Professions and smithmagic
Gather, craft equipment and improve its rolls with runes.
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Gathering and crafting#
Professions progress through gathering and crafting. Recipes and required levels are listed in the profession book. Artificers craft custom Dofus; Alchemists upgrade rarity potions.
Profession levels and XP are shared across the account. Only the active character gathers and crafts. Dofus recipes have no profession-level requirement; shields and trophies retain theirs.
Smithmagic: exo odds and limits#
- AP exo
- 10%20% with VIP
- MP exo
- 10%20% with VIP
- Range exo
- 10%20% with VIP
- Summon exo
- 10%20% with VIP
AP, MP, Range or Summon exo: 10% success, 20% with VIP. The rate is flat: item level, rarity and condition do not change it. Otherwise 5% clean failure (only the rune is lost) and the rest is failure with loss. An exo is only possible when the item does not have that line.
- Item condition is measured against the maximum stats of its actual rarity. Suitable runes favor clean successes when restoring ordinary natural stats, providing a path toward nearly perfect rolls. Their baseline is 72% clean success, 20% success with loss, 3% failure with loss and 5% clean failure, before adjustments. The last available tier for each characteristic has no stat-level decay; earlier tiers retain their difficulty.
- Percentage resistance currently has only a +1 rune in the client, so it is the final tier and has no stat-level tier decay. Flat resistance retains its existing Pa +3 rune and recipe; no new rune or recipe is added when the client does not provide one.
- Strength, Intelligence, Chance and Agility: up to 30 above the rarity-adjusted natural maximum, or 30 as an exotic stat. Vitality: up to 50 above, or 50 as an exotic stat.
- AP, MP, Range and Summons: one exotic unit if the stat is absent; no second unit added above a natural line. All exos and overmage share 110 power. AP exo plus 10 Strength over costs 110; AP exo plus 30 costs 130 and is refused.
- An attempt above a cap is refused without consuming the rune. Restoring lost native AP, MP, Range or Summons starts from 35% clean success, 50% success with weight loss, 10% failure with loss, and 5% clean failure, adjusted for the item's overall condition. Exotic additions succeed at 10%, or 20% with VIP; 5% of attempts are clean failures.
- A severely depleted item at 15% or less of its maximum native weight starts from 99% clean success for restoring natural stats, before rune difficulty. Small-rune penalties remain an independent multiplier, but Pa +3 stays usable through 70 and the 70–80 range keeps difficulty comparable to the former 60–70 range. Clean success does not spend sink. The recovery bonus fades gradually up to 80% of maximum weight; nearly perfect items become harder to improve. The bonus does not apply to exotic stats or additions beyond the native maximum. Percentage resistance, damage and other special stats retain a gentler curve: small runes remain useful around 18 to 21 points, within the allowed caps.
- Small runes gradually lose effectiveness on high stats: move up to Pa and then Ra. Sink absorbs losses before stats; excess removed weight becomes sink. Merge All uses one placed rune every 0.5 seconds until exhaustion or Stop.
Runes and marketplaces#
Crushing equipment produces runes. Fusion recipes upgrade three runes into one of the next grade. Marketplaces charge 5% of the price, rounded up to a whole kama, when listing or repricing an item.
