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A Bonus for Fairy Lax Day

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Lazy ones, as the month of Maysial begins, you'll be so last year! Who're gonna be the real stars? Those who work! To combat Fairy Lax Day: +50% bonus on profession XP, from 5 p.m. CEST on April 30 until 9 a.m. on May 2. Go on… Put down your weapons and get the old rake out!

 

For the record, when Fairy Lax and the other fairies started to strike on Maysial 1, the craftsmen's associations got scared… What would come to pass if this coalition were to spread to every professional body? So, to avoid everyone following this idle movement, they created Crafting Day.

And Crafting Day is a drawn-out day! Although it takes place on Maysial 1, its effects hold true from 5 p.m. CEST on Tuesday, April 30 until 9 a.m. on Thursday, May 2. You'll have more time to reap… experience points in professions!

During that time, you can count on an extra 50% experience on profession XP!

So yes, on Maysial 1, it's also Fairy Lax Day in the Almanax, and you'll likely be lollygagging around at home all day… But you'll have to move it in the game if you want to really make the most of it!

The Crimson Dawn Champion

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When the Amakna Gazette started running with what it called "the Zaap mystery" on its front page, the Assistant Director of the Office of Frankly Bizarre Affairs, Retlaw Renniks, called his two agents into his office. It was time he took a closer interest in these temporal anomalies…

Office of the Assistant Director for Frankly Bizarre Affairs

8:01 a.m.

Fax Mystheur and Nada Skelet stood in the middle of the room. Renniks's glasses reflected the pages darkened by all the notes and information that the two FBA agents had collected since they started their investigation. He licked his index finger and turned to the next page in the notebook.

"Sit," he said with a neutral tone.

Mystheur and Skelet obeyed and took their places in the chairs across from their director's desk. They looked at each other. It was hard to tell what their boss was thinking at that very moment. In the heavy silence, and without looking up from the case file, he grabbed a newspaper and pointed to the front page headline. It read: "The Zaap Mystery: Are We in Danger?"

After a few long seconds punctuated only by the sound of Renniks turning a page, Agent Fax started speaking:

"It's a good article! It does a decent job summarizing what's been happening around the portals in recent weeks: anonymous witness statements, descriptions of visions and other hallucinations, theories, and so on… Obviously, it's a bit short on concrete details, but overall I'd say it's… What?"

Agent Skelet was giving him the side eye. She was staring so intensely that he could almost hear her saying, "Zip it, Fax!"

"What Agent Mystheur's trying to say is that the press doesn't have any real knowledge of the facts and it's very hard for them to understand what's going on…"

"And you, Agent Skelet?" interrupted Renniks. "Do you have any 'real knowledge of the facts'? Do you understand 'what's going on'?"

The redheaded Sram took a few seconds to reply – his questions had sounded like a veiled rebuke or trick question, and she knew something about those! The Xelor started talking:

"We interviewed a key witness who gave us more information about the inscriptions on the Zaap in Sufokia Bay and…"

"Yes, I read your report, Agent Mystheur. A key witness that got away, right? Even though that very same witness is our prime suspect, at least for the vandalism to the portal. We are talking about that very same witness, correct?"

Fax turned toward his partner, covered his mouth so his boss couldn't read his lips, and whispered:

"Warning! Minefield ahead! It's a trap, Skelet! Toss a smoke bomb and let's get outta here!"

The assistant director's chair scraped loudly on the floor as he stood abruptly.

"Me too, Agent Mystheur, I'd like to be somewhere else, too. But when I'm done with you, I have to go upstairs and convince my superiors that this department is of some use and I don't have much of anything to give them at the moment…"

"This 'department' has gathered evidence," said Nada, "taken witnesses' statements and found links between the events. Even the inexplicable eventually gets… explained!"

"All it takes is a little time…" asserted the Xelor.

"…and asking the right questions," continued Nada, "thinking, observing, connecting the dots, and…"

"…giving the truth a chance to reveal itself to us," finished Fax.

"I prefer 'track down and unmask the truth', but everyone's got their own method," corrected Nada.

"Agent Renniks, we've made progress on Percimol thanks to Wahn Jolsh, and Nada has, in my opinion, figured out the last clue found on the Sufokia Zaap. Remember? 'CHAMPION OF…'?"

"The last inscription, after 'JULITH', 'LEORICTUS', 'AGONY', 'DATHURA', and 'PERCIMOL'," said the redheaded Sram.

"It's most likely the CRIMSON DAWN CHAMPION!" asserted Fax, holding out the report put together by Agent Skelet.

 

*****

Crimson Dawn

This event was documented by the historian and geographer Herototos (circa 425-480), seen by many as the leading historian in the World of Twelve due to the impressive volume of his writings. His approach focused more on facts, science and magic, and less on inspiration from fables and folklore. He's often called "the Grampy of History" by the Huppermages who study his writings and spread his knowledge in schools. In our time, we still rely largely on his work, which spans History from the creation of Xelor's Clock (0) to his death (circa 480).

His book, The History and Geography of Our World, devotes considerable attention to the War of the Cities between Bonta and Brakmar, in particular that war's first battle, the Crimson Dawn.

I've noted the elements evoking the presence of a Crimson Dawn Champion:

 

On Septangel 12 in the year 26, the dawn was cold, and light could barely penetrate the morning gloom. The Bontarian outposts, held by the Knights of the Order of the Valiant Heart, were white with the first signs of frost, the sentinels numb from the early onset of winter. They huddled around the braziers, trying in vain to warm up. The forest, whose multitude of little noises usually started rustling to life at this hour of the morning, was completely silent, but for a cry that had been heard several times during the night. At first, the sentinels had paid it no heed, but now they squinted into the distance towards its apparent source in the south – a horde of Goblins was barreling down on them! Bonta was under attack by Brakmar's armies.

While a colossal battle between the shadowy Hyrkul and the centaur Menault could shift the balance with every blow of blade or estoc, another decisive fight would take place a few kametres away. Indeed, an armada of Trools was waiting for the signal to surge out of the forest. At their head was Gghrugh, who was uncommonly, almost supernaturally cool-headed for a creature of his kind. His character had been forged in the arenas of Minh. There, he had reigned champion for many years. An eternity of fooling death, anticipating attacks, getting through defences, and never giving in to his emotions – for indeed, anger, sadness and fear were the only true enemies in any fight.

His mission was clear: destroy the White City's east flank. He was simply waiting for his master Hyrkul's waves of monsters to have meticulously pushed back the Bonta troops and assembled them in front of him. Once they were caught in a vice, all he'd have to do is set loose his horde to attack from a third side and cut them down.

When the moment was right. He raised his hand. Behind him, Trools thirsty for blood were eager to charge. A humming sounded out in the night. He clenched his fist, and the horde charged in the greatest rage. Cries of terror and then pain mixed with the Trools' sinister laughter. Gghrugh moved so rapidly that his opponents seemed to barely hinder him and his advance. With the force of his jaws and fists, he was showering deadly blows wildly around him and grabbing his opponents by the arms or legs to slam them against each other, single-handedly fraying a path straight to the gates of Bonta.

He immediately began pounding the heavy doors made of wood and forged iron. Again and again. Until they cracked. Until he was interrupted by cries of distress that, this time, seemed to come from his own side… A white tide had suddenly begun decimating his allies. The white tide consisted of ghosts of the Knights of the Order of the Valiant Heart who had fallen in combat. By what miracle? He didn't know. But once again, neither fear nor doubt invaded him. He pounded even harder on the doors to the White City. Again and again. Until the cracks broke open. Until his fists were covered in blood. Behind him, his brothers were falling under the slicing blows of that white tide, and he himself was cut repeatedly, but he continued to break down Bonta's doors.

