Dofus Arena Guide Version 1.0 Based on Dofus Arena Version 2.10a ===================== | Table of Contents | ===================== 1. Dofus Arena Basics 2. Special Squares 3. Getting Started 4. Classes 4.1. Feca's Shield 4.2. Osamoda's Whip 4.3. Enutrof's Fingers 4.4. Sram's Shadow 4.5. Xelor's Sandglass 4.6. Ecaflip's Coin 4.7. Eniripsa's Hands 4.8. Iop's Heart 4.9. Cra's Range 4.10. Sadida's Shoe 4.11. Sacrier's Blood 4.12. Pandawa's Pint Items 5. Weapons 5.1. Bows 5.2. Daggers 5.3. Hammers 5.4. Shovels 5.5. Staves 5.6. Swords 5.7. Wands 6. Pets 7. Cloaks 8. Hats 9. Dofuses 10. Bonus Card List 11. Event Card List 12. Interesting Team Setups 13. Coach Items 14. Version Info 15. Credits 16. Contact Info ============================================================================== 1) Dofus Arena Basics ============================================================================== HP- Hit Points, how much life the character has, when it reaches 0 your fighter dies. AP- Action Points affect the amount of actions a fighter can take. Every character has six which are restored after every turn, the amount a fighter has when its there turn determines what actions they can take. AP can be reduced or increased in a battle through various spells or cards. MP- Movement Points determine how many cells a fighter can move, all fighters start with three MP but they can be reduced or increased in battle through various spells and cards. Initiative- Determines the order your fighters go in, Initiative can be modified out of combat but is unchangeable in a battle. RA- Range in Dofus Arena is measured in cells like many games in the tactics genre. Alls spells and weapons have a maximum and minimum range, +1 RA or -1 RA effect the maximum range of a select spell or weapon but do not affect minimum range meaning spells like bubble will not be affected by negative or positive RA. Tackling Area- When fighters are next to each other if the character wants to move away it they're turn can be interrupted and ended if they are prevented from doing so, the block rate increases with the number of opponents around the fighter trying to move. Damage- Every time your character takes damage, his HP decreases. Weapons or spells can damage your character. You can modify the damage you make thanks to items and spells. If you hit your opponent sideways it will do 3 extra damage or in the back for 6 extra damage. Random damage- works like dice an example of this is 2D6+2, this is calculated as one dice being rolled then multiplied by 2 and then adding 2. Falling Damage- Walking down from a height of 1 will do no damage but walking down from a height of 2 will do 6 damage and an additional 3 damage for each level of height. Being pulled down by a spell such as attraction will do addition damage from a height of 1 it will do 5 damage and an additional 5 damage for each level of height. Push Damage- When a character is pushed against an object or other fighter they will receive damage depending on the push strength. A push strength of 1 with single fighter against an object will do 6 damage and an additional 3 damage for each level push in an attack. An example of this would be pushing a character against a wall with Fear will cause 6 damage but using Tricky Blow will do 12. Damage taken by pushing 2 fighters together will cause half the damage of pushing a single character against an object or wall distributed between the 2, all decimals are rounded down. Critical Hit or CH- All fighters have a base value of 5%; a critical hit usually increases the damage or effectiveness of a spell. Critical Failure or CF- A fighters spell won't work and their turn will end. Event Cards- At the beginning of each round a random event card is drawn that has various effects some positive and negative on the fighters during the round. Bonus Cards- At the beginning of a battle random bonus cards are given to the two teams. These cards can be used anytime during the battle by any fighter, most don't have an AP cost and can be used to power up a fighter, weaken a fighter or directly damage one. ============================================================================== 2) Special Squares ============================================================================== Killer (Skull and Crossbones) - character standing