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Game Designer * Member Since 2011-04-29
posté October 12, 2016, 15:44:55 | #41
It's a consequence of the old subscription system. Since every server is F2P, we are removing this verification and it should solve some dialog issues on multiple NPCs (Mercenary, Nation, Outposts).
This will be fixed in the upcoming hotfix.

Thread : 1.48 Bug Reports  Preview message : #982549  Replies : 9  Views : 249
Game Designer * Member Since 2011-04-29
posté October 12, 2016, 15:38:25 | #42
Since the update, only the door related to the In Game season is active.

Actually, there is a bug in the weather UI which says it's Spring but in fact it's Winter. That's why you only have the Winter door available.

This will be fixed in the upcoming hotfix.

Thread : 1.48 Bug Reports  Preview message : #982540  Replies : 3  Views : 192
Community Manager * Member Since 2013-07-08
posté October 11, 2016, 21:12:25 | #43
Thank you everyone for your patience as Phaeris is now back online!

So let's repopulate it and discover the new content.  

Thread : Server Status  Preview message : #982265  Replies : 5  Views : 1864
Community Manager * Member Since 2013-07-08
posté October 11, 2016, 19:06:51 | #44
Hi everyone,

All the servers are now back online except Phaeris as we are doing extra maintenance still on it.

Which we will inform you as soon as possible of its reopening.

Thank you for your patience.

Thread : Server Status  Preview message : #982230  Replies : 5  Views : 1864
Community Manager * Member Since 2013-07-08
posté October 11, 2016, 18:57:01 | #45
Hi Donnu!

That is correct Phaeris is currently down for maintenance as all our others servers too to implement various fixes: Details here.

We will inform the Community when the servers are back up, and thank you for your patience. 

Thread : Technical Issues  Preview message : #982225  Replies : 5  Views : 328
Community Manager * Member Since 2013-07-08
posté October 11, 2016, 18:23:45 | #46
A problem was detected when the Osamoda summons a Piwi while in combat.

A restart of all servers is necessary in order to fix this critical bug.

Therefore the WAFKU servers will be brought offline at 4:28 UTC.

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

Thread : Server Status  Preview message : #982203  Replies : 5  Views : 1864
Community Manager * Member Since 2015-04-14
posté October 11, 2016, 15:36:33 | #47
Hi everyone,

Thank you for your patience, the update has now been applied to Nox and Remington, which are now up and running!

It is taking longer than expected to apply the update to Phaeris and as a result, the server is still down. We will communicate when Phaeris is back up!

We have identified two of the following bugs:

- The Piwi dungeon is inaccessible; if you try to enter the dungeon you will be returned to the entrance.
- The Piwi 'archmonster' has no spells.

If you encounter any additional issues or bugs, kindly report them at our 1.48 Bug Report thread.

Thread : Server Status  Preview message : #982151  Replies : 5  Views : 1864
posté October 11, 2016, 12:00:00 | #48
Devblog: A redesigned Astrub Island While waiting for today's update, read all about the changes for Astrub Island with this devblog. This redesign aims to offer new players an immersive environment, and abundant content!


An Astrub Redesign: Again?

Careful, we're not talking about a complete Astrub redesign. The city of Astrub, redesigned in 2014, has been entirely preserved as well as its main quest and annex quests.

This time, it is the Island of Astrub that has been redesigned to make it a real island and a genuine peaceful haven for novice players, which contains a rich variety of high-quality content.

We also concentrated on redesigning the game mechanics, some of which affect the whole game, while others only affect Astrub at this time.

The objective of the Astrub redesign is to offer new players an environment that is simultaneously:

  • Immersive: Good immersion, feeling of discovery, progression, without being lost.
  • Danger-free: No attacks, a controlled level of difficulty that is strategically interesting but simple and accessible.
  • Rich: Lots of content and things to do, updated to suit today's tastes in terms of environmental quests, achievements, archmonsters, professions, etc.

A word from Fhenris, Lead Level Designer

Astrub has always been crucially important in the Krosmoz universe, in both DOFUS and WAKFU. It is the first genuine zone that adventurers visit and it's where our first memories of places and events are formed. It's a place where new players are introduced to the game and learn how to play. It's also a place that needs to show a fragment of the richness of this universe, through its mechanics, but also monsters and environments.

Astrub has already taken many different forms, artistic directions and design styles. When a decision was made to entirely review the start of the game, we couldn't forget Astrub. It's just too important to the game and it has a huge impact on new players.

Above all, the first idea we had was to strengthen the links between Astrub in DOFUS and Astrub in WAKFU, while remembering that Ogrest's Chaos has passed through and that many years have passed, etc. Some sites have survived the chaos well, or have only suffered minimal damage. Others have been preserved, restored or abandoned over the years. The Tainela Bridge has been preserved and its wheel turns properly. Tainela was partly destroyed and is in the process of being repaired. The old sawmill has been completely abandoned and nobody seems interested in taking care of it anymore.

With the movement of plates, some zones have slightly pivoted, peaks have formed, like Mount Astrub, which wasn't as high at the time of Dofus.

