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International Community Manager * Member Since 2014-11-03
posté April 11, 2016, 17:54:30 | #21
We will also take the opportunity tomorrow morning to update the infrastructure of our servers. This will involve a change of IP servers below:

For all players, the IP connection to the authentication server will be:
IP / Name:
Ports: 5558 and / or 80

For Dathura players, the IP connection to the authentication server will be:
IP / Name:
Ports: 5556 and / or 443

Thread : Server Status  Preview message : #954436  Replies : 4  Views : 2920
Community Manager * Member Since 2015-04-14
posté April 01, 2016, 11:00:00 | #22
The end of Ogrest's Chaos Nearly two hundred years ago, the skies shook with thunder, the earth trembled and the seas engulfed the continents. Overcome by the ogre who had collected all the dragon eggs, nature unleashed itself upon the World of Twelve. But life has since resumed its natural course. A truce? Anguish more like! Which will only end with Ogrest’s death...

Apart from the gods and several batty Enutrofs, very few adventurers remember when Ogrest’s Chaos was in full swing. And the witnesses that are left, cracked as they are, keep harping on it: “We weren’t idle in my time! We used to swim to work, we’d get paid in Kokonuts and we survived on a diet of nothing but sand!”

Although peace has returned, the face of the World of Twelve changed forever and the threat of a new outburst of tears from the ogre is ever present... Until today!

Yes, the end of Ogrest is imminent!

Take up your weapons, arm yourself to the teeth and wander along the paths of Mount Zinit every day, chanting “I’M SICK OF THAT OGRE!” By the end of the week, if enough of you have been to Mount Zinit and have shouted this phrase, then the gods will hear you and will launch a surprise attack to weaken the monster. Once he’s been knocked off Mount Zinit, you just need to finish him. And by bringing about Ogrest’s death, your destiny will be in your own hands once again!

An end to fear and the rising tides! New lands will emerge!

The destructive influence of the Dofus on the World of Twelve will be at an end! Find them, collect them all and elect new guardians!

Ogrest's Chaos will be over! A new Harmony begins... RIGHT NOW!

Thread : News  Preview message : #952586  Replies : 31  Views : 1017
Community Manager * Member Since 2013-07-08
posté April 01, 2016, 09:30:00 | #23
Ankama’s joining the VR revolution! Several weeks before the release of the Oculus Rift and the HTC Vive, we have an announcement to make. Sit down (if you aren’t already), pinch yourself to make sure you’re not dreaming and then read the following - - Ankama’s going virtual!

At the beginning of March, the world heard all about new advances in virtual reality (VR) at the Mobile World Congress in Barcelona. This month, two of the biggest contenders will see a retail release. In the face of such incredible progress in this technology, we are considering adapting our video games to this as yet unexplored territory!
But which headset to choose? The Oculus Rift, which is pretty versatile in terms of VR technology on PC? The Vive, which puts this new tech to better use by fully utilizing space and movement, but appears to be more experimental? Or maybe the PlayStation VR, which is a serious competitor on the console front? It’s hard to say right now...
Unless we opt for a fourth and more radical option...

What if we at Ankama, as is so often the case, were to commit ourselves fully to this new experience by developing our own headset, the Ankama VR? Well, right now, we feel this is the most likely solution!
We will obviously keep you updated on how this project is going, but if we decide to go ahead with the last option we mentioned, then we wouldn’t expect to release this virtual reality headset any time before summer 2019.
In the meantime, how do you feel about this? Ready for the Ankama VR?

Thread : News  Preview message : #952679  Replies : 26  Views : 911
Community Manager * Member Since 2015-04-14
posté March 31, 2016, 08:02:40 | #24

The devs have mentioned that the Wild Tofus and related recipes and materials are not planned for release anytime soon.

Think of Wild Tofus in the same category as unicorns and the Loch Ness monster.

Thread : Feedback  Preview message : #952543  Replies : 4  Views : 519
Community Manager * Member Since 2015-04-14
posté March 31, 2016, 07:50:38 | #25

The devs have confirmed that this is a bug.

Thread : Feedback  Preview message : #952540  Replies : 14  Views : 784
International Community Manager * Member Since 2014-11-03
posté March 29, 2016, 18:06:12 | #26
Server Restart - 30.03.16 Hello everyone,

We will be performing a restart of all servers (except Efrim) at 7:30 AM (UTC) tomorrow (Wednesday 30th of March).