on square dies instantly on their turn Trap (Grey with black holes) - character standing on square receives 10 damage for every turn they stand on it Enthusiasm (Pentagram) - +20% damage all elements Shield (Same as name) - +20% element resistance Eagle Eye (Eyeball) - character standing on square receives +1 RA Panacea (Red Cross)-+5 boosts to healing spells Motivation (Blue circles) - character standing on square receives +2 AP Healing Heart (Heart) - Regain 5HP per turn while on square ============================================================================== 3) Getting Started ============================================================================== Creating a Coach- Your coach will be the avatar that represents you during the game and is seen during battles on top of his pedestal observing the battle. What your coach looks like does not effect actual game play it is just a representation of player who is controlling the team. Creating a Team- After you make your teams coach you can start to make your team or use one of the three starter teams. Budget- You start off with 6,000 Kamas to make your team by choosing the classes, spells, and items you want to use in battle. Kamas are the determining factor of how you will form your team, a smaller team that's equipped well and versatile or a large team that has more specialized fighters. The amount of team members and strategies are all about the preference of the player as any team can be successful. Equipment- Once you have created a character you need to equip them with spells and items while not going over your budget. All classes cost 600K just to use the fighter, spells and items equipped on them are added to the amount a fighter costs to use. Penalty- For each character of the same class you lose in battle you will receive penalty added to your budget, -200k Kamas for 2 -600k for and so on. ------------------ Starting Teams ------------------ These are teams that you will start with on your team list and cannot be deleted or altered. These teams are pretty versatile and are good for first time players who need to get used to the play style of Dofus Arena. TeamPreco Sacrifice ******************* This team is an example for players who would focus close combat fighters. Iop-Justice Spells- Mutilation, Pressure, and Jump Weapon- Pet- Earth Bwak Cloak- Dofusilli Hat- Eachure Hat Dofus- Sram-XII Spells- Fear, Lethal Trap, and Double Weapon- Angel Bow Pet- Cloak- Dofusilli Hat- Dofus- Sacrier-Tatsumaki Spells-Transposition, Attraction, Sacrier's Foot, and Sacrifice Weapon- Pet- Cloak- Dofusilli Hat- Gobbal Headgear Dofus- Dofus Vulbis Enirpisa-Luna Spells-Word of Sacrifice and Healing Word Weapon- Celestines Pet- Cloak- Dofusilli Hat- Kritter Dofus- TeamPreco Invoc *************** This team is an example for players who will focus their strategy around summoning. Cra-Crakante Spells- Homing Arrow and Retreat Arrow Sadida-Lys Spells- The Block, The Sacrificial Doll, Dolly Sacrifice, and Poison Osamoda-Ocarina Spells- Tofu, High-Energy Shot, Crackler, and Animal Blessing Enirpisa-Polen Spells- Revitalizing Word Sacrier-Tsunami Spells- Transposition and Assault Items- Cape Foghorn and Dreggheadgear TeamPreco Ranged **************** This team is an example for players who will focus their strategy around range fighters. Ecaflip-Ikaruga Spells- Heads or Tails, Perception, Feline Leap, and Clover Items- Kritter Cra-Eclipse Spells- Homing Arrow, Retreat Arrow, and Eagle Eye Items- Kritter Enirpisa-Luna Spells- Revitalizing Word Osamoda-Oca Spells- Tofu and Animal Blessing Items- Pog Xelor-Ziip Spells- Slow Down, Temporal Dust, and Teleportation Items- Dofusilli =============================================================================== == 4) Classes =============================================================================== == ********************** | 4.1. Feca's Shield | ********************** Feca Base Statistics HP- 70 Initiative- 50 Dodge- 100% Blocking- 55% ----------------- Stormy Armor ----------------- Cost- 100K AP- 2 Range- Self Recast- 5 turns Effect- +25% Wind Resistance, +25% Fire Resistance, and Tackle + 10% (5 turns) Critical- +30% Wind Resistance, +30% Fire Resistance, and Tackle +15% (5 turns) Uses- Stormy Armor is usually paired with Avalanche Armor to make Fecas powerful tanks