But the most important thing we have done is to create an intact and coherent whole. We have had to move away from the idea of four symmetrical zones that represent the nations. Astrub needed its own form, its own personality.

Moreover, the whole team thought it was a shame that the two most iconic families in the World of Twelve are not represented early in the game's progression. So it was really important that we added them into the new Astrub.

To keep things clear, we wanted every zone to have its own unique atmosphere, its own resources and a clan master who represents the professions associated with that zone. For example, the forest contains a lot of trees so the clan master is a lumberjack; the mountain is full of minerals so the clan master is a miner, and so on.

What this means in practice...

Astrub Island is now made up of several zones

  • Astrub Center with its Bow Meows, who now have their own majestic port
  • The Fields, with its crops and Tofus
  • The Plains, with its plantations and Gobballs
  • The Sewers with its Larvae
  • Tainela, with its Master Trapper and Gobballs
  • The Forest, with its trees and Treechnees
  • The Mountain, with its ore and Piwis
  • The Cemetery and its skeletons
  • The Fishermen's Hamlet

Each zone has its own atmosphere, clan master, ecosystem, weather and resources. The latter will give players some helpful advice, in their own personal style!

All of the destinations have now been centralized in the large port of Astrub. A Kanojedo has also appeared, which lets you test your characters against sacks of potatoes, and the Temple of Scriptures has been moved to another place, which can still be reached in Astrub.

Monster Families

In addition to replacing some of the iconic Krosmoz monster families in Astrub, like the Gobballs and Tofus, we have revised all of the Astrub monsters to adapt their level, go back over their abilities, adapt their gameplay and even correct and energize the animation and visual effects.

We have also redesigned the behavior of monsters. You can see Gobballs sleeping at night, eating plants, scaring each other, reproducing...

You can find monsters from two level groups in Astrub: the Bow Meows, Tofus, Gobballs and Larvae, from levels 6 to 20. Piwis, Treechnees and skeletons, from levels 21 to 35.

Environmental Quests


To make the zones more dynamic and offer a variety of activities, we have updated the environmental quests to suit the tastes of today's players.

What is an environmental quest? Roughly every ten minutes, there is a common quest for all of the players in the zone with various objectives: catch a monster, squash invasive plants, prevent a monster attack, etc.

The quest can be performed alone (for example, kill 5 monsters), make a dash (for example, catch a monster when there are only 3 in the zone), compete against other players (for example, squash the most resources); or be part of a team effort with other players (for example, destroy all the monsters in the zone).

We've also increased the information that players are given about quests. At any time, you can see your quest progression in real time: your score, your ranking, the number of monsters destroyed and resources that have appeared in the zone, and the number remaining. This makes the competitive and collaborative side of quests more interesting.

There are two special collaborative events – which we consider the most interesting – that could also take place in the zones: monster hordes and invasions.

Monster hordes are most likely to appear when all of the clan master's wishes are respected. A horde is a group of 8 monsters, including one dominant monster from the family. In addition to earning players a huge amount of experience and special rewards, when a monster horde is destroyed within a set time limit, all of the players participating will earn extra rewards.

Invasions are quite rare in the zones. When there is an invasion, all of the players in Astrub are warned by the clan master of the zone they are in. Invading monsters kill the zone monsters, so they need to be destroyed reasonably quickly to prevent serious damage to the ecosystem. In a similar fashion to monster hordes, all of the players earn huge rewards when they help ward off an invasion.

In each zone, an archmonster from the family could also make an appearance! Unlike the two previous environmental quests, only the first players to find and destroy the archmonster will obtain its unique items.

A crucial piece of information: environmental quests are how players obtain "Souper-Glou". This new resource can only be obtained this way and is used in nearly all the recipes!

To finish, we also removed the "Quester's Block" state, which prevented players from going on several environmental quests in a row. In addition, the monsters in these quests are now an equivalent level to normal monsters and will earn players just as much experience.

Day/Night and Seasonal Cycles


Up until now, the day/night cycle was causing a few problems: It was too long, which resulted in two things for players: Either they played in the daytime and didn't even realize there was a day/night cycle, or they played at night and spent the whole time playing in a gloomy atmosphere, which is really unpleasant. In addition, WAKFU is a game that has an international audience and players who live in many different time zones emphasizes these problems.

Similarly, seasons were much too long, which prevented us from creating content for specific  seasons, and it didn't necessarily match up with real seasons players were experiencing outdoors.

For these two reasons, we only had two solutions: remove the cycles altogether or make them an integral part of the game. Since they are a primordial element and part of the essence of WAKFU due to their impact on the ecosystem, we chose the second solution!

From now on, the length of one game day lasts 1 hour, and the same for one night, which means a full day cycle is 2 hours. A season will take 84 game days, which is exactly one week. Every 4 weeks, you will have experienced spring, summer, fall and winter in succession.

Based on the average game session, we believe that this will create a good dynamic for each session and better immersion in the universe.

So, how do the seasons affect the ecosystem? The seasons influence the temperature, rainfall and wind speed in the game. Temperatures are a little lower at night.

