nouveaux builds

Vulkania opened!

As every year, the island of Vulkania opens.

dofus Vulkania

In the program a trip among dinosaurs, group and individual quests and dungeons. You can also get emotes beating Grozilla and Grasmera.

To find solutions to quests of the island, visit this page.

Good adventurous journey.

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To update 2.29, we worked on the area Incarnam: the look of the area has been improved, the renewed bestiary, organization charts and optimized the size of the reduced area to prevent you travel long and tedious that could apply certain quests.

These have also been radically changed to adapt to recent changes to the game, they allow, for example, to teach new players how to practice every trade and manufacture its own equipment.

Certain balances have been made on monsters in the area, to improve the transition between the area and the Incarnam Astrub. Smaller, suitable for beginners, richer, and more enjoyable, this is the new recipe Incarnam we offer!

Why a new redesign?

We have made major changes over the updates (recast trades and addition of idols such system), and it seems important that beginners are initiated early on to these new mechanical.

Furthermore, it is pertinent to improve the beginners' area to facilitate learning the game and welcome new players involved in the renewal and expansion of the DOFUS community. We recognize that improving Incarnam does not directly concern the majority of players of DOFUS, but to sustain the future of the game, we need to efficiently accommodate new players and maximize our chances that they understand and enjoy the game .

Redesign and new Bestiary

Maps and monsters Incarnam have been revised to correspond more closely to the idea that we have of the area: a semi-ethereal world where souls are not yet embodied. Here you can find the "souls" of Gobball, Tofu, and many other monsters Amaknan you already know in their incarnate form.

redesigning Incarnam
Some Incarnam Gobballs graze before the Remains of Feca ...

New monster families are also emerging: you can find them Gloots, spiritual lights, and guardians of souls, the Chapardams. Visit the area to discover all!

Incarnam 2.29 overhaul
It would appear that either is Boufton Stormy slid amid Chapardams ...

The Incarnam Chafers are not left out, since are equipped with a new leader, who has the irreducible Milimilou goodness out of his dungeon. Make Kardorim seats, the former captain of the militia of Kerubims, and his army of Chafer, an epic dungeon (but for beginners anyway)!

new dungeons
Kardorim is rather brawler genre, and it is not death that will stop ...


New outfits

To accompany the arrival of these new monsters, two new sets are emerging; Set the Souls and Kardorim Set. Ideal for beginners, they will delight fashion lovers, offering new caps and helmets that you can mimibioter.

new sets
Whether you rather crowns and wings or spiked helmet and cape, you will be served!

We have also the opportunity to give a recipe for Boune Set. The equipment can now be Incarnam all manufactured; in version 2.29 almost all the equipment that obtained from monsters can not get that from the craft via usually simplified recipes.

New quest

Shorter but more intense, a new quest series is added to incorporate these changes, making the rounds of all the basic mechanical (combat, crafting, exploration ...) and the Dofus universe. You will follow a teenager Joris, who will guide you through your first steps and bring you to experience the game!

This series replaces the old quests Incarnam: New Success therefore are emerging, the old is removed. It would even seem that a new ornament tied to quests Incarnam and Astrub was added ...

dofus joris
Follow the leader! "

I hope this small glimpse pleased you; although aimed at beginners, we hope this redesign suit all! Good game Dofus, have fun and see you soon for the next post!

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Android game

Android Game - Hidden Words

mélés android words

Note that I want to warn you that article does not talk about Dofus. If you are interested I invite you to continue reading.

I'd like to introduce an Android application that I created with one friend who also plays dofus. This application is actually a game with a rather simple principle but will make you think.

The game is based on 2 modes: the first is a mode in which you have to guess and find words in a grid from a theme.

For now there are a dozen theme and a little less than 200 levels.

Word Search

You can even find a reference to a dofus levels if you shop.

The second mode is more conventional and resume the principle of hidden words / mélés. You can adjust the size and theme of the game and then you have to find as quickly as possible a list of words.

android hidden words

andorid hidden words

android word search

This game is based on a minimalist design and is very easy to understand.

I hope you take the time to download it and try it. If you have any suggestions or ideas you can put them in the comments.

(If the link does not work:

Thank you in advance

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If we let the players balance the game ...