Hyrkul sounded the retreat. Bonta was saved in the nick of time. Yet, one fighter from Brakmar had continued the battle. One of them – and only one of them – had managed to penetrate the White City. The ghosts had sliced him open, covered his body in gashes. And yet, as the sun finally broke over the horizon in a crimson dawn, Gghrugh had won his battle.

 

Back in Brakmar, the Trool was welcomed with full honors and worshipped as a hero for many decades. Everyone called him the "Crimson Dawn Champion".

 

*****

 

When Assistant Director Renniks finished reading the file, he looked up and – as inscrutable as ever – opened a desk drawer and pulled out a drawing of an impressive Trool.

"According to new witness reports, this is the latest creature to appear near a Zaap…"

 

To be continued…

 

If you want to investigate this character further, check out these stories:

  • DOFUS MMORG: Quest – Eliocalypse: Resonance

 

Check out the Eliocalypse: Resonance update now in DOFUS!

May 2: Happy Anniversary, Echo!

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May 2 is a special day for us all. Were you wondering what you'll do to celebrate Echo's Anniversary? Well, look no further: for such a fierce community of adventurers, we have what you need! We're talking about 100% bonus XP and DROP for 24 hours!

On May 2, from 12.01 a.m. CEST until 11.59 p.m. CEST, you'll get to enjoy double the usual XP and drops!
Make the most of this bonus to level up, drop those resources you are after and don't forget your party hat! 
 



*This event will only be valid on the Echo server. The bonus will apply to fight experience/drops, quest experience, and achievement experience. The bonus will not affect profession experience, nor experience/drops from Bonta or Brakmar arena fights. 

Silam at Ankama: Part 3/3

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The third and final installment of Silam's visit to Ankama! Check out the first two parts here:
Part 1
Part 2
 

Don't forget to turn on the subtitles.

Class improvements: Time to dive in!

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The results of the second stage are now available. We’ve taken our time getting back to you about the class improvements, but it’s all for a good cause… Let us explain.

In our first post, we announced our battle plan for the project. We’re going to modify that plan slightly to adapt to the community’s wishes as expressed in previous surveys.

The next survey will be posted late May rather than today, and will cover only the Osamodas and Sacrier classes.

We had also told you that we’d only be be adjusting spell values, but we’ll have to go further than that for the Osamodas and Sacrier classes because the changes we need to make will affect the very core of their gameplay mechanisms. We don’t want to make changes to these two classes that will ultimately do nothing to improve the current situation.


So here’s the updated project calendar:

Phase 1

  • Mid-May: new version of Osamodas and Sacrier classes available on the BETA server
    • We’re in a game design process here, so the spell icons and spell animations won’t be finished yet at that point.
  • One week later: A call to the community to respond to our surveys about the Osamodas and Sacriers available from the BETA server only, to get your feedback after you’ve had a little while to get used to those classes.
 

Phase 2

  • First half of June: All class improvements will be available in BETA
    • Still no spell icons or animations, so don’t be surprised.
  • Second half of June: Survey(s) available from BETA for all classes.
 

Following the official BETA 2.52 launch (on a date that we’ll share with you in due time), you’ll still be able to continue familiarizing yourself with all the changes, but we really needed a longer BETA phase for this project.

During this period, the game designers will have multiple changes to make every week throughout the week, so don’t be surprised if you see the BETA servers being updated frequently during this time (which is actually the whole point, after all). And please remember to read up regularly on the changes being made (for this purpose we will do our best to provide translated BETA patch notes, but they might come with some delay) – don’t rely solely on your first impression

 

This is all cool and everything, but what the heck happened with this second stage?!

To be honest, we did shed a quiet tear for the participants who filled out the survey multiple times just to troll the other classes… not to mention that one guy who filled it out 46 times. He got a whole separate tear of his own — but hey, that’s what tissues are for. Moving on! ;)

But the overwhelming majority of feedback was from super-committed players, and we were really happy about that — so thanks to all of you for taking our process seriously and for bringing that same sense of honesty and seriousness to your responses. Just to give you an idea, the person with the most survey responses submitted 76 of them, and almost all of their feedback was accepted.

So, just to explain how we sort through your responses (without getting into the details): we take all the responses, determine an average response range (just broad enough but not too broad either, to be precise) and then cut out everything that falls outside of that.

 

"Everyone’s going to get nerfed": FALSE!

Seriously, this is super-duper-false. Some of you started panicking a bit when the results of the first phase were published, but you’ll see that the results here are very different. As we said earlier, this is a process that takes time and can change along the way. We share the results with you because that’s a necessary part of keeping you fully involved in the process. But please, take a deep breath and don’t jump to any hasty conclusions! We’ll be honest with you — it’s certainly possible that once everything’s done, some of the the changes we make will be perceived as nerfing certain classes. But the process will always be a transparent one.

Find more details about the second stage survey for each class in the respective threads:

 
Classes
   
 

Got questions for us? Ask away, we’ll do our best to answer them!

Join us on Twitch tonight starting at 6.30 p.m. and we’ll try to answer as many of your questions as we can in 1 hour!

AnkamaLive

For our non-French-speaking communities, we understand that it’s tough to follow along with the live event in French, but a summary of our answers from the event will be available no later than the middle of next week in English, Spanish, Portuguese and German. Thank you for your patience.

The Clockmaker

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This weekend, our two FBA agents didn't go to work. Their superior had to convince higher-ups that his team was working night and day to solve the "The Zaap Mystery" and that no, they weren't the ones who suggested that title to the press! Reluctant to sit idly by, Fax couldn't stop himself from visiting Nada…

Nada Skelet's Home

Koalak Mountain

10:54 a.m.

At the foot of the mountain, there was a green meadow that offered majestic pastures to herds of Dragoturkeys. There were a few trees here and there, timeless, their wide, swinging leaves exposed to capture all the sunlight. A carriage pulled by two horses was advancing silently in this vast expanse. It stopped in front of a charming stone shack. On the same land, a barn could be seen. An adventurer, covered in a strips of cloth, got out of the carriage, gave the cart driver his regards, and headed straight for the hayloft.

Inside, a dark-coated Dragoturkey was being brushed by its owner while pecking at some seeds.

"I already saw you walking in the slush before, but never in such lovely boots!"

Agent Skelet was unrecognizable; she'd tied her hair into a bun and was wearing a dark-gray overall, work gloves and sailor boots. Dragoturkeys could rest on the straw in the paddocks around her.

"Hello Mystheur!"

The Xelor noticed the markings on the mount's rump:

"Apparently, you still haven't managed to get rid o' the li'l souvenir Wahn Jolsh left us…"

  • "No…" Nada confirmed, dipping her brush into the bucket of foam and water. "But…" – she took it out and stomped it on the animal's back, making it jump – "I'll get there!"

The Sram covered the markings with foamy circles, doing the Dragoturkey a lot of good after the initial surprise.

"Well! I wasn't expecting such a sight!"

  • "What's that?"
  • "You Dressed like that, all wet, spreading… foam… on your mount's rump…" Fax observed, lowering his voice as he became aware of what he was saying, completely powerless as to his slow sinking into the quicksand of innuendo…

Nada looked him up and down, somewhat perplexed and bemused. Fax's strips of cloth may have hidden his rosiness, but nothing could hide his embarrassment:

"I… Do you want a hand?"

  • "No thanks, Mystheur," she said before going off topic. "What were they saying again?"

Agent Mystheur, not fully understanding, shrugged his shoulders. So she grabbed the bucket and emptied it onto the Dragoturkey's rump, making it gobble vehemently, then deciphered:

"ENIXON-OTORP… SUOV-ZEIFEM… Ah yes! 'Beware'…"

  • "… 'Proto-noxine'…"
  • "Do you have any idea what that could be?"
  • "Nope!"