Next, temperatures influence the action time of harvesting while rainfall influences the crop success rate.

In addition, some events only occur at certain times, like the appearance of nocturnal monsters or archmonsters; in the long run, more seasonal changes will occur.

Some of you will probably be wondering how this will work in relation to real-time based functions, like the Almanax, or the history of the Krosmoz. Well, actually, it's very simple: nothing will change. The two things are totally unsynchronized. Maribri, the Meridia of 27 Javian, remains the Meridia for this date and contains several cycles of light and dark. Jiva is still the protector of Javian, which will contain several seasons.

Similarly, compared to "real life", a tree doesn't grow as slowly, characters don't travel or move as slowly between lands, characters do not age either, so we consider that game time is something very different to "real life" time and that it's not worth pulling out our hair over.

As always, the way that this new cycle is taken into account by players in their role playing sessions is entirely up to them. We think that it is entirely possible to adapt your "role play" style to environmental factors and that it could even enrich your experience. So the endless days of blue skies are over, things are really starting to happen!


We mentioned Souper-Glou earlier that it is used in many recipes, but now we have taken this further. We have entirely redesigned the recipes for levels 0-20 and changed the rules about resources.

All of these changes are described in the changelog for the update and they all have the same final goal: to make the game's progression smoother and more interesting for all the professions.

Therefore, the resources that are obtained depend on the clan master's wishes; the duration of gathering actions and planting is reduced based on your professional experience; components and refinements appear in every profession, allowing you to increase your experience more easily and also serves as a starting point for all the healthy and simple, basic recipes, to enhance the different types of activities that you can perform in the game.

There are also many improvements designed to make everyday life more fun: for example, new components are made faster; rare resources can be harvested at the same level as normal resources and will earn you more experience; bonuses for the first consumables have been revised to work by number of fights; the first food sources give you more health points; the first bags players obtain are larger; a change has been made to avoid miss-clicks that harvest grain rather than rare resources; the trapper level to collect on monsters has been reduced in general, and much more.



And we didn't stop there! We have revised the level and rarity of all of the items obtained in Astrub.

From now on, every method for obtaining items is valued, whether it is fighting monsters outside, completing dungeons, performing dynamic events like environmental quests, practicing a trade, or even completing as many achievements and quests as possible! Furthermore, even at a low level it is possible to obtain very rare items.

The new rule about obtaining items in Astrub is as follows:
  • Per family: common items (white) and sometimes rare items (green)
  • Per boss: rare items (green) and sometimes mythical items (orange)
  • Craft (professions): rare items (green) that are easy to make and mythical items (orange) that are more complicated
  • Slot machine: take back items obtained from the boss
  • Hordes and archmonsters: mythical items (orange)
  • Ultimate Boss: mythical items (orange) and sometimes legendary items (yellow). Note that there are no legendary items in Astrub.
  • Improvement (professions): made it possible to increase the rarity of common items right up to legendary level (no longer available in Astrub either).
In addition, thanks to our experience with common tokens on Moon Island, we have noticed that dungeon tokens do not fulfill their initial objective: they should ensure a minimal player progression curve and allow occasional players to obtain equipment without frustrating drops. This was working reasonably well at low levels and intermediate levels but not at high levels at all, where the quantity of tokens caused a farming spiral for this activity – which was clearly undesirable.

With this in mind, we decided to start rethinking the way tokens are obtained, starting with Astrub. Tokens are common to a level group and there are two new ways of obtaining tokens in Astrub:
  • The "One Shot": The Main Quest offers a generous amount of tokens, mercenary quests also earn tokens, and achievements earn even more.
  • The "Repeatables": Otomai's Disciples offers you daily and weekly quests that earn experience and tokens. The daily quest is one of these repeatable quests, which asks you to destroy a particular boss; and the weekly quest, which asks you to destroy all of the bosses for a level group.
Concerning achievements, we have added a few in connection with Astrub environmental quests. Please note that Astrub achievements also earn experience and that other achievements will be hidden until you have left Astrub, so that it will be easier for newcomers to identify the achievements that are actually achievable for them.

Our aim in all of this is to create a healthy environment in which all a player's favorite activities are worthwhile, and something that works by "level group" to ensure that each level group is of good quality, with rich content at every stage of the game.

*The Inventory UI image used for this devblog is related to the Adjustable Level System that will be implemented in a future update.

Thread : Devblogs  Preview message : #982096  Replies : 35  Views : 1112
Community Manager * Member Since 2015-04-14
posté October 10, 2016, 17:32:01 | #49
WAKFU Update 1.48 - 11.10.16 Hi everyone,

The servers will be having a maintenance on the 11th of October 7:30 AM UTC in order to implement Update 1.48: New Times in Astrub.

The detailed list of changes can be read here.

Thank you for your patience and we can’t wait to have you discover the new content!