There are some days when I was reading the official forum, I came across this. This topic made ​​me laugh, not making fun of the author or people with posted above but reminding me players criticizing balancing in dofus, and when we see what has been proposed in this topic, I think I still prefer balancing Ankama: p.

The author of this topic offers us ideas for future dofus and as you will see, they choui too strong. c)

First Dofus: The Choco Dofus.
- +1 AP.
- +70 Wisdom.
- + 2 invoked creatures.
- + 2% Neutral resistance 2% to earth, 2% water, 2% to 2% air and fire.
Second Dofus: The Dofus rainbow sky.
- 500 + Initiative.
- + 1 invokeable creature.
- + 60 to each of the elements (including wisdom, vitality not).
Third Dofus: The Dofus Doré.
- + 150 in wisdom.
- 2% of resistance to each of the elements (including neutral).
Fourth Dofus: The Dofus Blood.
- + 250 Vitality.
- 2% of resistance to each of the elements (including neutral).
Fifth Dofus: The Tornado Dofus.
- + 1 PM.
- + 10 Damage.
- + 25% damage.
- + 5 to critical hits.
Sixth Dofus: The Dofus Akatic.
- + 1 PM.
- + 1 AP.
- + 1 Range.

Finally another member offered a dofus seriously armor:

A DOFUS could be well be the "dofus armor" that would give 15% resistance everywhere

I think as you may have noticed balancing a game is very difficult and listen to his community for balancing is not necessarily the best idea ...

A good word to.

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Dofus 2.29: overhaul trades

On the occasion of the 2.29 update dofus to be held in June, crafts were modified to make them easier to learn and more useful. Here are a few lines full devblog monitoring summary for you to know everything:

  • levels will have 200 levels
  • xp revenue is proportional to the level of the object and not on the number of boxes
  • all objects will be craftable
  • more NPCs selling resources
  • exp of an object when the object is maximum at a level close to your job
  • several trades are grouped as examples by the forgers
  • trades give more pods and the gain is proportional to the level of the trade
  • if you already had a job you will gain a rune to achieve an equivalent level in the 2.29
  • the interface to find a craftsman has been modified
  • a character may exercise all trades

The trades have always held a very important place in DOFUS, almost all our articles must be manufactured by the players; craftsmen and collectors are essential and indispensable characters to play. However the system of trades has changed little over the years, we mainly added new professions and new recipes. It was time for us to take a step back and improve the system as a whole. To update 2.29 so we planned significant changes to the business, we are working on for several months now.

dofus 2.29 trades

Our goals:

  • Facilitate learning and the use of trades.
  • Allow players to more effectively specialize their characters in the trades.
  • Encourage players to try on a lot of trades.
  • Unlock recipes for trades more often.
  • Improve the progression of trades (more XP for hard goods to be manufactured).
  • Group certain trades.
  • Propose alternative ways to develop the harvesting business.
  • Increase interaction between businesses.
  • Give more space to artisans in the game.

All trades on a character

There will be no restriction on the number of jobs that a character may exercise. A character can combine all areas of the game.

When we designed the trades there are more than ten years, we have imposed significant restrictions on the number of jobs that could earn on a character (3 trades and specializations 3) we took this decision because we thought that this restriction would encourage cooperation between players that could not combine all trades. This restriction did not work, she was quickly and naturally bypassed by creating multiple accounts with different figures for trade or using multiple accounts. This restriction became unnecessary and too restrictive. We want players to if they wish to focus on a single character, and they can focus on doing business more efficiently.

Learning ease

The characters begin their adventure with all the trades of the game at level 1, there will be no need to find a specific NPC to learn a trade. We want jobs more accessible and that players can discover and exert much more intuitive and natural way.

Careers Smithmagic will no longer be considered specializations and can be practiced like any other job without prerequisites based on other trades.
We wish that more players can test the Smithmagic system and modify their objects. The Smithmagic changes the most advanced and difficult to apply will remain reserved for "experts" who know how the system works, but we want the simple practice of Smithmagic (slightly improve its objects) more accessible.

In order to present the system trades for new players, part of the tutorial and quests Incarnam will be dedicated to the use of crafts (collecting resources and making objects).

Disappearance tools

Careers tools will disappear 2.29, they are no longer needed. With the ability to exercise all trades on the same character, the tool changes risked becoming too frequent and binding. So you can practice a trade directly by clicking on a resource or workshop.
Weapons hunts will however always be fitted in combat for meat.