that take smaller amounts of damage and are able to keep enemies away from weaker fighters which is increased in effectiveness with additional resistance from items. There are also some strategies which focus around Fecas as a high damage dealer because of their high survivability. --------------------- Avalanche Armor ---------------------- Cost- 100K AP- 3 Range- Self Recast- 5 turns Effect- +25% Earth Resistance, +25% Water Resistance, and Tackle + 10% (5 turns) Critical- +30% Earth Resistance, +30% Water Resistance, and Tackle +15% (5 turns) Uses- Avalanche Armor is usually paired with Stormy Armor to make Fecas powerful tanks that take smaller amounts of damage and are able to keep enemies away from weaker fighters which is increased in effectiveness with additional resistance from items. There are also some strategies which focus around Fecas as a high damage dealer because of their high survivability. ----------------- Cloudy Attack ----------------- Cost- 200K AP- 4 Range- 1-4 (Line) Recast- Unlimited Damage- 5 Fire and 5 Water damage Critical Damage- 8 Fire and 8 Water damage Uses- Cloudy Attack isn't the most powerful damage spell but because of its lower AP cost and Fecas high survivability, a Feca can be powered up through various spells and items to become an unstoppable killing force. -------------- Feca Shield -------------- Cost- 150K AP- 4 Range- 0-1 Allies Recast- Every 5 turns Effect- +20% resistance to all elements and tackle +10% (5 turns) Critical- +30% resistance to all elements and tackle +10% (5 turns) Uses- Additional resistance is always good for any fighter. --------- Bubble --------- Cost- 300K AP- 3 Range- Only 5 (must be 5 squares between) Recast- Unlimited Damage- 9 Water Critical Damage- 12 Water Uses- Bubble has decent damage and low AP cost but its difficult range can make it hard to use. Some teams take advantage of Sram and Sacrier's spells to keep the enemy at the right distance so Feca's can use this spell effectively, Teleportation is also useful. ------------ Weakness ------------ Cost- 100K AP- 1 Range- 1 to 1 Recast- Once a turn for each enemy Effect- -25% damage, -15% resistance, and -15% dodge (1 turn) Critical- -30% damage, -20% resistance, and -20% dodge (1 turn) Uses- Weakness has gone through drastic changes but it still has its uses against heavily powered up fighters. ------------ Immunity ------------ Cost- 150K AP- 3 Range- 0 to 1 Allies Recast- 8 turns Effect- Immunity to damage and stabilizes target (1 turn) Uses- Immunity can be a life saver if your opponent catches you off guard and you need to regroup or event cards aren't in your favor. ----------- Rebound ----------- Cost- 100K AP- 3 Range- Self Recast- 4 turns Effect- Reflects Spells (1 turn) Uses- Rebound now works a lot like Immunity but be aware that it will not reflect weapon or unarmed damage. This spell can also be used for Eniripsa to heal themselves if they have no spells that can do so. ---------------- Teleportation ---------------- Cost- 150K AP- 5 Range- 1 to 5 Recast- 6 turns Effects- Teleports caster to target square Uses- A good escape move, blocker strategy, and also used to keep at a range where bubble is usable. -------- Truce -------- Cost- 150K AP- 3 Range- All characters on stage Recast- 8 turns Effect- All enemies and allies become immune to damage (1 turn) Uses- May be used to escape or avoid an event card that's not in your teams favor. *********************** | 4.2. Osamoda's Whip | *********************** Osamoda Base Statistics HP- 65 Initiative- 60 Dodge- 90% Blocking- 20% -------------------- Animal Blessing -------------------- Cost- 200K AP- 3 Range- Self Recast- No Effect- Increases maximum amount of pets summonable by 1 (whole battle) Uses- Very good spell the effect speaks for itself. ----------- Carapace ----------- Cost- 150K AP- 2 Range- 1 to 4 (pets) Recast- Every 4 turns Effect- Immune to all damage (1 turn) Uses- Keeps your pets alive, especially useful with Cracklers. -------- Crow -------- Cost- 100K AP- 2 Range- 1 to 3 (ignores line of sight) Recast- Yes Damage- 3 Fire Critical Damage- 4 Fire Uses- Crow is useful as a backup damage spell allowing Osamoda to stay out of harms way while their summons or other team members kill enemies. ------------- Bear's Cry ------------- Cost- 150K AP- 2 Range- 1 to 2 Pets