This will allow us to harness the power of Xelor and correct the server time following the change to DST.

Thank you for your understanding.

Thread : Server Status  Preview message : #952275  Replies : 1  Views : 949
posté March 25, 2016, 12:48:11 | #27
Hello there,

We reverted this change today.

Here is the explanation (in french) :
Click here
Click here

Thread : General Discussion  Preview message : #951551  Replies : 77  Views : 2894
Community Manager * Member Since 2013-07-08
posté March 23, 2016, 18:11:21 | #28
Beta Server Update - 23/03/16 The Beta Server was updated today (23/03/16) will the following changes, which can be found in French: here.

The changes evolves around Moon Island, the Kannivore and Crocodaille families and the classes.

Thread : Server Status  Preview message : #951149  Replies : 0  Views : 863
posté March 23, 2016, 16:09:34 | #29
Teleportation range limit has been increased from 6 to 7 with the today Bêta update.

Complete changelog there : Click here (in french)

Thread : Feedback  Preview message : #951127  Replies : 176  Views : 4918
posté March 23, 2016, 16:08:09 | #30
Few changes about Feca with the today Bêta update : Click here (In french)

Thread : Feedback  Preview message : #951126  Replies : 71  Views : 2205
Game Designer * Member Since 2011-04-29
posté March 20, 2016, 15:36:43 | #31
Now everything acts as "final damages/heals" and is additive.
It's just the effect's name which has changed to (and it's not updated in english yet) :
  • % Damages inflited/received
  • % Heals given/received

We needed to rework this part of the modifiers because it could end with something like : DMG * (1 + (0.2 + 0.1)) * 1.25 * 1.2
With our changes, it always works like this : DMG * (1 + (0.2 + 0.1 + 0.25 + 0.2))

Also it fixes many PvM and PvP related bugs and specifics problems that can't be fixed another way.

Here is how the formula works with an Exemple on Carnage :

BASE = Spell's base damages
C_MSY_ELEM = Caster's Fire/Air/Water/Earth/Stasis/Light Mastery + Elementary Mastery (% all damages)
C_MSY_SECOND = Caster's AoE/Single Mastery + Range/Melee Mastery + Critical/Non-Critical Mastery
C_MSY_THIRD = Caster's Berserk Mastery + Backstab Mastery + Heal Mastery (if the requires conditions are met)
T_RES = Target's %Resistance (I don't give the formula here because it's not important, but it takes in count the target's critical/backstab resistances)
BLOCK = Is the target blocking the incoming damages ? If yes it's 0.8 else it's 1
T_BARRIER = Target's Barrier amount


Let's suppose the caster have Carnage level 1 and the target have 500 Armor, 7000 HP, 40% Resistance, 150 Barrier and fill the formula with usual values :

RESULT = ( 150 * ( ( 100 + 1300 + 400 + 200 ) / 100 ) * ( 1 - ( 40/100 ) ) * 1 * FINAL_MODIFIER ) - 150
RESULT = ( 150 * 20 * 0.6 * FINAL_MODIFIER ) - 150
RESULT = ( 1800 * FINAL_MODIFIER ) - 150

Here is the list of effects we need to consider to calculate our FINAL_MODIFIER :
Caster have -5% Damages inflicted (a lambda debuff) & 10% Damages inflicted (Carnage) & 10% Damages inflicted on any target with Armor (Carnage)

FINAL_MODIFIER = 1 + ( ( 10+10-5 ) / 100)

RESULT = ( 1800 * 1.15 ) - 150 = 1920

No matter the target's Armor amount, the caster will do the same damages.
With the old Carnage, one of the final multiplier was only applied to the Armor Losses, and the target had only 500 Armor, so there was 2 different FINAL_MODIFIER.

I hope it makes the things more clear.

This post has been edited by [3xited] - May 04, 2016, 17:29:29.
Reason for edit : add barrier in the formula
Thread : Feedback  Preview message : #950423  Replies : 76  Views : 2714
Game Designer * Member Since 2011-04-29
posté March 19, 2016, 17:38:35 | #32
In order to clarify because the english translations aren't updated yet. We made changes on the final multipliers computation method. From now, any Heal or Damage that we call "final multiplier" is additive.

