In the Age of the Dofus, six dragon eggs were scattered across the World of Twelve.
Their power shaped kingdoms, forged legends, and birthed eternal rivalries.
Enter the chronicles of Amakna — where every stone holds a story.
A realm born from divine breath, shaped by twelve gods, and forever changed by six legendary dragon eggs
Long before the first adventurer drew steel, the World of Twelve was forged by twelve primordial gods — each lending their essence to a class of mortal followers. Iop granted courage and fury. Cra bequeathed precision and far-sight. Osamodas breathed life into the bond between beast and tamer. From the mountains of Frigost to the scorched plains of Brakmar, every nation, dungeon, and sacred grove carries the fingerprints of divine will.
The world knows peace and war in cycles — civilizations rise in the verdant lands of Amakna, only to be tested by the ever-encroaching shadow of Brakmar. Bonta, the City of Light, stands as the eternal guardian of order, while darker forces scheme beneath the surface.
"The gods did not abandon this world — they became it. Every river is a vein of Feca's patience. Every storm is Iop's laughter. To know the land is to know the divine."
— Harebourg, Chronomage of the Order of the Temporal Guardians
At the heart of all conflict lie the Dofus — six primordial dragon eggs of immeasurable power. Each one represents a fundamental force of creation, and their possession grants dominion over aspects of existence itself.
The egg of Ouronigride, granting mastery over earth and nature. Found in the Lair of the Dragon Pig deep in Amakna's wilderness.
The volcanic egg of Aguabrial, channeling the fury of fire. Guarded by the fearsome Gelano within the dungeons of Brakmar.
The celestial egg of Grougalorasalar, commanding the sacred winds of time and rebirth. Coveted by Bonta's highest order.
The golden egg of Helioboros, holding sway over lightning and the harvest. Said to rest at the peak of Otomai's Island.
The oceanic egg of Oshimo, binding the tides and the creatures of the deep. Sought by navigators who dare the Frigost seas.
The legendary seventh egg, said to hold the totality of all elements. Its existence is disputed — known only through myth and inscription.
From the first breath of creation to the wars that echo through generations
The twelve gods breathe life into the World of Twelve. Each deity carves a domain: Xelor governs time, Sram commands death, Ecaflip plays with fate. Mortals are fashioned in their images, receiving both blessing and burden.
The primordial dragons lay their eggs across the world — each egg a vessel of immense draconic power. The gods themselves designate guardians for each Dofus, setting in motion centuries of quests, wars, and sacrifices.
The great nation of Amakna is established in the fertile central lands of the world. Its lush forests, rolling plains, and ancient ruins draw settlers from every race — from the noble Eliatropes to the wandering Ecaflip tricksters.
From the ashes of ancient conflict, two polar cities emerge. Bonta — City of Light — erects its white spires in the name of order and justice. Brakmar rises from volcanic rock, a haven for those who embrace chaos and raw power. Their eternal rivalry begins.
The six Dofus are scattered. Draconic power becomes the most coveted force in the world. Guilds form. Orders rise. Adventurers from all twelve classes unite and compete in the great quest — not merely for power, but for the survival of creation itself.
Tensions between aligned and neutral guilds erupt into open conflict. The village of Kelba becomes a battleground and thereafter a symbol of the cost of unchecked ambition. The Guild of Rogues rises from the ruins, their shadow falling over merchant routes for decades.
The island of Frigost is encased in eternal winter by the vengeful Count Harebourg, a Xelor scorned by the gods. Its people are frozen in time, its dungeons sealed. Only the bravest adventurers of the era dare tread the glacial halls and face the horrors within.
This is the era you inhabit. Dungeons await. Dofus are hidden. The world breathes with possibility. Every class carves its legend into the stone of the World of Twelve — and those legends echo through all time.
Each class descends from a god's blessing — their powers, their stories, their destinies written in ancient scripture
Warriors of unflinching valor, Iops are blessed by their god with raw physical might and courage that borders on recklessness. In battle, they are a storm with a sword. In lore, they represent the eternal archetype of the hero who charges first and questions never — and in doing so, sometimes saves the world.
Elven archers of legend, the Cra carry the god's blessing of far-sight and precision. Their arrows are said to fly true across time and fate alike. Ancient Cra scouts mapped the world before cartography was a profession — their records are among the oldest written texts in the World of Twelve.
Summoners who speak the language of beasts. Their god was the first to tame a creature and see not predator, but partner. Osamodas are the stewards of the world's fauna — healers when needed, devastating beast-commanders in war. Their bond with dragons is ancient and deeply mythological.