Merging professions and skills

Some trades will be consolidated into a single trade for:
  • Increase the number of available revenue by business line (which will facilitate their progression).
  • Increasing demand for relevant business objects (more outlets and opportunities for business).
  • Simplifying access to professions (under various businesses to evolve in parallel).
  • Making the most fun jobs (more opportunities and diversity activities and objects to manufacture).
  • Propose alternatives progression for harvesting jobs (allowing harvest to progress trades via the manufacture of objects).

The trade group the Blacksmith following trades:
  • Forger of swords
  • Smith shovels
  • Smith axes
  • Smith hammers
  • Smith daggers

The job of Sculptor group the following trades:
  • Sculptor bows
  • Sculptor sticks
  • Sculptor rods

The Peasant business group the following trades:
  • Peasant
  • Baker

The Fisherman business group the following trades:
  • Fisherman
  • Fishmonger

The Hunter business group the following trades:
  • Hunter
  • Butcher

The job of Forgemage together the following trades:
  • Forgemage swords
  • Forgemage shovels
  • Forgemage axes
  • Forgemage hammers
  • Forgemage daggers

The job of Sculptemage together the following trades:
  • Sculptemage bows
  • Sculptemage sticks
  • Sculptemage rods

The shields Smith business will be renamed to the Shaper and will manufacture the following items:
  • Shields
  • Trophies
  • Idols

Many skills will also be consolidated, for example the three skills "Sew a cape", "Sew a hat" and "Sew a bag" will be consolidated into a single jurisdiction "Sew". This group will manufacture different types of objects from a workshop without necessarily having to close the craft interface to open it again with another skill. This grouping will be applied to the majority of the skills of the game when it is relevant (some jurisdictions that use totally different workshops will separate).

Level of 200 trades and progression

The current trades progression system did not suit us for two main reasons:
  • He does not value the production of useful and powerful items (the best way forward is often to find the 3 or 4 different recipes with the best profitability and a lowest possible level to achieve the maximum level business without recipe change).
  • Obtaining new recipes is neither intuitive nor coherent: revenues are obtained depending on the number of different ingredients ("number of cases") and must reach level 100 to unlock all business receipts higher-level objects or equal to 120. A craftsman who has not reached the maximum level rarely feels useful.

So we have made the following changes:
  • The business now has 200 levels (a level of trade by 100 2.28 200 equivalent to a level of 2.29 in business, trades will not require more experience to reach their maximum level).
  • The recipes are unlocked when the level of the object corresponds to the level of art (a level of object 50 can be made from the level 50 in the corresponding business).
  • The characters have 8 boxes in the craft interface from level 1. The number of different ingredients of a recipe is not necessarily dependent on his level.
  • Experience gained in a trade no longer depends on the number of different ingredients but the level of the artifact.
  • The recipes that are close to the level of the trade will bring a lot more experience and those that move away from the business level will yield less experience.

Our goal is to allow players to win business levels more often (there will be 200 job levels) and unlock new recipes regularly, ideally at each level gain. The levels of several hundred objects are changed (mostly down) to improve the distribution of objects according to their level.

We also want to provide a more fun way to advance its businesses and the new formula used to determine the trades experience gains in this direction, since the trades that can manufacture equipment, simply making an object his level to win 1 level business. You can for example reach the maximum level of Tailor in manufacturing only 200 objects, but for that you need at every level of business find an item from your current level of Carver.

Of course all variants are possible, and you can continue to progress in your profession by producing huge amounts of low-level objects, but this growth will be slower than at present, it will be advisable to look closer recipes Your current level business if you want to progress quickly.

All objects of the same level do not necessarily relate the same amounts of experience, now each object can potentially have a coefficient of experience of its own. The revenues of objects very easy to produce will have a lower coefficient of experience that revenues of difficult to manufacture objects (bread making level 200 will report less experience than making a level cap 200). The experience of each revenue gains will of course visible in the interface of revenues. For businesses that manufacture anything other than equipment (consumables crafts, DIY etc), the system will be the same (make level objects close to its level of business brings in more experience) but it will of course make more objects to progress.

This new mechanical progression values ​​diversity artifacts and effectively combines with the recent Smithmagic runes generation system that also values ​​diversity broken items.