 

They spent the rest of the day talking about anything and everything, except for the investigation. It was the first time they'd spent so much free time together. Nada recounted to Fax how she'd spent much of her childhood in the Imp Village with her parents, how she'd learned everything a Sram was supposed to know while she was there, before growing up and making her own choices. Very quickly, she came to know it. She was going to use her ruse to do "Good". That wasn't common among Srams and Rogues! But Nada's parents understood her, and it was largely for their daughter that they moved to and lived in a more rural area closer to nature.

"In the end, Nada… deep down… you're a budding Sadida!"

  • "Where I come from, Mystheur, you can be killed for less…"

 

*****

Fax had missed the evening stagecoach that could have taken him home, so he stayed at Nada's for the night. In his bed, staring at the ceiling, the Xelor thought about the day. Renniks had told them to "get out into the countryside for a little while" – it was the first time they'd followed his recommendations to the letter! The thought made him smile and he closed his eyes. He fell asleep almost immediately.

 

A buzzing sound.

Wings flapping fast. An insect? In any case, the result was as unpleasant as a Moskito waking you up in your sleep by doing loops around your head. In that situation, you sometimes try to hit your ear – with luck, you manage to squash the bug in a single blow with the precision of a Pandawushu master and you don't have to get up!

But right now, Fax couldn't so much as move a finger. He was paralyzed. Strangely, his body wasn't as heavy as stone, but seemed incredibly light to him. He felt like he was flying. The feeling of weightlessness was pleasant and the buzzing faded as a bluish glow filled the room. With effort, the Xelor managed to just about open one eye. The light seemed to be coming from his bedroom window. A shadow could be seen – the oval-shaped insect was hovering on the spot. It placed itself as a vector between the bluish glow and Agent Mystheur, who realized that actually, he was levitating and now moving. It then seemed to the Xelor that space was literally upside down – the room had turned over, the window appeared under his feet, and the bedroom door, the way out, was now above his head. He had the feeling of being underwater and seeing the surface move away gradually as he joined the depths. Fax's body passed in front of the mechanical insect and he recognized it: It was the Proto-Noxine. He hadn't made it out. He had somehow heard it hovering before his eyes. Beneath his feet, the window had disappeared. It was a Zaap. A male silhouette with long blond hair was waiting for him there. It suddenly spoke to him:

"At last, I meet you."
 

 

The floating sensation and feeling of slowly sinking into the depths became even stronger in that moment, because the silhouette's voice seemed muffled, like screaming underwater.

"I've been watching you for a long time, thanks to my prototype. It collected valuable information… about you. The old owl. Your friend… Perhaps you'll help me understand, Fax."

Fax cracked a smile. He and Nada had been looking for answers for weeks now, and when, at last, they got as close as they could to the mystery, he was the one asked for explanations! Keeping his eyes open required considerable effort. He was going to have to give in. He had just enough time to glimpse the bedroom door opening and a hand reaching out at the surface. Probably Nada. Far away. So far away.

"We're going to spend a little time together, mischievous little Xelor, hahaha!"

 

To be continued…

 

If you want to investigate this character further, check out these stories:

  • DOFUS MMORG: Quest – Eliocalypse: Resonance
  • WAKFU the Series – Season 1
  • WAKFU the Series – Noximilian the Clockmaker (special episode/OAV)

 

Check out the Eliocalypse: Resonance update now in DOFUS!

Temporal Mystery Box #1

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Where in the World of Twelve does this first Temporal Mystery Box come from? No way to know for sure. How about when does it come from? Also unknown. We can at least say it'll be in the shop until Sunday, May 12 (11:59 p.m. Paris time)! And it's chock-full of stuff, including a new ceremonial pet!

When Nox is around, you need all the help you can get! From a Chronomorph transformation for deceiving your enemies to the Xelor fatal blow, along with Pearldrops and the Olden Times Set, Temporal Mystery Box #1 may have just what you need! Let's open it up and peek in before time gets wonky…
 

 

*NEW: The Pearldrop is a variant of the Shigekax. The effects of these candies are now counted in duration instead of the number of fights. Each type of Pearldrop will increase a different characteristic, the effect lasting for 60 minutes. Here are the bonuses each treat brings:

  • Morello Cherry Pearldrop: +50 intelligence
  • Indigo Peardrop: +50 chance
  • Coco Pearldrop: +50 agility
  • Pippin Pearldrop: +50 strength
  • Caramel Pearldrop: 500 initiative
  • Sour Pearldrop: 100 wisdom


These treats will be linked to your character for 2 months, and their effects do not apply in PvP fights. Regarding the Melon Pearldrop, please keep in mind that its use will not circumvent the AP limit imposed by some equipment.

Get the Temporal Mystery Box from the shop before May 12 (11:59 p.m. Paris time), and take advantage of discounted prices for multiple boxes!


These items are not available in Belgium.
In order to comply with the Belgium Gaming Commission's recommendations, we removed our Mystery Boxes from the shop and from the game.

XP Generation in the Infinite Dreams: we are taking action.

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Soon enough, it won't possible to gain experience when losing a fight in Infinite Dreams.
 

Hey everyone, 

We won't beat around the bush: there was an enormous amount of XP generated in the Infinite Dreams. 

Strictly speaking, this isn't an actual bug exploitation but rather an abuse of faulty game mechanics

To give you a little more context, some players were deliberately losing their fights when facing specific Infinite Dreams' configurations, collecting XP and starting again. Needless to say that at high levels, it's like hitting the jackpot.

It is for that reason that, starting after tomorrow's weekly maintenance, it will no longer be possible to gain XP from a defeat in the Infinite Dreams.

Although drastic, this measure is absolutely necessary

 

What are the consequences?

No sanction will be applied to the actions taken prior to this message. However, if players are caught using this mechanic from this moment onwards, they will be sanctions. You have been warned. 

We remain at your disposal and attentive to your feedback, and we thank the players who have brought the problem to our attention. 
 


Class Improvements: Osamodas and Sacriers

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A live stream on our Twitch channel just ended, covering details on the upcoming Sacrier and Osamodas class improvements. Here is a summary of the overall modifications that you can test out as of tomorrow.

Osamodas

With their new summon charge mechanic, Osamodas will now need to use their Elemental Spells to be able to summon their creatures. The purpose of these changes is to get Osamodas to actively participate in combat alongside their summons, rather than having to depend on them. This is why Osamodas can now control all their class summons. These changes will be accompanied by a range of new elemental spells that should create more exciting variant choices and make the game turns less monotonous.

Advantages of the new Osamodas over the current one:

  • Free control of all Osamodas summons.
  • A balance between elemental paths in terms of summons and spells.
    • One extra Air spell.
    • Two extra Earth spells.
    • Three extra Water spells.
    • Three extra Fire spells.
  • Better multi-elemental options.
  • All summons available from level 1.
  • Better performance in fights where summons are not an option.

 

Limitations of the new Osamodas compared to the current one:

  • Number of summons limited by spells.
  • The death of a summon is more cumbersome.
  • Summoning a particular creature requires planning.
  • Annihilation of "summon spam" at low level (hard blow for the Osamodas player).
  • Re-learning the class will be needed.
 

Sacrier

To make the Suffering system more flexible and exciting, Suffering will directly depend on the Sacrier’s Vitality. Each Vitality tier will correspond to a Suffering level: for example, a Sacrier at 50% to 40% of its max Vitality will have its Suffering at level 6. The Suffering can no longer be negative, and ranges from 0 to 10, with each Suffering tier/level granting bonuses ( on final damage dealt and reduction of final damage suffered) of increasing importance.