About the specific passives mentioned here, they are supposed to be something like this :

Carnage :
15% Damages inflicted
10% Damages inflicted on target with armor (here is a change, that's the reason why the bonus decreased)
-30% Heals given

Medicine :
30% Heals given
25% Armors given to ally (it's TO, not FROM)
-15% Damages inflicted

Rock :
60% max HP
25% Heals received
-25% Damages inflicted
-50% Heals given

You'll probably need to wait a bit for the english translations. As the modification is also related to classes, do not hesitate to report any miscomprehended term afterwards.


Thread : Feedback  Preview message : #950215  Replies : 76  Views : 2714
International Community Manager * Member Since 2014-11-03
posté March 18, 2016, 16:33:15 | #33

Quote (SirTristepint @ 18 March 2016 16:02) *
Am I reading this right or are all costumes and EQUIPS linked now? And no more 20 wisdom in dungeons?
Man I'm done.

Hello SirTristepint,

Just to clarify, the following items are now (in Beta) linked to your account rather than linked to your character:

  • Emote scrolls
  • Titles
  • Costumes
  • Seal of Companionship
  • Small Ikiakit
  • Enutrof Prospecting Candy
  • Wise Candy and Lucky Candy
  • Nation allegiance scrolls
  • Change of Class scrolls
  • Treasure maps (for example: Capn’ Lechouque’s Map)
  • Pet dyes
  • Face Gems
  • Ingame event consumables
  • Twixler Candy (compensation) and Phoenix Scrolls
  • Osamodas Powder of Fortune, Growth Kibble, First Choice Kibble and Super Growth Kibble
  • Equipment sets (you can now also have a stack of 99 of the same set.)
  • Ingame Mystery Boxes
  • Bags
  • Some rare resources
  • Miscellaneous items
  • Equipment: weapons, armour and rewards from older content except specific equipment from quests

And please do remember that content on the Beta server is subject to change and doesn’t reflect the final changes made to the live game come the next update.

We would really like to hear your feedback of your experiences on the Beta server and of the changes made. Don’t forget to share them here!

Edit: corrected 'Gems' to 'Face Gems.' Also added further clarification. 

Thread : News  Preview message : #949939  Replies : 84  Views : 3060
Community Manager * Member Since 2013-07-08
posté March 18, 2016, 15:00:00 | #34
Beta Server: New Update! We recently announced in the Letter to the Community about the revamp of Monk Island and the new zone on Moon Island itself. We know you have been eager for the next update but while you wait, we invite you to discover new content ingame on our Beta server later today!

Ready yourself for a rumble in the jungle, Moon Island is back today! And, on it are:

  • 2 new dungeons.
  • 2 new families of extraordinary creatures
  • More than 60 new items!
  • And much more to discover for youselves!

Journey to Moon Island and discover new content that awaits you! 

Let us not forget the level 70 to 80 zone: Monk Island. The popular island has been completely revamped. Discover what the crazed monks do away from civilization and if spiritual singing and organ recitals leave you eager for excitement, you can journey to this dark place and discover new ruins.
We have also improved the game's stability and corrected many of the issues you reported to us. 
Please keep in mind that the content of this server is subject to change and further balancing, and doesn't necessarily reflect the final quality of the content presented ingame. Unfortunately there is only a French changelog for the Beta update, which can be viewed here, but other language versions of 1.46 changelog will be available when the next update is live. 

Your feedback of the new Beta content is really important to us so we invite you to share it with us on the forum category "Beta Server". We also invite you to report the various bugs that you may find here (while of course using the usual bug report template).  If you wish to join, just make sure to download and install one of these versions of the Updater:
You will then be able to access the Beta server normally via your login and password as usual. 

Happy testing and we hope you enjoy discovering the new content!

Please note: you now need an active Booster Pack to access the Beta server.

Thread : News  Preview message : #949887  Replies : 84  Views : 3060
Community Manager * Member Since 2013-07-08
posté March 18, 2016, 05:02:47 | #35
Unexpected Nox Server Restart - 17.03.16 Hello everyone,

The Nox server is currently undergoing a server restart due to technical issues. The team is working to stabilize the situation.