For trades Smithmagic, progress will be somewhat faster but it will not be possible to modify objects whose level is higher than the corresponding business Smithmagic. The method of progression is also modified, as for the conventional manufacture of objects: the higher the level of the modified object is close to the level of trade, the more experience gains are important. Similarly, over the rune has a "weight" more it can bring significant experience when attempting to Smithmagic succeeds.

Management pods

We want to bring more comfort to characters who do not wish to carry trades; So the characters gain an additional 5 pods per character level (995 pods more at 200).

The trades continue to make pods bonus but in a different way, the levels of all trades (which is subtracted 1 level because they start at 1) will be added and bonus pods will follow the following schedule:
Accumulated levels
Pods / Level Pods made
by the bearing
Brought total pods
by business
200 12 2388 2388
400 11 2189 4577
600 10 1990 6567
800 9 1791 8358
1000 8 1592 9950
1200 7 1393 11343
1400 6 1194 12357
1600 5 995 13532
1800 4 796 14328
2000 3 597 14925
2200 2 398 15323
2400 1 199 15522
2600 1 199 15721
2800 1 199 15920
3000 1 199 16119
3200 1 199 16318
3400 1 199 16517

ISAF will continue to make the same pods bonus.

Small example, if you have 6 100 trades at 2.28, you will have 6 trades 2.29 level 200, for a total bonus of 11343 pods made by the business.
With 17 trades in 200 trades will earn you 16,517 extra pods.

Improved harvesting trades

Resource gains will be less random and more linear increase in quantities harvested (no harvest bonus therefore at 200). Harvesting overall trades get the same amount of resources to the maximum level, but will get more resources during their growth phase.

The harvest time will be fixed at all levels of business and significantly reduces overall (3 seconds). Some resources may require up to 12 seconds to be harvested with a low-level job; we believe that using the speed of harvesting as a lever for growth is not a good approach because those starting a business are discovering too frustrating gaming experience.

Balancing global revenue

Several hundred recipes are changed in the 2.29 version, here some global changes we made:
  • Resource processing steps to manufacture consumables are removed via the merger of certain trades. It will for example no longer necessary to manufacture preserved meat or fish then emptied for use in the manufacture of consumables.
  • Consumables revenues were balanced within the same business: for example, there remained many imbalances in the revenue bakers, a minority of revenue dominated all others.
  • Consumables revenues were balanced between the different professions: Boulanger revenues were generally much easier and profitable than other trades revenue producing consumables. Some recipes will be more difficult to produce but others easier. Our goal is to make all viable consumables revenue, regardless of the profession used.
  • Almost all consumables revenue will use "crusaders" ingredients from other trades. This change will make the achievement of certain revenue more difficult but will value the interactions between the different professions and boost trade between players.
  • Planks The proceeds will generally amended and replaced by composite boards made from several different woods.
  • The manufacture of wood species will now be assigned to the Loggers.
  • The combined ingredients (wood species, alloys, composite boards, complex meals etc.) will be used more often to replace the use of only harvestable ingredients.

Removing purchasable ingredients from NPCs

We removed the ingredients to purchase from NPCs. These ingredients will now get directly confronting monsters. The majority of these ingredients will be obtained through bags that contain several units in order to meet the high demand of certain ingredients that were available at will from NPCs.

We have made these changes because we believe that buying ingredients in Kamas with NPCs does not really have its place in the economic system of DOFUS (our economic system is not made to work with ingredients in quantities are infinite and whose prices are fixed) and because we prefer that players can get rich by getting themselves these ingredients and then selling them to other players. We started this process of withdrawal of purchasable ingredients to NPCs for several years and we decided to end this evolution with the 2.29 update.

All equipment manufactured by players

In DOFUS almost all objects are made by the players, this is one of the "pillars" of our historic Game Design of allowing players to choose the items they want to manufacture from resources rather than imposing already artifacts. This operation is one of the cornerstones of our economic system in which resources and artifacts can be freely exchanged and used in different recipes.

Over the years we have transformed objects obtained from monsters objects that could be manufactured by artisans. In Version 2.29, almost all objects that could still be obtained from monsters will be made exclusively by artisans.

The recipes for these objects that are unusually difficult to manufacture are simplified and access to all the trades on the same character will allow players to make their own first objects without difficulty.
Some low-level objects could previously be obtained from monsters to compensate for the relative difficulty to develop various businesses on the same character. With the many accessibility improvements and progress trades made in 2.29, we can finally do without obtaining objects directly on monsters and present early beginners the overall operation of the craft in DOFUS: the objects are made by the players!