Thread : Server Status  Preview message : #981991  Replies : 5  Views : 1864
Community Manager * Member Since 2015-04-14
posté October 10, 2016, 17:30:00 | #50
New Times in Astrub

Main Content


Astrub Redesign

Astrub has been redesigned! The changes are astounding: 
  • 8 unique zones now make up the island of Astrub.
  • New and existing monster families have also been introduced and revamped to fit the changes to Astrub.
  • Changes to environmental quests and how they operate within the zones.
  • A new seasonal and 'day and night' cycle has been added not just to Astrub, but the entire game!
  • A new resource has been added that can only be found in Astrub: Souper-Glou. A resource that will be used for many recipes!
  • In Astrub, Clan Masters will have an influence on a zone's resources.
  • Different ways to acquire items have been added to promote all the activities found in Astrub, such as: defeating monsters in and outside of dungeons, crafting, achievements and quests!
More details on all of these changes can be found in this changelog!

A devblog will be released in the coming days to help newcomers adjust to all the changes found in the revamped version of Astrub.

Quest of Nations: Chapter 4

The long-awaited, Quest of Nations, Chapter 4. Visit the Sidimote Moors in Brakmar and talk to the archaeologist, Eminerell Lebbocq. You will find:
  • New Brakmarian districts
  • New characters
  • A boss that's long in the tooth
  • A new dungeon
  • The next part of the story
  • And at last, the third and last Orichalcum!
Read this article to find out more about the new quest.

New Dungeon: The Villainy Vineyards

The Villainy Vineyards, a dungeon for players of level 135 and over, includes:
  • A monster family, the Viticultists, and its 2 bosses
  • Access to level 135
  • A system in which the outcome of earlier fights has an influence on later ones
  • Some recipes for crafters
  • Haven bag decorations
  • 20 items of equipment, including:
    • 1 epic item
    • 2 sets
    • 4 items to make
Read this article to learn more about the new dungeon.

Ultimate Boss: Sham Moon

A new Ultimate Boss for players of level 185 and over. It includes:
  • A complete set (8 items) in the token machine
  • 4 crafted items
  • 3 looted items, including 1 epic rare item and 1 emblem that comes in seven different versions
  • A relic to make at the end of a complicated quest
Read this article to learn more about the Ultimate Boss.




  • Black Bow Meow: The spell description indicates that the Black Bow Meow has 5 AP.


  • Shady Shovel: The spell now steals MP, even if the MP "out of combat" peak has been reached.


  • It is no longer possible to summon the Barrel to you before level 15. This change avoids a character becoming blocked in the absence of a "Karchamrak" spell, unlocked in level 15.


  • Tricky Blow: This spell now allows Sram to move away 2 squares, even if the spell damage kills the target.


  • It is now possible to turn a critical hit into a penalty to make it easier to manage bonuses/penalties when they accumulate.
  • All of the elemental spells now have the same level as the character. Consequently, it is no longer necessary to make spells gain experience.
This choice was made so that we can change the build in just a few clicks and prepare the system for Adjustable Levels.
  • Removal of Elemental Mastery obtained based on spell level. Instead, the player obtains 20 Elemental Mastery for levels 40, 60, 80, 100 and 120, for a total of 100 in Elemental Mastery. A quest tells you at which level you will obtain this bonus.
    • Guild bonuses have also been revised to inflict up to 8% damage and up to 8% Heals performed, instead of the Elemental Mastery bonus.
All of this largely compensates for Elemental Mastery obtained by characters through spells.
  • Kit has been removed from abilities.


A global restat will be offered to all players.
The functioning of Restat Quests has been entirely revised and players no longer need to gain experience for spells:
  • Automatic Restat for level 30 automatically resets abilities to zero.
  • Automatic Restat for level 80 automatically resets abilities to zero.
  • The Restate of Farmergency gives you a Farmergency Scroll that functions like the Scroll of Absolution and resets your abilities to zero when you use it.
  • Restats are also faster and more interesting because the long experience reallocation phase has been removed.
  • The quantities required for the Restate of Farmergency Quest are standardized to 150 resources (instead of 200 for some) and the resource acquisition rate is set at 25%.
  • When your character has to perform a Restat, it will no longer stop you from interacting with the world, as was previously the case.




  • Increase in Chefish rate from 1% to 3%.
  • Chefish can no longer be obtained in the place of a rare fish.
  • Hooks are no longer required to catch certain fish. There are no longer recipes for making hooks. Hooks owned by players have been deleted.


  • The trapper level that players need to harvest from a given monster has been decreased and follows the formula below:
    • (Monster level – 6) * 0.65 rounded to a multiple of 5 higher (i.e. 12 is rounded to 15), with a minimum of 0 and a maximum of 100. This formula implies that only level 153 and higher monsters require the current max trapper level to be harvested.
  • All Trapper harvests now take 3 seconds. Some were still taking 5 seconds before.          
  • The Trapper earns 4 times more experience when harvesting the resource from a dead monster.
  • Meat obtained when harvesting a dead monster is used by the Chef profession to make consumables that give Health Points.         