Recast- Once a turn for each (pets) Effect- +20% damage to all elements for (1 turn) Critical Effect- +25% damage to all elements for (1 turn) Uses- Bear's Cry is used with Gobbals and Cracklers instead of a damage spell like crow. --------- Whip --------- Cost-100K AP- 3 Range- 1 to 3 Recast- Yes Damage- 20 Earth damage to summons only Critical Damage- 30 Earth to summons only Uses- An invaluable spell against summons this spell allows Osamoda to kill any summon in 1 turn this exception to this is Double. --------------------------- Summoning of Gobbal --------------------------- Gobbal Spell- Bite of Gobbal Cost- 200K HP- 20 AP- 5 AP- 4 MP- 2 Range- 1 to 1 Range- 1 to 1 AP- 6 Damage- 10 Earth Recast- 2 turns Dodge- 100% Critical Damage- 14 Earth Effect- Summons Gobbal Tackle- 50% Uses- Gobbals are a balanced choice for a summon, they are a weaker version of a Crackler but have more HP and do more damage then a Tofu. ----------------------------- Summoning of Crackler ----------------------------- Crackler Spell-Crushing Cost- 300K HP- 32 AP-6 AP- 5 MP- 2 Range- 1-1 Range- 1 to 1 AP- 6 Damage- 20 Earth, -1 MP Recast- 4 turns Dodge- 80% Critical- 25 Earth, -2 MP Effect- Summons Crackler Tackle- 40% Uses- Cracklers are the most powerful summon and can be crippling to all enemies an extra bonus is that Cracklers also reduce enemies MP keeping enemies from getting close to their Osamoda masters. ---------------------------- Summoning of Prespic ---------------------------- Prespic Spell- Mockery Cost- 200K HP- 15 AP- 6 AP- 5 MP- 3 Range- 1 to 4 Range- 1 to 1 AP- 6 Effect- -1 AP (1 turn) Recast- Yes Dodge- 100% Critical Effect- -2 AP (1 turn) Effect- Summons Prespic Tackle- 30% Uses- Prespics on their own aren't much of a threat but in greater numbers or assisting a Xelor they can entirely cripple opponents. ------------------------- Summoning of Tofu ------------------------- Tofu Spell- Kiss of Tofu Cost- 200K Hp- 4 AP- 5 AP- 3 MP- 6 Range- 1 to 2 Range- 1 to 1 AP- 6 Damage- 4 Air Recast- Yes Dodge-150% Critical Damage- 7 Air Effect- Summons Tofu Tackle- 15% Uses- Tofu are a Osamoda's distance fighter allowing them to stay far away from the enemy without being in any danger however more then one are need to be effective because of their low HP and damage. If Animal Bless is active or the event card God Osamoda is out two Tofus can be summoned on the same turn naturally without any modification to AP. ---------------------- High-Energy Shot ---------------------- Cost- 250K AP- 3 Range- 1 to 2 (pets) Recast- Yes Effect- +6 AP once a turn for each pet Uses- This spell makes an Osamoda's damage capability formidable to say the least. In most situations this double make a summon attack twice but can be stacked by with Osamoda's to become even more dangerous. With a Crackler this spell will rival damage of heavily powered up fighters however the summon has to live at least one turn unless your AP is boosted. ************************** | 4.3. Enutrof's Fingers | ************************** Enutrof Base Statistics HP- 65 Initiative- 60 Dodge- 90% Blocking- 20% --------------- Acceleration --------------- Cost- 150K AP- 2 Range- 1 to 2 Allies Recast- 2 turns Effect- +1 MP and +10% Dodge (3 turns) Critical- +1 MP and +20% Dodge (5 turns) Uses- This move is can help with getting close to those annoying ranged fighters and also helps with getting past enemies because of its dodge increase. --------- Bribery --------- Cost- 150K AP- 6 Range- 1 to 5 Recast- Once a turn Effect- Stuns the enemy and tackle -15% (1 turn) but heals them for 100 Critical- Stuns the enemy and tackle -25% (1 turn) but heals them for 10 Uses- For smaller teams this can be invaluable because it allows you to disable more powerful fighters while killing their support, this is a heavily overlooked spell. ---------------- Prime of Life ---------------- Cost- 100K AP- 4 Range- All characters on stage Recast- Once per turn Effect- +20% all element damage and +10% CH (1 turn) Uses- I have often seen this used in conjunction with invisibility to kill enemies faster but can also be used to take advantage of ranged attacks. -------------------- Coins Throwing -------------------- Cost- 250K AP- 2 Range- 1 to 4 Recast- Unlimited Damage- 5 Water Damage Critical Damage- 7 Water Damage Uses- This spell has decent