 

Sacriers can no longer deal significant amounts of damage (nor reduce them) while having all their Vitality; instead, they will have to take risks and suffer damage to be able to benefit from these bonuses, which translates into a more accurate representation of the 'berserker' role Sacriers are supposed to perform. Sacriers’ Vitality becomes a resource in its own right, which sometimes will have to be used in order to obliterate enemies, and sometimes preserved, in order to survive or protect allies by tanking. Therefore, this new Suffering system allows Sacriers who willingly put themselves in harm’s way to be better rewarded, and a Sacrier at death’s door will be too big of a threat, impossible for its enemies to ignore.

 

For this reason, Sacriers will have more tools to manipulate their Vitality, whether with self-mutilating spells or healing/life-steal spells, which will allow them to manage their Suffering at the same time as their Vitality.

Get Ready for Indoor Gobbowl!

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After leaving the big stadium, will it be time to play Gobbowl indoors? Not exactly! Though it could happen one day… No, in celebration of Super Gobbowl Day, two new Haven Bags are coming to the shop! Visit them before Sunday, May 19.

After celebrating Super Gobbowl all day long with your buds, you'll sadly have to head back home. But don't let that get you down… Just turn your Haven Bag into a Gobbowl shrine using the new kit on sale in the shop until May 19!

Plus, you can show support for your favorite team! Purchase the Haven Bag representing your city of choice: Bonta or Brakmar. Or pick up both if you've got friends on both sides: Diplomacy's never a bad thing!

The Gobbowl Haven Bag (Bonta or Brakmar) is available until Sunday, May 19 (11:59 p.m. Paris time) for €5 or 5,000 OG.

Don't wait for the whistle: Get in there and buy it while you still can!
I'm interested!

Rushu's Larvae

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It'd been a week now. A week since Agent Mystheur had disappeared, "snatched" right in front of Agent Skelet's eyes. The temporal anomalies continued to be front page news. The press had noticed that the Sram's partner was missing and hassled her continuously about it. But what was the FBA doing?

Office of Frankly Bizarre Affairs Headquarters
2:42 p.m.

The doors of a humdrum grey building opened and a redheaded adventurer dressed in dark colors stepped outside. In a hurry, she was walking briskly while checking the contents of her briefcase for the umpteenth time. Suddenly, a young Ouginak spoke to her:

"Am I the only one who thinks it's lousy?"

Agent Skelet looked up from her briefcase and saw a young pup with short, light grey fur with black spots. With his lolling tongue, floppy ears, and big wide blue eyes, he was so cute he stopped the busy Sram in her tracks. She bent over:

"Hello. What are you talking about, little one?" asked Nada with a big smile.

"I read what you wrote in the Amakna Gazette. Congratulations I guess!"

"What? I… I didn't write anything for that newspaper. I work for the FBA and I'm investigating the…"

"They quoted part of your report and it didn't say anything about Agent Mystheur's disappearance. There wasn't anything useful in the whole article! I didn't learn anything about the temporal anomalies."

"Oh, I see... Well, you should write to the editor. I'm sure they'll be… pleased," replied the agent, amused.

"I did already! But what about you? When are you going to solve the case of the temporal anomalies?"

"Listen, I'm very sorry, but I don't have the answers you're looking for… "
"Amazing communication!" growled the little canine. 
"Maybe… you should look for answers yourself, too? I wouldn't have anything against a bit of help…" she said with a smile that took on a slightly bitter air when she remembered her partner's absence.
She stood up to go on her way. The young Ouginak watched her leave. She looked back at him one last time and affectionately asked:

"Can I count on you?"

After a brief moment, he replied:

"Instead of investigating the temporal anomalies, you'd be better off fixing the Zaaps!"

Forcing a smile, the Sram gave pause and got back to her investigation.

 

*****

 

Caravan Alley
Sidimote Moors Zaap
3:48 p.m.

A sign with a 666 on it was waving in the wind. A gust raised the dust from the brown Sidimote ground, spun it around for an instant, then tossed it against Assistant Director Renniks's glasses. He groaned. He took off his spectacles to remove the dust with a checkered handkerchief that he had pulled out of his raincoat. On his right, a leather-clad Rogue – Agent Booya Bay Smisse – wearing black glasses with a revolver hanging on either side of her belt did duty as his bodyguard. The wind stopped suddenly.

"Here they come," warned the Rogue.

Renniks adjusted his glasses and saw that Skelet wasn't alone. Indeed, on the back of Nada's fast mount, now slowing near the teleportation portal, an Eniripsa was clinging to the Sram's waist. He joined the adventurers, accompanied by Agent Smisse.

"Nothing to report for now," said Renniks by way of a report.

If Wahn Jolsh's clues are accurate, it should be any minute now…" said Agent Skelet as she got down off her mount.

On the portal, they could see the characteristic scribbles of the visitor with the owl hood. They waved at the code: "0061 – 94.61.50".

"What does that mean?" asked the Eniripsa with real interest as Nada helped her down, making sure her short skirt didn't flip up and her Bow Meow ear headband didn't fall.

Agent Renniks, Agent Smisse, let me introduce my friend Odile Bile," said Agent Skelet. "I thought an Eniripsa might come in handy if he shows up… and we think he will show!"

"To answer your question, Miss Bile," said Renniks, "the suspect Wahn Jolsh's M.O. is to vandalize public property like Zaaps. He leaves hard-to-remove graffiti with backward messages like this one here: '05.16.49 – 1600'".

"Maysial 16, 649, at 16 hundred hours," added Nada.

"But, that's…" said Odile hesitantly.

"… RIGHT NOW!" yelled Agent Booya Bay Smisse, drawing her two revolvers as the Zaap let out a crackling sound and started to let off steam and a purple glow.

 

The four adventurers stepped back from the portal. Agent Smisse kept her revolvers pointed at the circle. A breeze picked up. The sky darkened. The inside of the Zaap lit up and started to swirl. This luminous purple spiral seemed to quiver from time to time. The wind was picking up speed and seemed to pick up turbulence from it. The adventurers moved unconsciously closer to each other, forming a block.

Time seemed to have stopped. Suddenly… Something dark crawled out of the portal. A disgusting black slug slid across the ground making a disgusting sound. It had to have been at least a kametre long and half a kametre wide, and had glowing cyan blue points on its back. It made it all the way out of the circle of light and stopped. Then it suddenly opened its lone demonic eye!

At that very instant, dozens of its kind pulled themselves through the portal.

"Light 'em up, Smisse!" ordered Renniks.

The Rogue didn't need to be asked twice and sprayed the portal with gunfire, never once missing her targets. And still, they came ever faster, getting dangerously close to the group. One of them picked up speed and threw itself at the young Eniripsa, who screamed in terror. Agent Smisse saw it coming and blew the disgusting gastropod away as it flew, making it explode in a bluish spray that spattered poor Odile's face. Agent Skelet had ducked behind her. After realizing she'd missed the worst of it, she tried to reassure the Eniripsa:

"Are you okay, Odile?"

"I… (burp)… I think I swallowed some…"

"Look! More are on the way!" yelled Agent Smisse, ready to fight some more.

A silhouette took shape in the circle of light. Nada squinted. It was him!

"Stop shooting, Agent Smisse!" ordered the Sram as she rushed to the portal.

"Skelet! Stay here! It's dangerous!!!" yelled Renniks.

Agent Skelet arrived just in time to catch the weak silhouette that had just come out of the Zaap. The rest of the group ran over. Nada looked at them, her eyes shining:

"He's back!"

In her arms, Agent Mystheur smiled faintly, a smile that immediately turned into a slight grimace. As if his stomach hurt. He grimaced. His neck swelled… and then he spat out a dark slug! Everyone, including usually phlegmatic Assistant Director Renniks, yelled! The creature dropped wetly to the ground with a long train of spittle and a horrible splashing sound. It wiggled every which way to turn itself right side up and opened its abominable glowing eye. The Eniripsa let out a loud battle cry:

"Get lost, you slimy thing!!!!"