  • There is now a rare resource for all of the resources present in Astrub. The visual for rare resources is gradually being revised to set them apart from normal resources.
  • All the professions now have their own component in each level group. Only 0 to 10 level components are available at this time. Components are made in 2 seconds instead of the usual 5 seconds.                                              
  • All level 20 recipes have been revised. Most of them have been greatly simplified. The amount of experience earned has been increased in many places.                                         
  • 10 new profession levels correspond with a level group made up of 15-levels. In other words, level 0-10 recipes are made with items from levels 6-20. Level 10-20 recipes are made with items from levels 21-35.            
  • Consumables that earn bonuses (Health Points, Elemental Mastery) have been revised and can now be accumulated by the number of fights.

Display Windows

  • Change of recipe for Display Windows, which now all include Chefish.


  • Harvesting a 1% rare resource now earns players 10 times more experience. An exception to this rule applies to 10% rare fish, which only earn 2 times more experience.
  • Rare resources are now harvested at the same level as the classic resource, rather than 5 levels higher.
  • Players can no longer harvest anything but the rare resource when a rare resource is available. This prevents the players from missclicks that harvest seeds rather than the rare resource.
  • Now, when a zone is under the influence of the CM (Clan Master) for a type of resource, then rare resources of this type are twice as likely to appear.
  • Now, when a zone is under the influence of the CM for a type of resource, harvests will produce 33% more of this type of resource.
  • Now, when a zone is under the influence of the CM for a type of resource, harvests will produce 66% more seeds/grain of this type.
  • The planting speed for seed, herbs, grains and seedlings is now 3 seconds instead of 5 seconds, the same as other action rates.          
  • The planting and gathering speed are now reduced to suit the player's professional level in relation to that resource level.
  • 6-second actions are reduced 0.1 sec by level, down to a 3 second minimum.
  • 3-second actions are reduced 0.05 sec by level, down to a 1.5 second minimum.
  • The temperature no longer affects the growth rate of resources. Previously, this could slow down growth by up to 30 minutes, and could even prevent growth entirely until the weather changed.
  • Instead, the temperature now increases the action rate on these resources, which is less restrictive.
  • Rainfall has been revised based on three rainfall types: no rain, light rain and heavy rain (with or without thunder!).
  • All resources have a preferred type of rain, with a few exceptions. When they are not receiving this type of rain, the crop success rate is lower.



Day/Night/Season Cycle

The cycle of day, night and the seasons has been redesigned to become an integral part of your daily adventure!
  • A day in the game lasts 1 hour and a night also lasts 1 hour.
  • A season lasts 84 day/night cycles, so exactly 1 week. Every 4 weeks, you will have been through spring, summer, fall and winter.
  • The seasons affect the temperature, rainfall and wind speed in the game. Temperatures are also lower at night.
  • Temperatures have an effect on harvesting times, while rainfall influences the crop success rate.
  • Some events only happen during specific periods. For example: only at night, or in winter.


  • A Kanojedo has appeared in Astrub! The Kanojedo is based on an improved version of the Restat room concept. The Kanojedo allows you to train against a sack of potatoes, alone or as a group!


  • The client now uses PNGs instead of TGAMs. The animation of monsters and characters – and generally everything that has to move in the game – has been improved, but this will depend on the player's hardware.
  • It is no longer possible to leave Astrub without having reached level 25 and chosen a nation. Any character who does not fulfill these conditions and is found in the nations, will automatically be teleported back to Astrub. This measure allows us to make sure that new players enjoy a well-managed experience during their first hours in the game: rich and out of danger (no attacks in Astrub). In addition, it naturally protects the game from undesirable "mule" characters, like "voting mules" and "advertising bots".
  • All departures from Astrub now leave from Port Astrub on a single boat that travels to all destinations.                                   
  • The Temple of Scriptures has been moved to a new area. It can be reached from Astrub, next to Pandora's house in Astrub Forest.
  • However, you can also activate a compass in Almanax Quests that shows you how to get to the Temple.                                  
  • The new Clan Masters for each zone will explain to you, in their own fashion, useful tips and tricks for novice players!                                                
  • Chests containing emotes from the Incarnam Quest have been added, so that players who didn't complete this quest can obtain them.



Al Howin

  • New stuff in the Slot Machine:
    • 4 new exclusive decorations
    • 1 exclusive costume
  • Monsters no longer pass through the Environmental Quests system, stopping real Environmental Quests from taking place during the Event period.




  • Correction of a bug preventing players from obtaining the "Ancient Frozen Key" in Frigost when they had previously tried to obtain it at a time when there was a problem with the element.        

Story of the Nyl Quest

  • Drop rate for entries in the second and third part of the diary has been increased.


  • Astrubian Mercenary Quests now earn more experience and also get you tokens.

Otomai's Disciple

  • Otomai's Disciples Quests in Astrub have been redesigned:
    • All of the quests for your level group are available right from the start; instead of having to complete the quest several times to unlock the next ones.
    • A daily quest has been added, which asks players to defeat a selected boss in their level group.
    • A weekly quest has been added, which asks players to defeat all of the bosses in their level group.
    • All of these quests earn players experience and tokens.