We want to give a greater role to the craft and we want the economies of low-level objects is controlled and powered by the artisans of the game.

News harvestable resources

To provide a more consistent growth and increased diversity, several new harvestable resources are added.
  • 6 fish
  • 3 flowers
  • 2 cereals
  • 1 tree
  • More than 60 new meat (almost all the monsters of the game can provide meat).
Type 1 and type 1 flowers cereals are found exclusively on the island Otomai to upgrade the collection of resources on this island.

Resources with multiple skills

Some harvestable resources such as Lin or hemp can be harvested from several areas (Alchemist and Peasant), this operation disappears into the 2.29 version, and the Alchemists will have two new distinct harvestable resources (spread to other parts of the world).

This amendment is necessary to avoid proposing a contextual menu on each of these resources during collection (you can no longer use the provided tool to determine what trade the player wants to use). This change will allow us to remove these two particular cases of competition between two separate trades on a harvestable resource.


SEO Trades (be visible in the list of artisans) worked through the use of a specific rune for each trade. This operation was no longer adapted to the possibility of combining all trades on the same character.

SEO trades now work directly from the interface of business, selecting a check box. This SEO remains disabled between game sessions.


Many adjustments are made to the profession interface that will bring together all the business of the game. The recipes can now be sorted and filtered by levels rather than number of different ingredients (a notion that does not really matter in the new system).

The interface that will undergo the most changes is that of Smithmagic. We improved to display more information and improve ergonomics. We will provide more information on this subject shortly.

Transition to the new system

We know that some players have set up their businesses on different characters and we want to give them the opportunity to consolidate their business on one or more character if they wish. We developed a system to allow you to simply reallocate your trades:
  • All characters possess trades will lose their jobs when deploying the 2.29 update. Do not panic.
  • They recover a rune by business, which will contain the level of initial job one and multiplied by 2 (to get the job level by 2.29). For example, if you have a profession 2.28 Alchemist at level 90 you will get a rune in 2.29 Alchemist configured with a level 182.
  • These runes are usable items and account related. They save the business and the associated level on any character of this account on the same server. These runes are related to account because we do not want players to exchange or sell their trades.
  • The Success of trades already earned will not be deleted.
  • For businesses consolidated into one new trade, players will have a rune by former profession (a Forger of swords and daggers recover two runes of new trade Blacksmith).
  • When the rune is used, it assigns the job the amount of experience that matches the level recorded art on the rune. It will for example be possible to use one level Blacksmith rune X and a Blacksmith level rune Y on the same character to get a job with Smith cumulative experience levels of X and Y.


We do not plan to introduce new business Success in the 2.29 release. Existing Success will be kept.
We believe that the functioning and progress of some harvesting professions are at the origin of gameplay that can be sometimes too repetitive and not rich enough.
That is why we have introduced in this version some alternative methods (via the manufacture of objects) to advance the careers harvest potentially more playful and diversified manner. We do not want the introduction of new Success becomes too much incentive to practice a considerable number of activities that could not be sufficiently entertaining.

We have the long-term intention to add value to Success for players who invest in the business, this is a very important and central activity of the game we want to highlight. But we prefer to take the time to check that amendments to 2.29 in collecting enough trades enhance the gaming experience for us to add additional Success trades. If the changes in 2.29 do not seem sufficient, we will continue to iterate on the business system until we are satisfied with the overall experience offered during the progression of harvesting jobs.


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Fan Art: Island Nobúla

Today I'd like to introduce you to the wonderful work of Dboletus. This company achieved a fictitious area. Nobula United Avian This area contains many monsters as many Galenos Lid contains monsters with a very neat illustration and description and even features.

dofus fan art

The text is in Spanish but is very easy to understand even for those who have never done. Here quelqiues pictures and if you want to see more you can find his work on the official forum.

siervo volcánico

ziz el iluminado

guardia-petu lante

I hope it has more and do not hesitate to congratulate him on the Dofus forum.