Then she sent the critter flying with a massive kick, and Agent Smisse shot it out of the air. Agent Skelet tried to talk to her partner lying on the ground:

"Are you okay, Fax? Odile's going to take care of you, okay?"

"Rushu Larva…" He struggled to get the words out but looked delighted.

"What?"

"Rushu Larva, Skelet. You all saw them! Ha, ha… They do exist…"

 

The feverish Xelor, his bandages dripping with cold sweat, fainted as the Eniripsa bent over him.

 

To be continued…

 

What about you? Have you fought a Rushu Larva yet?

Long after he created time, the god Xelor perfected a clock to measure its passing in 11 hours and 11 days. Rushu, unhappy at having been excluded, added a twelfth hour and a twelfth month by infesting the clock with larvae.

So, while butterflies – Tempousfouguites – pull the hour hands forward, Rushu Larva aims to slow down time…

 

Check out the Eliocalypse: Resonance update now in DOFUS!

Class improvements: details on Osamodas and Sacriers

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On Tuesday, May 14, we held a live event on our Twitch channel to explain how the Osamodas and Sacrier classes are being revamped. To make sure you know exactly what to look for as you test them, here are some more details about the changes we've made to these two classes.

 

The new Osamodas

The goal of these changes is to get Osamodas actively participating in battle alongside their Summons, rather than having to depend on them or even suffer as a result of their actions.

Unlike their counterparts on the official server, the Osamodas that you'll be playing with on the beta server are not simple mages who hide behind an impenetrable swarm of Summons, or sacrifice them shamelessly to beat up on their opponents. Whether they prefer to dive right into the fight or just support their team, the new Osamodas venture closer to the action because that's where they get their summoning magic.

Thanks to their versatile new summoning spells (of which there are 6), Osamodas now have access to their full bestiary during battles. Each of these spell can be used to summon all 13 Osamodas Summons, one at a time. But how do you summon the right one? By using summoning charges.
 

Summoning Charges

You acquire summoning charges by using the 24 elemental spells for the class (3 spells + 3 variants in four elements). When used under the right conditions, these spells let you accumulate 1 to 4 charges in one of the following four families:

  • "Tofu" for Air spells
  • "Gobball" for Earth spells
  • "Toad" for Water spells
  • "Wyrmling" for Fire spells

For example, suppose that after starting the fight in the state "Summoning Charge 0/4", the Osamodas casts Canine on an enemy monster. He then changes to the state "Summoning Charge 1/4 (Tofu)". Casting Canine again will put him in the state "Summoning Charge 2/4 (Tofu)", and so on.

Warning! Changing elements will not allow you to continue charging in another family, but will instead switch you to the state "Summoning Charge 1/4" for the new family. The charge for the previous family is then lost.

 

Now it's finally time to talk about summoning.

 

Summoning

Once you've understood summoning charges, summoning a creature is easy. Just use one of the six summoning spells and the current charge will determine which creature is summoned.

  • The monster's family corresponds to the family (or element) of the charge: Tofu, Gobball, Toad, Wyrmling or Noformo (no charge).
  • The color of the Summons, on the other hand, will be determined by the number of charges you have, i.e. "Melanic", "Albino" or "Colourful" for 1, 2 or 3 charges, respectively.

Note that summoning charges are consumed by the Osamodas to create the Summons.

Once summoned, the creature is tied to the spell that was used to summon it. Casting the spell again will not summon a new creature, but simply moves the existing one. Therefore, the number of Summons an Osamodas can have is limited not only by the "Summons" characteristic like for everyone else, but more importantly by the number of summoning spells he knows.

When a Summons dies, the spell that was used to summon it enters a cooldown phase, making it unusable for 0, 1, 2 or 3 turns (corresponding to its cost in summoning charges). It is therefore extremely dangerous for an Osamodas to use all of his summoning spells at the same time, because if all the Summons were to die during the turn, the summoner would be left all alone for the following turn.

So one of the most important skills for Osamodas players to master will be knowing when to summon and when to hold off. Fortunately, there are lots of new spells to fill this gap, and the summoning charges will not be lost because they can be used to access Osamodas' hidden power: animal transformation.
 

Animal Transformation

When Osamodas reach the fourth summoning charge in a family, they transform. When this happens, the Osamodas's allies gain a bonus based on the animal family of that transformation if they are within 2 cells of him or one of his Summons. Osamodas are really generous with their teammates.
 
 

The new Sacrier

The main goal of the changes we've made to Sacriers is to make them into true berserkers, in order to better represent the background story for this class. We've done this by modifying the Suffering system, as we'll explain in more detail in a moment, and by revising the class's utility and elemental spells. We've tried to move as far away as possible from the monotonous older gameplay that encouraged players to spam the same spells all the time, in order to ensure that each turn will now force Sacriers to adapt dynamically to different situations.

We've also tried to eliminate the separation between Sacriers' tanking and damage-dealing abilities, while still preserving the idea of making a choice between the two, but more at the level of individual turns than an entire battle. Similarly, we want to give the elemental paths a strong identity so that each one has a specific role that meets Sacriers' different needs, thereby creating a better synergy between the spells in a given elemental path. To do this, we have also rebalanced the elemental paths with respect to one another, so that each one is viable in its given role. Whether it's through their elemental spells or their utility spells, we want Sacriers to gain additional utility effects to help them integrate more effectively into a team gameplay style, without necessarily having to play "full health/resistance/lock/no-brainer".

Finally, we also want to help players get better use out of the multi-element approach, which should allow them to put together much more varied Sacrier builds than before so that they can surprise both allies and opponents alike. We also hope that all of these changes will allow Sacriers to find a place for themselves in PvM, especially at higher and very high levels, where they are currently having difficulties.

 

The new Suffering system:

The problem with the current Suffering system is that it limits Sacriers to a single role that is selected at the start of combat and cannot be changed for the rest of the fight, which limits the number of spells that can be used. This leads to monotony and a lack of depth. While the initial intention was to allow Sacriers to transition from Positive Suffering to Negative Suffering to adapt to the situation, people have wound up having to play only at maximum Suffering in order to get the best bonuses, whether Positive or Negative (but we won't lie, it's actually almost exclusively Negative Suffering, especially in PvP).

The solution we came up with to make the Suffering system more flexible and interesting to use is to make Suffering directly dependent on Sacriers' Vitality. Each range of Vitality values corresponds to a certain degree of Suffering: for example, a Sacrier who is between 50% and 40% of their maximum Vitality will be at Suffering 6. Therefore, Suffering can no longer be negative, and varies between 0 and 10, with each degree of Suffering providing ever-greater bonuses on final damage inflicted and ever-greater reduction of final damage received.

In this way, Sacriers will no longer be able to inflict huge damage or severely reduce incoming damage while they have full Vitality; instead, they will have to take risks and take damage in order to get these bonuses, which better reflects the "berserker" fighting style that they're intended to have. For Sacriers, Vitality therefore becomes a resource in its own right - one that you'll sometimes have to spend in order to violently finish off your enemies, and sometimes conserve in order to survive or to protect your allies by using your body as a shield. So this new Suffering system will more effectively reward Sacriers who expose themselves (eagerly!) to damage, and a Sacrier on the brink of death will be a threat that enemies will find impossible to ignore.

In this system, Sacriers will naturally have more tools to manage their Vitality, including self-injury spells and healing/health steal spells, which will of course affect their Suffering at the same time as their Vitality.