range, decent damage, and low AP making it a better then average support attack. -------------- Clumsiness -------------- Cost- 200K AP- 2 Range- 1-5 Recast- Once per enemy Effect- -1 MP and -15% Dodge (1 turn) Critical- -2 MP and -20% Dodge (1 turn) Uses- This works well when using ranged based fighters keeping stronger short ranged fighters away while you chip away at their health. --------------------- Mass Clumsiness --------------------- Cost- 150K AP- 3 Range- All characters on stage Recast- 8 turns Effect- -2 MP (2 turns) and -20% Dodge (1 turn) Critical- -2 MP (2 turns) and -40% Dodge (1 turn) Uses- A good move for stalling if you need to keep your enemy far away but cripples your fighter's movement as well. ------------------------ Slaughtering Shovel ------------------------ Cost- 300K AP- 6 Range- 1 to 3 Recast- Unlimited Damage- 8 Water and 8 Air Critical Damage- 12 Water and 12 Air Uses- an Enutrofs strongest attack spell but if you're going for pure damage you might be better off with Petrifaction. The most useful thing about this spell is it's ranged which can be used with Acceleration to attack the enemy while keeping out of close combat. ------------------ Ghostly Shovel ------------------ Cost- 250K AP- 4 Range- 1 to 4 Recast- Once per turn Damage- 8 Water Critical Damage- 12 Water Effect- Frees target from spell Uses- One of the only spells that can remove a Feca's shield spells but can also remove negative status ailments. -------------- Petrifaction -------------- Cost- 200K AP- 5 Range- 1 to 1 Recast- Unlimited Damage- 15 Earth Critical Damage- 20 Earth Effect- -1 MP (1 turn) Critical Effect- Petrifies target (1 turn) Uses- This spell works well when using Enutrof's in close combat, some strategies use items to increase CH not allowing them to retaliate. Another notable thing about this spell is its high damage from one element which makes +damage gear more effective. ------------- Rocks Den ------------- Cost- 300K AP- 6 Range- Self Recast- 8 turns Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (3 turns) Critical- Caster becomes invisible, Tackle -40%, and Dodge +25% (4 turns) Uses- This is an Enutrof's version of invisibility however Enutrof's spells don't work as well with invisibility as a Srams. Most players use this with Coin Throw to damage the enemy without them being able to predict where they are. ********************** | 4.4. Sram's Shadow | ********************** Sram Base Statistics HP- 70 Initiative- 50 Dodge- 110% Blocking- 35% ---------------- Lethal Attack ---------------- Cost- 350K AP- 6 Range- 1 to 1 Recast- Unlimited Damage- 12 Water 12 Air Critical Damage- 15 Water 15 Air Uses- Though it has costs a lot of kamas and has high an AP cost this spell is one the most powerful damage spells and many players team its use with invisibility while increasing its damage through other spells and items. ------ Fog ------ Cost- 150K AP- 6 Range- 0-2 Recast- Unlimited Effect- Covers 2 by 2 areas with fog, enemies and allies in fog cannot be seen by each other. (2 turns) Uses- Fog is a good trump card when need to avoid getting hit and is most useful with ranged spells however it's also a double edged sword as your opponent can use it as well. --------------- Tricky Blow --------------- Cost- 150K AP- 4 Range- 1 to 1 Recast-Unlimited Damage- 8 Air Critical Damage- 12 Air Effect- 3 cell push back Uses- This spell has many uses such as keeping enemy fighters away from ranged fighters or summoners, using it for some extra push damage, and moving your enemy to your own fighters. This move is less commonly used in a combo with lethal traps or exploiting squares especially the infamous killer square. ------------ Diversion ------------ Cost- 100K AP- 2 Range- 1 to 6 Recast- Unlimited Effect- Turns the targets in the direction of the rock thrown (2 to 2 AOE) Uses- This spell is used to exploit the damage bonuses of side and back attacks. ---------- Double ---------- Double Note:Doubles have no spells or attacks Cost- 200K HP=Casters HP AP- 6 AP- 6 Range- 1 to 1 MP- 3 Recast- 4 turns Effect- Summons a double Uses- Doubles are used mainly as meat shields and diversions but are susceptible to an Osamoda's Whip spell. -------------- Invisibility -------------- Cost- 300K AP- 5 Range- Self Recast- 8 turns Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (3 