Environmental Quests



  • The Environmental Quests system has been completely overhauled. Most of the changes only affect Astrub.                                  
  • The Environmental Quests allow you to obtain a unique resource that is used in most of the game's recipes: Souper-Glou.                     
They are divided into different types of quest:
  • "Solo" Quests
  • "Dash" Quests
  • "Competitive" Quests
  • "Collaborative" Quests
These quests request the player to perform a specific action ("catch a monster", "crush plants", etc.) or fight monsters.
  • Each area and monster family has its own Archmonster. The Archmonster appears cyclically based on certain criteria. In Astrub, there is no appearance criteria and it appears approximately once every hour. In higher level areas, when there is an aura, Archmonsters can only appear when special conditions are met and sometimes at longer intervals.                  
  • Hordes When the Clan Master's wishes are satisfied, Hordes of Monsters can appear cyclically.
This type of collaborative Environmental Quest earns a huge amount of experience and rewards.
  • In addition, every zone has a chance of being invaded! In a cyclical pattern, one of the Astrub zones will be invaded by monsters, and all of the Astrub players will receive an alert through their Clan Master. If they are not stopped, the monsters will destroy a large part of the local ecosystem!
  • Each type of Environmental Quest is represented by an icon and a specific color. This color is also found on the Quest Tracking icon and under monsters and resources in the world.                                             
  • Monsters in the Environmental Quest are no longer weaker than normal monsters and will earn you a normal amount of experience.


  • At the end of the Environmental Quest, fights that are underway will not be interrupted. Players can finish their fight in the normal fashion and obtain any drops on the monsters.
  • The "Quester's Block" state, which stops players taking part in another Environmental Quest for several minutes, no longer exists.


  • The behavior of monster families in Astrub has been entirely revised:
    • Monsters can sleep at night.
    • Monsters interact with each other: frighten, reproduce, etc.
    • Monsters can interact with the ecosystem, for instance by eating resources.
  • These behaviors no longer block actions. You should almost never encounter the error message "the monster is busy".
  • When you fight a monster outside, fight bubbles can no longer be created outside the monster ecosystem area. This avoids problems with the Environmental Quests when you leave the fighting area.



Moon Island

  • Moon Island bosses' Lock has been reduced overall. Here are the new Lock values:
    • Kannilooni: 666
    • Darkli Moon: 100
    • Grozepin: 200
    • Nyl King: 350
    • Koko the Nutt: -100

Kannivore Dungeon

  • Natural Extermination will no longer cause more damage than expected in certain cases.
  • Jet Stimable can no longer stabilize a destabilized target.
  • The second Natural Extermination in Phase 3 will be correctly applied in all cases.
  • Several changes have been made to the Steles for this boss, so that they have more of an influence on the fight. We will let you discover these changes for yourself in the game.

Astrub Dungeons

  • Characters automatically run to the next room in the Astrub Dungeons. Please note that this dash is not forced and can be stopped by the player. If this system proves popular, we could think about extending it to all the dungeons.                          
  • The Astrub dungeons no longer give tokens. These are obtained in the main quest, the mercenary quests, the Otomai's Disciple quest and achievements.        
  • The Astrub tokens are now the same in dungeons of the same level group.
  • The price in tokens of items obtained in the Astrub slot machines is now only based on their rarity. They are not linked either.
  • In Astrub, there is no longer only one resource per boss. This is obtained at 10% from the boss. It can also be purchased in tokens from the Slot Machine.                                       
  • There is no more "easy" version in the Astrub dungeons.


  • Rarity and levels for all of the items obtained by players in Astrub have been revised. These changes are retroactive, so items already in your possession may change level or rarity percentage.
  • There are now extremely rare items that can be obtained or made on low levels. There is a new rule concerning game rarity that applies to Astrub:
    • Per family: common items (white) and sometimes rare items (green)
    • Per boss: rare items (green) and sometimes mythical items (orange)
    • Craft (professions): rare items (green) that are easy to make and mythical items (orange) that are more complicated
    • Slot machine: take back items that are obtained from the boss
    • Hordes & Archmonsters: mythical items (orange)
    • Ultimate Boss: mythical items (orange) and sometimes legendary items (yellow). Note that there are no legendary items in Astrub.
    • Improvement (professions): makes it possible to increase the rarity of common items right up to legendary level (no longer available in Astrub either).
  • All of the low-level sets give 1 AP starting from 4 items and up. Some combinations are possible.                                               
  • A rarity frame added around items in inventories. The aim is to immediately identify classic items and rare items, and this paves the way for a system with several rarity levels for a single item.
  • It is no longer possible to equip the same ring twice on a single character. This was already the case for Mythical and Legendary rings and it is now also the case for all rings, regardless of rarity.

Haven Gems

  • Change in the method for obtaining Haven Gems: Instead of obtaining them by a world drop at a low percentage and upon approximately 200 monster of variable percentage, they are now obtained by a world drop at a much higher precentage. You can also randomly obtain Haven Gems or a Haven Gem fragment. Garden-type Haven Gems and Fragments are still the rarest type.
  • The Dark Hurl Costume now has priority over emblems, as it should.
  • The size of bags obtained in Astrub has been increased.
    • All of the first monster families allow you to obtain a bag with 5 places.
    • The Piwi family (levels 21-35) allows players to obtain a bag with 8 places.
    • Through the professions, you can also make a 12 place bag using Piwi bags.
    • Double-up bags are no longer available.