 

Degrees of Suffering (based on % of current max Vitality):

  • = at 100% → Suffering 0: Damage received x 100% + Damage inflicted x 100%
  • < 100% → Suffering 1: Damage received x 95% + Damage inflicted x 105%
  • < 90% → Suffering 2: Damage received x 90% + Damage inflicted x 110%
  • < 80% → Suffering 3: Damage received x 85% + Damage inflicted x 115%
  • < 70% → Suffering 4: Damage received x 80% + Damage inflicted x 120%
  • < 60% → Suffering 5: Damage received x 75% + Damage inflicted x 125%
  • < 50% → Suffering 6: Damage received x 70% + Damage inflicted x 130% → Berserker Transformation
  • < 40% → Suffering 7: Damage received x 65% + Damage inflicted x 135%
  • < 30% → Suffering 8: Damage received x 60% + Damage inflicted x 140%
  • < 20% → Suffering 9: Damage received x 55% + Damage inflicted x 145%
  • < 10% → Suffering 10: Damage received x 50% + Damage inflicted x 150%
 

Changes to elemental paths:

As mentioned above, we have also reworked Sacriers' elemental paths to make them unique and give each one its own specific identity and use. Here's how they're organized:

  • The Earth path serves as the melee tanking path, with a Lock bonus, an area-of-effect health steal, damage reduction and spells to get close to enemies or keep them in close-combat range.
  • The Fire path is the path for area-of-effect damage at short range, fine-tuned positioning, and bonuses to allies, like healing or Power bonuses.
  • The Water path is the path to counter enemies playing at long range, using MP and RA reduction, spells without line of sight, spells for symmetrical teleportation of the caster, or area-of-effect attraction spells.
  • The Air path is based on mobility and movement, offering an MP bonus for the caster, a Lock penalty for enemies, and spells to switch places or teleport without line of sight.

 

Be aware that even though the different elemental paths are labeled as "high-damage" or "tank", they are not mutually exclusive, and that every path includes both high-damage spells and health steal spells. Labels like these serve more to indicate a general orientation for each path that makes it especially effective in this or that specific situation, even though it has some spells of each type.

Note also that each path now also includes a big damage spell that casters can use to inflict damage on themselves if they cast it on themselves or are inside its area of effect. These spells allow Sacriers to intentionally reduce their Vitality in order to increase their Suffering, but also to boost the damage caused by the spell they use, for the current turn and the following one. This gives Sacriers a burst ability and a way to manipulate their Vitality, but at the cost of exposing themselves to an opponent's burst, since they will have to continue to inflict damage on themselves if they want to maintain the damage boost for the given spell.

A number of all-new spells will also be making their appearance, but we won't say anything about them here so that you can have the pleasure of discovering them in-game!

The Support Site's New Look!

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The Support site was given a facelift. The site has been entirely redone with you in mind: better aesthetics, easier to use, more efficient, it will answer all your questions about DOFUS, WAKFU, DOFUS Touch, and much more.
 

Some of you are accustomed to the current Support website interface, but it got old and outdated, not necessarily adapted to your needs anymore. We have worked hard to provide you with what you deserve: clearer, more user-friendly, more efficient. 

Navigation, ergonomics, and hierarchy have been entirely redone to find answers to questions faster. The new "Search" functionality is more powerful, and we have also updated a portion of the FAQ. 

We are aware that too much change is not a good thing either, and that is why we didn't change anything regarding the Support ticket system, be it regarding the ticket creation or their follow-up. 

Don't hesitate to take a look and let us know what you think! Come on, it's this way
 

The Black Crow

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This was a first for Fax Mystheur and Nada Skelet. Never before had they come this close to the strange. Never had they been so deeply involved, so thoroughly caught up in a case. It was as if the roles had been reversed: as if the case had observed them, studied them, before gradually drawing them into its intrigue. Devoured them. Digested them. And in Agent Mystheur's case… spat him back out!

Astrub Eniripsa Center
11:27 a.m.

Fax's eyelids fluttered furtively between his bandages. Oddly enough, the bandages weren't there because of any real injuries, as would often be the case in a place of healing like this one, but in anticipation of possible future injuries. Xelors, you see, wore bandages to guard against the wounds that might result from their tricky little temporal transgressions. But Agent Mystheur hadn't been prepared for a trip like this, or for this type of treatment! He felt as though he had just crawled out of a meat grinder… or maybe the Giant Kralove's stomach!

"Hello, Mr. Mystheur. How nice to have you back."

The sweet, welcoming voice came from a feminine, almost feline silhouette. As Fax's eyes adjusted, he realized he was looking at a young Eniripsa with blond hair and dressed in white from her shoes to the Bow Meow ears on her headband.

"Have we... met before?" Fax replied hesitantly.

"Our paths have crossed, yes. In a very different context… But you're out of danger now," Odile Bile assured him.
"I'm completely wiped out…" sighed the Xelor.
"Not surprising, after what you've been through… But be that as it may, you've already got a visitor! Someone who's been patiently waiting for you to wake up…"

A smile instantly appeared on Agent Mystheur's dry lips:

"You really missed me that much?" he asked confidently, though without quite managing to sit up.

"The whole service missed you, Agent Mystheur."

His eyes widened. That wasn't Nada's voice, it was Retlaw Renniks! Fax tried to get up, but grimaced and gave up on the idea.

"Don't overexert yourself," his boss advised as he rose from his chair to approach the bed.

"Where… where's Nada?"
"Agent Skelet is in the field. Chasing a new lead."
"Ah…" (The Xelor's voice betrayed a hint of disappointment.)
"Let me know if it's too difficult for you, but… I'll need you to tell me what happened to you, Agent Mystheur."
"I'll try…" (He groaned as the Eniripsa adjusted his bed to put him in a half-sitting position.) "Thanks…"
"I'll be back in a minute for your decoction," said the radiant Odile before leaving the room.

A silence.

"Where… Where do I start?"

"At the beginning…"
"Everything was black… I saw a light. I followed it. Then an Eniripsa grabbed me and pulled me out of there. I was naked. I was cold, soaking wet… She turned me around to give me a slap on the butt and I started crying, and then she put me in my mother's arms. Good timing, too, I was starving…"
"Don't waste my time, Mystheur!" Renniks growled impatiently. "Tell me about your kidnapping!"

 

*****

 

"I remember a buzzing noise.

Then that feeling you sometimes get like you're falling, right before you wake up, you know? Until I realized that I was floating across the room, at Skelet's place. That flying machine was there: the Proto-Noxine. Good old Wahn Jolsh had warned us once again… I felt like that mechanical insect was probing my mind, and that it was obeying orders from that… Xelor."

"Noximilian?"

"Yes… the Clockmaker. But I was surprised to learn that he had more questions than I did. He knew that Skelet and I were investigating temporal anomalies – and by the way, he didn't know what they were before that, we were actually the ones who put him on the trail – and he was watching us, from the other side of the Zaap, to try and understand… what he was. What he and all the others were.

"When I reached him, when I went through that strange mirror, things got a bit fuzzier.

"I remember I was lying down. Sometimes he was alone, and other times, he had… guests with him. I saw Leorictus's horrible grin, smelled Agony's sludgy smell, felt Julith's cape graze my skin. All I can remember are little snatches of conversation and that awful sensation of being examined, spied on in my sleep. Some voices said: 'He doesn't know anything! Let's kill him!' Others defended me: 'Don't touch him! Let's try to learn more, or else… let him go!' I was able to identify those voices. They seemed almost familiar. Except… one."

"The voice of someone who isn't on our list yet?"

"Yes… He didn't come near me. Turned his back on me. He had an impressive build. His dark feathers gave him a sinister look. But the worst part was his voice. Hollow, cavernous… a voice from beyond the grave… it seemed to come from the darkest place that could possibly exist; darker than a Taur's rear end on a moonless night…"

"Spare me your poetry, Mystheur… Anything else?"

"Yes, actually! There were these words he kept constantly chanting, but never managed to finish… The others kept interrupting him. I think it annoyed them. Something like:

'Fear the fiery shadows! I am your worst nightmare! Tremble before the power of…'"

"The power of who?"

"I can't remember. He must have said the whole thing at least once. Uh… 'Tremble before the power of the Dark Feather!' or something like that…"

 

"Charming… but what did they all want from you?"

