to play in mono-element or bi-element. Will there be Resistances mechanics as in Dofus ? Yes, we will keep the Elementary Resistances, but we plan to modify them in order to facilitate understanding. Will Sidekicks also focus on Damage/Protection/Support roles? Yes, that's why a player can easily complete his team according to his needs with Sidekicks if he can not/does not want to play with other players. Will the Sidekick system be reviewed in Dofus MMO? This is a possibility, if the format proposed in Dofus Dungeons pleases the community and if it can be adapted to Dofus MMO. Will the dungeons be linked to each other with a progression curve in terms of leveling? All the dungeons of the same mini-world will be linked by the narrative thread of the said mini-world. Regarding gameplay, we want to ensure that the content is accessible quickly by the player. The leveling system will therefore materialize more by the 3 levels of difficulty so that, depending on the level of the player, he can do the same dungeon several times while maintaining an interest in game mechanics. On average, how much time will a dungeon require? This is an issue that we have not yet defined and for which we will most likely call you through a survey so that you can express yourself on the subject based on your experience and preferences. Will the progression be correlated to unlockable zones based on the content already achieved? Absolutely, to cross the entire world, you will first need to unlock some access. In the same way, to go from mini-world A to mini-world B, it will be necessary to validate certain prerequisites, without necessarily having to complete the whole mini-world, but at least to fulfill certain criteria. We also plan to add unlockable content under certain criteria, such as reaching level 100. Will the dungeons from Dofus Dungeons be implanted to Dofus MMO little by little and vice versa? No, the dungeons in Dofus Dungeons will be new dungeons. It is possible, however, that some mini-worlds use the same theme as an existing zone, or some emblematic bosses, but it will necessarily be to propose an alternative dungeon. The opposite is also valid, it is not planned to transpose the dungeons from Dofus Dungeons to Dofus MMO, but if that were to be done, it would not be without a game design phase in order to adapt them to the game. Will there be quests and achievements in Dofus Dungeons? We consider very few quests, on one hand because we do not have an open world and on the other hand because the possibilities to have varied types of quests are limited. Achievements will be available and will notably unlock Sidekicks. Will Dofus (dragon eggs) be present in Dofus Dungeons? No, there will be no Dofus in Dofus Dungeons. Will a leaderboard be put in place? This question is under study, if we can do it from a technical and temporal point of view, we will do it. Will the friend list in Dofus Dungeon be that of Dofus MMO? We would like this to be the case but we still do not know if it will be technically feasible. Why do you want to simplify the gameplay and reduce the difficulty of dungeons when those of Dofus MMO are already considered too easy? The goal is mainly to improve the user's game loop, overall, we believe that content accessibility can be improved in our games. However, this does not mean that Dofus Dungeons will not offer any difficulty or challenge, what we want to simplify is the understanding of mechanics more than the mechanics themselves. Do you need to buy a subscription to play Dofus Dungeons? No, the server will be accessible for free. However, players who subscribe to Dofus MMO will receive a bonus in Dofus Dungeons. Will Dofus Dungeons be a turn-based game or a Hack and Slash? It will be a turn-based game as we use the Dofus MMO technology. Will the music be different? Yes, it is expected that new musical sounds are brought to Dofus Dungeons to match the new graphic atmosphere. Will the game be available on mobile? No, since we use the Dofus MMO engine and not the Dofus Touch engine, we have the same constraints as the PC version. Is Dofus Dungeons the same as Dofus Cube? No, both are independent, but there will inevitably be similarities as we will test the artistic direction of Dofus Cube, as well as some concepts that could eventually apply to Dofus MMO, in Dofus Dungeons. When will the Alpha/Beta start? We are aiming for a first testable demo version in July, on the occasion of the Japan Expo event, and the game will be released by the end of the year. In the meantime, the Beta version will be interposed according to our speed of production. We should be able to estimate this more concretely when we move forward with the July demo. In any case, the outings will be based on the Dofus MMO schedule since Dofus Dungeons will be dependent on the scheduled updates on the game servers. <- Previous blog post | Back to Table of Contents | Next blog post ->
  • Recent Status Updates

    • Garnette

      Nothing.:).
      · 0 replies
    • Wink-Wink

      Should I play Dofus again.... hmm.
      · 11 replies
    • bobeur  »  Youbutsu

      omg no forum in UtE club !
      · 2 replies
    • Bohemia

      I was thinking to make a Flash Fleatser event myself, when I noticed that the Fleaster Haven Bag had only 2 days left in Shop, but I was told that the gift feature from Shop was disabled at the time; the prizes were supposed to be P1) Fleaster Haven Bag, P2) one mimisymbic and one weapon of choice at 300 Ogrine to mimi winer's weapon, P3) a Beanie Set (cuz I am addicted to coffee ...; that could be used for merch or w.e.) and 5 packs of 10 Brief Fairyworks. Oh, well, it just couldn't be ... The good thing of that was that it would have let me buy and gift pressies across servers.
       
      I was told to maybe make the contest only on Echo instead, with prizes only there, since for the moment I can't buy from Shop items and gift them to other people.
      So I'll tell you what is the next plan:
      - drawing event, as it was supposed to be, with drawings made in Paint, Fleaser related, regardless if they are Dofus related too or not;
      - not sure if to have only 1 Paint Fleaster drawing per person, or 3, and from those, only the one with best score to be taken into account;
      - not sure where it is best to do it: on Dofus forums, or here on Impsvillage; or maybe have 2 sections: one on each part, and half the prizes on each part?
      - as prizes, I was thinking about 3 - 4 Ice Dt Harnesses (that one could put over their PP mounts when they do souls for lot, like I do); maybe I could add a couple of Armored Dts too;
      - as period for submitting entries, I was thinking about 2 weeks, to give more time to people to participate.
       
      I'd appreciate any thoughts/ ideas/ suggestions on this.
      Many thanks in advance for your time reading all this/ replaying.
       
      PS: I'll show you some examples of Paint Fleaster drawing that I have made in about 5 - 10 min e.a.
       




      · 2 replies
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