We would like to apologize for any inconvenience and thank you for your patience and understanding.

Thread : Server Status  Preview message : #949821  Replies : 1  Views : 626
International Community Manager * Member Since 2014-11-03
posté March 14, 2016, 16:44:52 | #36
Server Maintenance - 15.03.16 Hello,

We will be performing a maintenance for all game servers on the 15th of March at 10.30 AM (GMT) / 3.30 AM (PST) / 6.30 AM (EST).

We will update the community on the reopening time of the game servers.

Thank you for your patience and understanding.

Thread : Server Status  Preview message : #949150  Replies : 1  Views : 1054
Community Manager * Member Since 2013-07-08
posté March 11, 2016, 18:01:17 | #37

Improvements in the display of lock and dodge.

1. When hovering your cursor over your character,who is in a cell adjacent to an enemy, you will see green cells that permit movement and you will also see red cells where you cannot reach because of the MP loss triggered by the enemy’s lock. You can also see this when it is not your character’s turn enabling you to plan ahead and take into account the loss of MP.

2. If you hover your cursor over another enemy orally (player character or monster),you can see where they can move and where they may be locked. This is based also based on their stats. With this, you will be able to know if you can lock a fighter, or if the fighter can dodge you!

3. If you look closely you will see that the display of MP now takes into account where the fighter may be able to go if the lock wasn’t in place. The crate (displayed in the screenshot) is an obstacle for the Iop and that is taken into account for the possible cells where he can move to.

You will be able to test this feature on the next Beta update so please send your feedback about this new addition to your combat strategy!

Thread : News  Preview message : #948615  Replies : 109  Views : 7392
International Community Manager * Member Since 2014-11-03
posté March 10, 2016, 15:50:40 | #38
Almanax Compensation for 29.02.2016 Hello everyone,

The Almanax daily quest was not present ingame for the 29th of February and therefore, it was not possible to claim 1 Almoken for that day.

To compensate for this, we will be crediting Almokens based on the following criteria:

For all the characters who were connected on 29.02.2016 between 12:00 AM and 11:59 PM (CET) will be credited with 1 Almoken per connected character. If you have connected three characters, you will receive 3 Almokens.

However, if accounts had the Heroes Service (1 or 2 Heroes) enabled on the 29.02.2016 between 12:00 AM and 11:59 PM (CET) and connected to WAKFU, 5 Almokens will be credited to the account and not the amount detailed above.

In all cases, you will be free to assign Almokens to one or many characters via the Gift Interface ingame.

We are currently investigating if it will be possible to extend the eligibility period so that we can compensate players in different timezones. We will return with this information shortly.

The crediting for these Almokes will be begin shortly.

Thread : Server Status  Preview message : #948376  Replies : 0  Views : 698
International Community Manager * Member Since 2014-11-03
posté March 08, 2016, 14:29:49 | #39
Hello everyone,

Our teams are continuing to work on the issues regarding connection problems and high latencies. This is currently affecting all of our games and websites

We are still investigating the implementation of new security measures, with our server host, to stabilize the situation. This, however, requires a huge configuration of our entire network infrastructure, so we will keep you informed of our progress as soon as possible.

We thank you in advance for your patience.

Thread : Server Status  Preview message : #947998  Replies : 3  Views : 3301
Community Manager * Member Since 2013-07-08
posté March 04, 2016, 18:41:01 | #40
Hi guys,

We understand that this an important subject for the community and are coming back with some information from the team:

"We have detected and corrected a proven source of blocking the guild chest. The fix will be implemented with the next game update. It is possible that this is not the only case of blocking, although it is surely the biggest cause of the problem, if not the only one. Nonetheless, we will remain vigilant when applying the fix to check and address any further issues.

We would like however to recommend (until the next game update) that when your guild chest is blocked, the best way to get you out of this situation is to avoid repeating the same action and not spamming them. Wait a minute between each object addition attempt, and assume that there is latency with each of them in the way they are processed by the chest. It is preferable to not try them several times as it may deepen the issue while doing so

Thank you also again for your patience while the team works hard on fixing the guild chest.  

Thread : 1.45 Bug Reports  Preview message : #947326  Replies : 5  Views : 351