"I think… they wanted answers from me. Like they had amnesia or something… like they'd forgotten a part of their lives. Forgotten… what had brought them there. I didn't feel like I was really in the presence of the actual Crimson Dawn Champion, the real Percimol, or even the voluptuous Dathura. That whole time… I felt like they were just reflections… faded copies."

"That doesn't really help us much…"

"Outside of their own times. Excluded from reality. Trapped on the other side of the Zaap. Now it's all clear to me, clear as day. In a way… they are anomalies. Temporal anomalies."

"All these metaphors of yours, even the less rude ones… They're not getting us anywhere, Mystheur."

"He's the one who threw me into the gears of Xelor's Clock."

"Who?"

"The Dark Feather! At some point, it seemed like they were surprised by some higher authority… A being that was… superior to them… or at least, impressive enough to really scare them. He didn't know I was there, and they tried to hide me from him. Like a bunch of kids caught pulling the wings off a fly. It was that dark Crobak that had the idea… Apparently they had access to another breach: it led directly to the pendulum of the God of Time. They tossed me in there in a hurry, like a chewed-up piece of peach Gobbagum, and for a minute I thought I'd be stuck there forever. It was hot and damp. An incessant tick-tock sound. Gongs. A tolling bell… And those demonic larvae!

"Calm down, Mystheur. Your fever is back… Something tells me we haven't heard the last of this… Rest now, I'll come by again later."

 

*****

 

"Mystheur? It's me…"

His eyes slowly opened. Then his lips.

"Skelet?"

"Yes…"

The wild-haired Sram was there, leaning over him. The sight immediately gave him a boost of energy. But not as much as what she did next: she pinched his arm… and twisted! Fax sat bolt upright with a cry of pain.

"That'll teach you to ditch me, you slacker!" roared Agent Skelet. "Now get up! I'm not about to let you lie here taking it easy while I run this investigation by myself! … Here! Look at this…"

She handed him a large sheet of paper folded in half. He opened it, then went pale beneath his bandages.

"It's him!" he exclaimed.

"Who?"
"Sit down, I'll explain…"

There, on a page torn roughly from a newspaper, was a picture of the shadowy Crobak who had thrown him through the portal! The headline alongside it read: "Adventurer's guild tries to clip the Black Crow's wings!"

"The Black Crow, that's it!!!

"Did you notice the date, Mystheur?" Agent Skelet prodded.

He looked at the bottom of the page. His surprise soon turned to a smile. The article was dated Javian 14… in the year 981!

"It was found nailed to the Zaap in the Snowbound Village"

"In Frigost?!"
"Yep!" she replied, tossing a parka with a fur hood at him. "Let's go! It'll do you some good to chill out a bit, right?"
"Oh nooooo… Not Frigost…" groaned the Xelor as he pulled the covers up over his head.

 

 

To be continued…

 

Have you faced the Black Crow yet?

Tell us your story in the comments!

 

Check out the Eliocalypse: Resonance update now in DOFUS!

Osamodas and Sacrier Class Balancing - EN feedback: Let's try something new

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A lot of effort and work has gone into gathering the community feedback and to involve the community in the class balancing initiative. This effort didn’t stop with the surveys. We continuously try to identify ways to work better, for the benefit of our players, and sometimes this means putting aside old ways and embracing change.


 

Because the devs still want feedback from all communities, we decided to try something new.

Crocus and Starbender, two great game designers who respectively are working on the Sacrier and Osamodas changes, are eager for some proactive and constructive feedback. They have each created a feedback thread on the FR forum inviting players to present their feedback, suggestions, ideas, and even to engage in some discussions based on some topics they present.

EN posts on these two French topics will be welcomed. The French moderation team has been instructed to not set English-written posts invisible on those two threads.

I will be around to assist the dev team with translations where required.

I would like for you guys to have a chance to discuss Osa and Sac changes directly with the devs. We have so many experienced and knowledgeable players in our community, and I want them to get to know our community. (Yes, I am very excited about this. ^^)

I know some of you have already posted your comments in these forums, but I would kindly urge you to post them on the FR side too. Some of you have over a decade of knowledge on at least one of these two classes, either by playing them or fighting with/against them! Below my message, you will find a rough translation of both threads created by the game designers. Please do read them before you go and post on the French threads. 

Now, I must remind you that this is a trial. Depending on how this works out, we will see if this is the kind of approach we will do again in future when it comes to substantial and detailed reporting such as class balancing feedback.


Much love,
Manaia
 
 

SACRIER

 

Now that BETA is open, you can test the changes to the Sacrier class! This subject is therefore intended to collect your opinions, comments and suggestions on this class’ redesign.

For those who might have missed it, here is the changelog:

https://www.dofus.com/fr/forum/1557-discussions-generales/2299200-equilibrage-classes

I also take this opportunity to remind you that the icons, animations, visual effects of spells are not final versions and will be reworked in the coming weeks. The same thing goes for the values ​​of spells, especially damage; many things are likely to change. Your feedback will be used to adjust all these values, so don’t worry!

 

KNOWN ISSUES

  • The preview of the Berserk spell's AoE is incorrect and displays a circle of 3 instead of a circle of 2.
  • The preview of the Desolation spell’s AoE is also false since it only displays one cell instead of a Boomerang AoE of 1.
  • The Life Transfer spell does not change Suffering based on lost HP.
  • The description of the spell Punishment indicates Neutral damage, instead of damage in the character’s strongest/best element.
  • The Flying Sword does not transform correctly, according to its summoner’s Suffering.

 


DISCUSSIONS

I would particularly like your feedback on the following points, to know if the objectives we have sought to fulfil with this redesign meet your expectations:

  • Does the gameplay respect the background and lore of the class?
  • What do you think of the Suffering system?
  • Does the gameplay seem fun and interesting, considering the options proposed to you?
  • Do the elemental paths seem distinct and from each other, as well as effective in their different roles?
  • Do the elemental paths seem balanced between them?
  • How do you feel about the order/level at which spells are unlocked? What about the pairing of a spell and its variant?
  • Are multi-elemental modes/builds interesting to play?
  • What place will the Sacrier take in PvM?
  • What will be their roles in PvP?

https://www.dofus.com/fr/forum/1557-discussions-generales/2299527-vos-impressions-refonte-sacrieur
 


OSAMODAS

 

Hello everyone! Starbender here, the game designer who deals with the Osamodas’ redesign. Before logging onto the BETA, here is some info on what you can test at the moment and the directions being considered.

 

The Osamodas redesign is a huge project; if we’ve opened the BETA earlier than usual, it's to have the time to make changes, together! :D

 

KNOWN ISSUES

  • The problems noted in the change log (ctrl + F "Oups").
  • The preview of summoning spells (Prime, Second, etc.) will either not display anything or will display a question mark because the preview of a dynamic creature is not yet functional.
  • Animations and visual effects of spells are not there or were taken from other spells already existing in game (from other classes or even monsters). As already mentioned, we are including you earlier than usual in the process, so not everything is ready!
  • Spell icons were taken from other class spells, while we wait for the final icons to be finished. For example, the Topkaj icon is being used on the Cross Scale spell.

 


DISCUSSIONS

The first thing to know is that spell damages are most likely to be reviewed. By making changes to spells and when they are unlocked, we must check the damages and it will probably be done at the same time. Of course, the current values shouldn’t deviate too much either so do not hesitate to give us feedback on that also.

The constraints linked to occupied cells, especially on the first spells, are likely to be removed. These restrictions were designed to limit the gain of summoning charges when there is no ally or enemy nearby, however, this topic is open to discussion (especially with respect to invisibility).