Ancient prospectors and treasure hunters, the Enutrof carry within them the paradox of their god — hoarding wealth while knowing its ultimate worthlessness. Their lore intertwines with the deepest mine shafts and most cursed treasuries in the world. Where Kamas flow, an Enutrof's legend follows.
Assassins and shapeshifters born from the god of death's laughter. Srams walk the thin boundary between life and the great shadow — trapping souls, weaving illusions, and striking from places that should hold nothing. In mythology, the first Sram walked beside Sram himself through the halls of the afterlife.
Masters of time itself, Xelors are clockwork mages who bend moments to their will. Their god governs the wheel of time, and his followers wear bandages to shield mortal eyes from the blinding light of temporal power. Count Harebourg — frozen Frigost's tyrant — was a Xelor of terrible ambition.
Cat-folk gamblers blessed and cursed by the god of chance. Ecaflips do not merely rely on luck — they are luck incarnate. Their spells flip coins that decide fate. Entire battles have turned on a single Ecaflip's roll of the cosmic dice. Their mythology is one of eternal tension between fortune and ruin.
Healers of unmatched grace, the Eniripsa carry the divine gift of restoration. Their god is a sprite of medicine and care — and their followers are found on every battlefield, not as fighters but as the reason fighters survive. Ancient Eniripsa healers founded the first hospitals in Bonta during the Guild Wars.
The world's geography is not merely terrain — it is living history carved by war, divine will, and the passage of ages
The emerald heart of the known world. Amakna's ancient forests shelter Dragoturkeys, Goballs, and creatures older than recorded time. Its villages — Astrub, Incarnam, the Kwismas Islands — are the first lands most adventurers ever tread. Beneath its idyllic surface lie dungeons that echo with the deeds of legendary warriors.
The white-spired city of order. Bonta stands as the moral pole of the world — a bastion of law, healing arts, and collective purpose. Its architecture is as ancient as the first god-touched stone. Every building is a monument; every street a chapter. Its eternal feud with Brakmar has shaped the political soul of the world for centuries.
Where Bonta builds walls of marble, Brakmar carves its towers from volcanic rock and ambition. It is a city of raw power, shadow dealings, and the belief that strength defines right. Its denizens are not merely wicked — they are complex, motivated by philosophies as old as chaos itself. The finest villains in the world's history called Brakmar home.
Once a thriving island nation, Frigost was sealed in eternal winter by Count Harebourg's curse — a punishment born of divine rejection and wounded pride. Its citizens are frozen in time, trapped in a moment of catastrophe. The island's dungeons are among the most feared in the known world: Harebourg's Palace, the Snowbound Village, the Icefields.
A wild, untamed island named for the legendary hunter Otomai, who made it his domain. Its jungles hide creatures not found anywhere else in the world — evolved in isolation over millennia. The island's secrets include one of the most coveted Dofus, guarded by ecosystems that predate civilization.
The celestial antechamber between life and the World of Twelve. Incarnam is where souls are given mortal form and first set foot on their divine journey. Cloud-wreathed and touched by divine light, it is a place of beginnings and of the gods' closest attention. To arrive there is to already be chosen.
Fan interpretations and concept illustrations breathing life into the ancient chronicles
A cartographic interpretation of the known world in the Dofus Retro era, featuring the major nations, sea routes, and uncharted wilderness where the Dofus are said to sleep.
Fan rendering of the six dragon eggs, each radiating its elemental essence. Their power is said to be visible even to the blind — felt in the bones like a second heartbeat.
The primordial woodlands where the first guild halls were built from living wood. These trees remember the age before the gods chose sides.
The city never truly sleeps. Patrols of the Order of Justice walk its streets by moonlight, ensuring that order persists even as the world outside descends into chaos.
Count Harebourg's curse crystallized not merely the climate, but time itself. Adventurers who venture here walk through a frozen moment — a catastrophe paused mid-breath.
A mythological depiction of the twelve classes gathered at the site of the first Dofus — a moment that exists only in legend, but which every historian of the World of Twelve believes occurred at least once, at the very beginning.
The chronicles grow with every scholar who adds their voice — explore these resources and share your discoveries
The collaborative encyclopedia of the Dofus universe. Thousands of pages covering every quest, item, lore fragment, and legend that exists across both the Retro and modern eras.
Visit the WikiA passionate community of enthusiasts debating timelines, theorizing about the Eliatrope mystery, and piecing together the fragments of ancient history buried in quest text and item descriptions.
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