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Dofus 2.29: change critical system

Change critical hits

On the occasion of the 2.29 update, the critical system will be changed. Here is the deblog to explain the foncionnement of this new system:

The existing system no longer suited us for several reasons:

  • It generated an excessive level effect: the maximum rate of critical hit was 1/2 (50%) and the following maximum rate was 1/3 (about 33%). This plateau effect bridled the emergence of a variety of "builds" based on critical hits, as it was necessary to wait almost half the level bonuses to recoup the investment critical hits.
  • The critical hit bonus had increasing returns: a bonus of 1 critical hits could afford to spend 1/3 to 1/2 (considerable gain for a minor investment). Conversely, this same bonus had very little impact if the critical hit of a spell was very low (going from 1/50 to 1/49 for example). Generally you should use systems with bonus accruals have diminishing returns rather than growing (accumulating more and more of the same bonus must affect proportionally more low).
  • Some bonuses critical hits were useless: as soon as one had an even chance of making a critical hit, the interest to accumulate more bonus critical hits was too limited.
  • The system was very intuitive: the impact of the Agility system was difficult to understand and bonus critical hits could have no visible impact on critical hit.

We have therefore decided to review the system to achieve several objectives:

  • Leaving on a lighter system and easier to use.
  • Increase globally critical hit rates.
  • Unlocking the potential to exceed the 50% critical strike chance, and thus allow the characters who wish to specialize in this characteristic.
  • Increase the diversity and sustainability of "builds" that invest in critical hits without necessarily seek to maximize.

Improved display

The display of the critical hit chance will now be done in percent: instead of displaying "½" to mean a spell (or weapon) a 1 in 2 chance of doing a critical hit, it will show instead "50 .% 'The result is exactly the same in both cases: I do a critical hit on average once every 2 1 hits.

Review of basic crit rate

The basic criticism rates represent chances of a spell (or weapon) to make a critical strike without considering bonuses related to equipment or spells.

All basic crit rate of weapons and spells are reviewed. A match was made between former critical hit rate and new, keeping consistency more critical the old rate increased, so the new is too. To calculate the new basic crit rate from the old, apply the following formula:

New rate = 55 - 1 / (Old Rate)

A rate 1/50 before, therefore gives:

New rate (%) = 55 - 1 / (1/50) 5%

Here is the table that the correspondence between old and new few basic crit rate:

Old Rate Old Rate (%) New rate
1/30 3.33% 25%
1/35 2.86% 20%
1/40 2.50% 15%
1/45 2.22% 10%
1/50 2% 5%

These basic rates are generally increased in order to facilitate access to critical hits "builds" who choose not to specialize mainly in the critical hits and reduce the dependence of "builds" critical to critical bonus present on equipment .

Changing the bonus effect critical hits

The effect of the bonus to critical hits on spells and equipment is amended now provides critical strike by 1 1% additional chance to critically hit additively. For example, with 5% base chance of a critical hit on a lot, adding 10 CC will the chances of making a critical hit on the same 15% spell. (5 + 10)

However, there will be no significant difference on the equipment: a bonus of critical hits X becomes X% bonus to critical hits.

This additive formula to propose a decreasing rather than increasing system performance (the first bonus critical hits made to a character have proportionately more impact than the last added bonus).

Remove the maximum critical hit

It was previously impossible to exceed 1 in 2 chance (50%) to make a critical hit. Now it is quite possible to go beyond the 50% chance to critically hit and even to reach 100% chance to critically hit, provided that the number of bonus critical hits cumulative equipment and spells allowing.

However, it will not be possible to lower someone below 1% chance to critically hit if the spell or weapon used can cause a critical hit.

Note: The case of random effects minimizing effect (used in particular about the "Whammy" of Srams) is not subject to this restriction and still prevents an entity to cause critical hits.

This modification allows a wider variety of "builds" based on critical hits, it will be possible to move towards "builds" more specialized in critical hits.

Agility removed from the formula

Having more or less Agility no longer has any impact on the chances of a critical hit. However it will not be difficult to achieve high critical chance, the transition between the old and the new system being generous voluntarily to offset the loss of critical hits earned via the Agility.

We removed the impact of Agility in critical shots to diversify opportunities to build "builds" oriented critical hits without requiring the use of Agility as the main feature.

The Turquoise Dofus: its passage Critical Hits 10%

The case of Turquoise Dofus would become problematic in this new system, it would too easily to reach too high critical chance: a turquoise Dofus 20 CC give itself at least a 25% chance to critically hit all spells of the game. So we decided to reduce its numerical value so that his bonus be more realistic and balanced vis-à-vis the new system. That's why we wanted to take advantage of the revision of its way of obtaining and adding the associated quest to spend his bonus 10% crit.