  • Astrub achievements all earn players experience and tokens. These tokens correspond with the level group in which they are obtained and can be traded for rewards in the slot machines located in front of the dungeons.
  • 8 new achievements and 1 metachievement for Environmental Quests have been added in Astrub.
  • Finishing the main quest in Astrub will also earn you tokens thanks to the associated achievement.


  • The four-times-four bonus for Elemental Mastery has been replaced by four bonuses of 2% Damage inflicted and four bonuses of 2% Heals performed.




  • The weather interface now shows the current season.
  • The weather interface now shows the time when the next day cycle will begin.

Clan Master

  • The Clan Masters can now talk to the player from their miniature in the general interface, at the top right of your screen. To start off with, they will tell you when an area is invaded.


  • Deleted characters will no longer be counted in election results.              
  • The visual effect obtained in Excarnus will no longer accumulate to infinity.
  • The visual effects for challenges beneath monsters and resources will now display correctly for characters located too far away at the time, and when an Environmental Quest has started.
  • Fire of Love is no longer needed to light or switch off lamps.      
  • All weapons can now provoke or heal by chromatic effect. As a reminder, the chromatic element uses the best Mastery a character has, so that these weapons can be used by any character.
  • Roughly fifty weapons previously couldn't target squares at the edge of the bubble when used. This is now fixed!
  • An information bubble is now displayed on traps to describe their effects.
  • The option "tutorial" or "full game" has been removed at the game update: It is now necessary to download the full game to be able to play. Considering the size of the game in "basic tutorial", and no longer having the client tutorial's 100 Mo limit (restriction linked to the Chinese version of the game), we have decided to remove this option.        
  • Changes to the bookshop allow videos to be played in the client. These changes should stop the client from becoming blocked when videos are played while they are still loading.  
  • Instead of an error message appearing when an "ignored" player is added to a full list, an "OK" button will now appear so that players don't have to hit "Esc" to keep playing.
  • Bug fix for animations and auras.
  • Various performance improvements for the client.
  • The start and end dates for the mandate display dates correctly now. There will no longer be a thousands' separator.
  • There were some effects that were still rounding randomly, depending on the level of the effect. This has been fixed.
  • The appearance of snow has been modified.
  • Challenge monsters can no longer be eaten by other monsters.
  • Items comprised in a pile of items have had restrictions placed on their interactions. For example, they cannot be equipped now.                                           
  • The selection of a character has been improved slightly: The list is now centered as much as possible on the last character that was selected, and the background (normally shown while hovering) will be displayed by default to emphasize it more.
  • Some monsters, like the special event monsters and monsters no longer available in the game, have been removed from Gobgob.

Thread : Changelogs  Preview message : #981987  Replies : 38  Views : 1952
Community Manager * Member Since 2015-04-14
posté October 03, 2016, 16:00:00 | #51
Adjustable Levels Postponed

We let you test the Adjustable Levels in the beta server and the tests were very positive. But they also allowed us to identify a number of points that needs improvement because the long-awaited system is the base of many other functions in the game. To give us time to perfect this system, we have decided to push back the release date.  

As you already know, we have been working on a new system for WAKFU for many months: the Adjustable Levels. This new feature, which we announced in the latest Letter to the Community, allows you to temporarily reduce your character's level so that you can play all of the game's content. You can also earn rewards while you play at the adjusted level that suits your actual playing level.

In other words, you can frolic through Gobball Pastures as your current character at a level adapted to this dungeon, while continuing to earn interesting rewards.

We also mentioned two other new features: Rapid Builds and Mentorship.

  • The first lets you rapidly change your build in a simple click of the mouse (a build means all of your character's abilities, spells and equipment).
  • The second, rewards experienced players for spending time helping newcomers.

Rapid Builds and Mentorship are closely linked to the adjustable levels.

We let you test these features in the beta server for several weeks and you have given us a lot of feedback. This enabled us to identify what is working and what is not, in terms of ergonomics, design and general use. So thank you everybody!

Why have we decided to postpone the Adjustable Levels?

The system is functioning...

The beta tests let us saw that the adjustable levels operate the way they are supposed to. The idea of reducing a character's level and being given suitable characteristics works. This makes it possible for players from all horizons to play together, whether they are level 20 or level 200. They can play together in the same conditions and with a common goal.

... but we aren't satisfied with the following:

  • There are too many interfaces and these are scattered amongst several other pre-existing interfaces. It has become difficult to find your bearings and to navigate between one another.
  • This means also revising the resulting game ergonomics. We will take advantage of the extra time to improve this.
  • It is vital that the system is accessible and easily-comprehended by all players, which is not the case right now.