 

I look forward to your feedback on the following points:

  • The summons’ survival in PvP / PvM, as an Osamodas, but also as an opponent.
  • If you are able to manage your summoning charge well or if it is quite the opposite and it hinders you. The charge must be a tool for you, not a punishment.
  • Your feelings about the Osa transformation and the importance of the bonus.
  • Your personal feelings regarding the promise of having an Osamodas who fights alongside its summons.

As a bonus, if you have any other suggestions for the six summoning spell names, I would love to read them! ^^

https://www.dofus.com/fr/forum/1557-discussions-generales/2299224-vos-impressions-refonte-osamodas?page=1#entry12456390


4 New Chibi Figurines, Alone or in Packs!

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Starting today, four brand new figurines* are appearing in the online Ankama Shop. Yugo, Amalia, Ecaflip and Sram have all gotten swollen heads – and it suits them perfectly!

Available individually or in packs with a 6,000 Ogrine card and a random gift as a bonus!**  

Yes! The emblematic couple in the WAKFU series has finally had their portraits sculpted. And the results certainly live up to the expectations of Princess Sheran Sharm and the young king of the Eliatropes! See for yourself:

 

These two figurines aren't the only new arrivals! Ecaflip and Sram adventurers are here too and brand new as well.

 

You can find them online now in the Ankama Shop, individually or in packs!

The 4 packs are:

  • Two-Faced Chibi Pack: 
    • Sramette Chibi
    • Ecaflip Chibi
    • 6.000 Ogrine card
  • 4 Aces Chibi Pack:
    • Sramette Chibi
    • Ecaflip Chibi
    • Iop Chibi
    • Cra Chibi
    • 6.000 Ogrine card
  • Chibi Idyll Pack: 
    • Yugo Chibi
    • Amalia Chibi
    • 6.000 Ogrine card
  • Divine Idyll Chibi Pack: 
    • Yugo Chibi
    • Amalia Chibi
    • Gobgob stuffed toy
    • DVD of Wakfu Season 3
    • 6.000 Ogrine card

Each figurine will include one random in-game item from the respective list (available in the Chibi box):

DOFUS:

  • Sramette: 
    • 30-Day subscription token
    • Dauge Pet
    • Ougicle's Sword
    • Ecaflip Fatal Blow
    • Lucky Emote
  • Ecaflip: 
    • 30-Day subscription token
    • Makizuset
    • Chafer Archer Bow
    • Sram Fatal Blow
    • Criminal Emote

WAKFU:

  • Amalia: 
    • 30-Day Adventure Booster
    • Sex and Appearance Change Potion
    • Amalia Finisher
    • Sadida Haven Bag Kit
    • Natroyal Costume
  • Yugo: 
    • 30-Day Adventure Booster
    • Sex and Appearance Change Potion
    • Eliotrope Super Emote
    • Eliotrope Haven Bag Kit
    • Yugofu the Tofugo
Get them now!

 

* Movable figurine (head and arms) with base. Actual product may differ from image.
** Offer available until June 24. 

 


 

Sram or Ecaflip?

From May 23 to May 24, go on Twitter and choose a side during a "RT and Follow" contest!
Try to win either Sram or Ecaflip rewards for your in-game character. Three winners per class will be randomly selected at the end of the contest.
Good luck, everyone!

More details?

  • The context will start on Twitter on May 23, at 2 p.m. CEST.
  • The draw will take place on May 24, at 5.30 p.m. CEST.


 

The prizes to be won are:

Ecaflip

Sram

  • 30-Day subscription token
  • Dauge Pet
  • Ougicle's Sword
  • Ecaflip Fatal Blow
  • Lucky Emote
  • 30-Day subscription token
  • Makizuset
  • Chafer Archer Bow
  • Sram Fatal Blow
  • Criminal Emote

The Temporal Pack Gives You Wings…

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… thanks to the Black Crow's Crowturkey harness and everything else in the pack! It has crossed space and time to land in the store for a few days (until Sunday, May 26). Take advantage of this temporal anomaly and pounce on this tempting prey!

A little help is always welcome when you find yourself in a tricky situation. When you're up against bosses appearing out of nowhere with their Chronomorph henchmen, don't think twice about dipping into this new Temporal Mystery Box to make use of all its resources! You'll have their feathers flying in no time!

 

Contents

  • Crowturkey Harness
  • Selfie Emote
  • 10 Temporal Mystery Boxes (with a chance to get the Olden Times set and the new Proto-Noxine pet)
  • 6,000 OG
  • 7-day subscription

 

Price
25 euros (instead of 42 euros, or -40% off)

 

As you can see, this pack is perfectly timed for the Black Crow!

Have fun bringing your dark harness with you in the game when you find him… that'll be sure to make him caw!
 

Fly to the Shop!


The Crowturkey Harness and the Selfie Emote are also available out of this pack, don't miss out!

 

12 Haven Bags are back!

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If you happen to pass by the DOFUS Boutique today, you might just get caught holding the Haven Bag... But which one? You see, there are no less than 12 of them currently making a triumphant return! Casino, Mishell and many more are waiting for you right now, at prices ranging from 3,000 to 5,000 ogrines. Don't miss out!

Starting today, 12 Haven Bags that have been available in the past will be back in the boutique! Here's the complete list:

- The Casino Haven Bag, for incorrigible gamblers

- The Field, Mishell, Harebourg, Pyramid and Triton Haven Bags, which you may already have discovered in the Mystery Box back in November 2018

- The Crypt and Corsair Ship Haven Bags, which came out with the subscription renewals of March and September 2018, respectively

- The Princess, Temporal Anomaly and Pirate Hold Haven Bags, originally part of promotional offers in early 2019

- And the current Spring Haven Bag, which will be replaced by the Summer Haven Bag when the next season rolls around.

 

The Casino and Spring Haven Bags are available for 3,000 ogrines. The others cost 5,000 ogrines each.

This time around, don't pass them by!

Get them now!

Dungeon Rusher #26: Missiz Freezz

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An icy wind is about to blow across the World of Twelve. In the middle of Maysial? Strange… But not really when you know that the next Dungeon Rusher – previously unseen – is inviting you to face Count Harebourg's lieutenant: Missiz Freezz! The prize: a freezzing Snowdrift Shield up for grabs!

Missiz Freezz wasn't always the cold, merciless warrior that we know. Once, she was a loving wife. Until the day when a terrible betrayal froze both her blood and heart… Now, the one known as the "Ice Warrior" has become a power-hungry Smithmage, but first and foremost the right hand of the famous Count Harebourg.

If you aren't of the faint-hearted type, head to Missiz Freezz's Frostforge to face this slightly frosty Xelor from Friday, May 31 at 4:01 p.m. CEST to Monday, June 3 at 8:59 a.m.

You can win a freezzing Snowdrift Shield!

* Offer valid once per character. Monsters killed in arenas don't count. The shield will appear directly in your inventory.

05/28 Maintenance: The Main Modifications

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Tomorrow, May 28, some modifications to the star system will be implemented, along with some bug fixes. Get the details here.

 

Star System

Following your feedback on the star system, changes will be made with tomorrow's maintenance. The penalty value
will be slightly redefined for each map and zone in the game.

 

Two key elements:

  • The maximum value of a map’s penalty will be reduced from -50% to -20%.
  • The penalty will be stepped up or down in increments of 2%, instead of 5%.

In practice, the penalty will progress more slowly and be less crippling. Keep in mind that each map's final penalty value is the result of the zone penalty plus the map’s own penalty.

 

Dungeons

  • Some cells could be abnormally blocked (for instance, Touchparak couldn’t reach some cells in the Firefoux Dungeon). This will be fixed.
  • When defeated in a dungeon, the player will respawn in front of the dungeon and will not be abnormally teleported into Astrub’s Temple of the Twelve, which was something of a pain when you had to walk your way back to Skeunk's Hideout ^^

 

Happy gaming!

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