This decrease may seem excessive, but it should be understood that 10% of critical hits in the new system constitutes a significant gain, especially taking into account that the chance of critical hits are no longer limited to 50%.

Moreover, despite this change, critical chance of the characters do not generally decline in the transition from the old system to the new.

The characters who had a final rate of 1 in 2 chance of critical hit, will the new system of roughly similar rates.

This table represents the final probabilities of critical hits in 2.28 and 2.29 for the characters that reached a probability of 1/2 of all their spells:

Former prime rate New base rate Final Proba critically 2.28 Final Proba critically 2.29
1/30 25% 50% 60%
1/40 15% 50% 50%
1/50 5% 50% 40%


In the worst case, your character will receive 50% of average critical fluke (if you had 50% critical strike chance before), considering that the critical hit rate of spells and weapons are distributed globally to fairly.

Changing the Dofus Turquoise makes it less essential for critical game modes based on the moves and do not seek to achieve the 50% critical hit, but it is very powerful and very useful to achieve high critical hit probabilities.


I have a Turquoise Dofus, my character will be any less powerful?

No, your character will not be less powerful, it generally benefit from the same critical hit probability, will overcome the Agility bonus and could potentially exceed 50% chance of causing critical hits.

What spells that give bonuses to critical hits?

With this new system, these bonuses critical hits become potentially more interesting. However as they are set up at present, they do not seem more relevant. Although there is no provision in the short term we should expect that the spells that give bonuses to critical hits are modified in the future.

Why not have done a deterministic system?

We have done extensive research on this subject. But many problems arise when it comes to adapting the system to make it deterministic, we do not have sufficiently satisfactory solutions to consider this type of change now.

The Turquoise Dofus not he risks becoming irrelevant?

We did not worry about it. Possession of a Turquoise Dofus remains a significant advantage. Its usefulness is slightly different: it now becomes potentially interesting whatever "builds" used while with the old system it was really of interest only when allowed to reach the 50% chance crit.

In addition, being able to exceed the 50% critical strike chance gives it a far more significant for characters that want to optimize this characteristic.

Does this change will reduce the importance of critical hits?

This change will increase the chances of making critical hits generally and will help unlock new ways to equip characters, optimizing critical chance. Their importance will remain at least similar: the effects of critical hits are the same.

Critics resistance aimed to reduce the role of critical hits in the game by allowing a specialization "anti-cc", what is now up to them?

Critics resistances are present to allow characters who wish to counter game modes focused on critical hits. They will keep the same value after the redesign, they help diversify the facilities of the characters and avoid all the players do not feel forced to play critical hits for an optimized character.

The changes on the critical hit system remain in this spirit: they allow those who want to further optimize in critical shots, taking the risk of being more vulnerable to characters (or monsters) that will have critical resistance.

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87 new trophies coming!

On the occasion of the updated beta dofus server, you will have the opportunity to test eighty-seven new trophies levels of 50, 100 and 150.

dofus new trophies

These new awards will be initially available on the test server and on normal servers.

These new trophies are therefore good news for diversifying Buils which are often quite similar. The question is the bonus of the new trophies!

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Dofus version of minecraft

This week I'd like to introduce you not an art fan but the dofus game revisited. This is actually the dofus map that has been played but in Minecraft.

The map was created by the fans and you can discover emblematic places of dofus as:

Astrub seen above:


Forest Astrub: Fields Astrub: Wheat and Flax

Tainela (Cradle)

For the moment it is not possible to test the map, you can either admire or through video images you will find on this page. It remains to hope that it will be possible in the next few weeks to discover this map on a server dedicated to dofus world!

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Echo Amaknan: a newspaper 100% dofus

Echo Amaknan

This week I'd like to introduce you to one of the only newspaper that is totally dedicated to dofus and in addition is completely free.

His name? Echo Amaknan. This diary written and directed only by players talking in an original way news in dofus and various évements. For this second issue notament you can (re) discover the consolidation of runes or discover the barbarians games.

Here is the first page of the newspaper:

dofus barbarians games

To read the paper in full and have access to the entire number I invite you to visit the official forum about that is dedicated to the newspaper: the link.

Good reading

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