Our plan of action

  1. Simplify what we have and make it easier to use, which isn't the case right now.
  2. Generally improve the interface for Adjustable Levels and Rapid Builds to make it simpler to use. (work on Mentorship is already finished, but since this is linked so closely to Adjustable Levels, we can't release this separately).
  3. Test the changes with you.
  4. Integrate the features before the end of 2016.

We apologize for this delay. We know that many of you are really looking forward to this new feature, but that is also why we have decided to postpone its release. Our aim is to make everything better and easier to understand for all players.

Thanks once again to everyone for the feedback that you gave us during the updates on the beta server.

Let's keep working together like this in future updates as your help is precious to us!

As for the rest, don't worry, the following content we announced in Update 1.48 will be available:

Thread : News  Preview message : #981226  Replies : 37  Views : 1404
Community Manager * Member Since 2015-04-14
posté September 21, 2016, 09:41:14 | #52
Beta Server Update 21.09.16 Hello everyone,

The Beta server will be under maintenance on Wednesday, 21st of September 2016, starting at 9:30 AM UTC.

As quick notice, the Beta server is now accessible to all (Booster Pack or not).

We will keep you informed of the reopening of the server.

Thank you for your patience and understanding.

Thread : Server Status  Preview message : #979984  Replies : 2  Views : 278
Community Manager * Member Since 2013-07-08
posté September 19, 2016, 17:47:49 | #53
Hello everyone,

The Haven World rules have been updated in an effort to make them clearer based on the questions in this thread. To clarify:

  • Active - If 3 or more guild members from different accounts have logged in to the game within the last 6 months from the Haven World data collection date (normally 1 week before the date of the Haven World auction).
  • [*]Inactive - If only 2 (or less) guild members from different accounts have logged in to the game within the last 6 months from the Haven World data collection date (normally 1 week before the date of the Haven World auction), the guild is considered inactive and will be relisted for the next Haven World auction.

    * In addition, those different accounts must not be sharing the same identity with other accounts.

    If you have any more questions about Haven World rules, just let us know!

    Thread : News  Preview message : #979816  Replies : 31  Views : 1486
    Community Manager * Member Since 2013-07-08
    posté September 16, 2016, 12:02:17 | #54
    Beta Update Summary 16/09 Here is a short summary of changes made to the Beta server following an update today:

    Adjustable Level System:
    • Changes were made to the appearance and functionality of the interface.

    Equipment items:
    • Changes were made to fix backup issues (equipment items and temporary inventory), equipping correctly the Heroes and implementation of the automatic equipment tabs.

    • The Gobgob’s interface has been improved regarding summons and the refresh rate of the interface.

    Mentoring System:
    • The Mentoring System is progressing greatly as it is now almost completed in its design.

    • The maps have been updated in particular for the new Astrub.

    The entire changelog, in French, can be found by clicking here!

    Thread : Server Status  Preview message : #979548  Replies : 0  Views : 258
    posté September 13, 2016, 20:00:56 | #55

    Our goal with this decision is to let the player discover and evolve in this new Astrub that we built as a safe and healthy — but rich ! — place to begin, instead of being guided too early to the nations.

    Also, it has side effects like naturally preventing from bot spamming in outpost, alt voting in elections, etc.

    Thread : Feedback  Preview message : #979232  Replies : 17  Views : 1034
    posté September 13, 2016, 12:48:34 | #56
    Hello there,

    Thanks for your feedback and analysis. Some good points have been raised here.

    As a result, we have significantly reduced the Lock of Moon Island's Bosses.

    This can currently be tested on the Beta server!

    Thread : Suggestions  Preview message : #979196  Replies : 59  Views : 2396
    Community Manager * Member Since 2013-07-08
    posté September 13, 2016, 04:41:00 | #57
    Beta Server Update 13.09.16 Hello everyone,

    The Beta server will be under maintenance for approximately a half hour on Tuesday, 13th of September 2016, starting at 8:00 AM UTC.

    As a reminder, the Beta server is now accessible to all (Booster Pack or not).

    We will keep you informed of the reopening of the server.

    Thank you for your patience and understanding.

    Thread : Server Status  Preview message : #979171  Replies : 1  Views : 377
    posté September 12, 2016, 20:40:05 | #58
    There will be punching ball mobs in the Astrub Kanojedo.  

    Thread : Feedback  Preview message : #979112  Replies : 87  Views : 3964
    posté September 12, 2016, 20:35:31 | #59
    Hello there,

    Did you check the Beta recently ?

    I have revamped all the recipes from level 0 to 20 and it's on Beta right now. Your feedback on it would be great.

    (And yes, we do read most of the message posted here.)

    Thread : Feedback  Preview message : #979110  Replies : 8  Views : 530
    Community Manager * Member Since 2013-07-08
    posté September 11, 2016, 08:48:10 | #60
    To add to my previous reply:

    The team has checked on the issue, which is due to our data center provider working on one of their router. Therefore this should only be temporary and be resolved shortly.

    We are sorry for the inconvenience and do thank you for your patience during that time.

    Thread : Technical Issues  Preview message : #978975  Replies : 22  Views : 1007