turns) Critical Effect- Caster becomes invisible, Tackle -40%, and Dodge +25% (4 turns) Uses- This spell is extremely useful and its obvious usefulness lies in the fact that the enemy cannot see the caster that uses it but can attack with little danger. ------------------------- Invisibility to Others ------------------------- Cost- 200K AP- 4 Range- 1 to 1 Recast- 8 turns Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (2 turns) Critical Effect- Caster becomes invisible, Tackle -40%, and Dodge +25% (3 turns) Uses- Basically a shorter version of invisibility that can be cast on others with the same uses as other invisibility spells. ------ Fear ------ Cost- 200K AP- 1 Range- 1 to 1 Recast- Unlimited Effect- 1 cell pushback Uses- This spell is used to manipulate enemy's position and also to trap enemies against walls or each other and damage them. -------------- Lethal Trap -------------- Cost- 350K AP- 6 Range- 1 to 1 Recast- Once per battle Effect- Sets a trap that kills any character on top of it (once per battle) Uses- This spell is often used in conjunction with Sram, Pandawa, and Sacrier spells to push, pull, or throw the enemy onto the trap. ------------- Life Theft ------------- Cost- 200K AP- 3 Range- 1 to 1 Recast- Unlimited Damage- Steals 5 HP Air Critical Damage- Steals 8 HP Air Uses- This spells is useful for its HP stealing abilities and is often used in a combo with distraction for back attacks that increase this spells damage to useful levels while healing the Sram for more. ************************** | 4.5. Xelor's Sandglass | ************************** Xelor Base Statistics HP- 60 Initiative- 70 Dodge- 90% Blocking- 20% ------- Hand ------- Cost- 150K AP- 4 Range- 2 to 5 Recast- Unlimited Damage- 8 Fire Critical Damage- 12 Fire Uses- Hand has decent damage and range; it's useful as support attack but cannot be used unless the Xelor is at last one cell away. --------------- Xelor's Dial --------------- Dial Mirwar Cost- 250K HP- 20 AP- 2 AP- 5 AP- 4 Effect- Reflects spells Range- 1 to 1 MP- 0 (lasts whole battle) Recast- 5 turns Dodge- 100% Effect- Summons a Mirror Tackle- 0% Uses- Though the Dial can't move it acts as wall for spells but does not affect line for sight allies giving your team a strategic advantage against ranged fighters and compliments a Xelor's array of ranged spells. ---------- Counter ---------- Cost- 100K AP- 2 Range- Self Recast- 4 turns Effect- Reflects 25% of damage (2 turns) Uses- When Prespic items are stacked with this spell it becomes a force to be reckoned with. ------------ Devotion ------------ Cost- 150K AP- 4 Range- 1 to 2 Recast- Once per ally Effect- +2 AP (1 turn) Critical Effect- +3 AP (1 turn) Uses- This is mostly for further powering up your main fighters while Xelor stays out of harms way. -------- Clock -------- Cost- 300K AP- 6 Range- 2 to 6 (Line) Recast- Unlimited Damage- 18 Water Critical Damage- 26 Water Uses- Xelor's strongest spell when it comes to pure damage, it should be noted that this spell has lined ranged but can not be used unless the enemy is at least one cell away. ------------------- Mummification ------------------- Cost- 150K AP- 6 Range- Self Recast- Once per game Effect- +100% resistance to AP lose, +100% resistance to MP lose, and Dodge - 30% (whole battle) Uses- This spell is especially powerful when using a Xelor as your main damage dealer and never having to worry about not having enough AP to cast a spell or being kept too far away because your MP keeps being reduced. This spell also has a drawback as it limited the Xelor's movement and makes them easier to tackle. ------------------ Temporal Dust ------------------ Cost- 350K AP- 6 Range- 1 to 4 Recast- Unlimited Damage- 10 Fire (2 to 2 AOE) Critical Damage- 15 Fire (2 to 2 AOE) Uses- Good against larger teams and tofu swarms but it won't be as useful against teams with few strong fighters. -------------- Slow Down -------------- Cost- 250K AP- 1 Range- 1 to 6 Recast- Once per enemy Effect- -1 AP (1 turn) Critical Effect- -2 AP (1 turn) Uses- This infamous Xelor spell allows you to prevent the enemies attacking, this spell on its own prevents a normal enemy from casting any 6 AP spells and can be stacked with other AP reduces spells. ---------------- Teleportation ---------------- Cost- 150K AP- 5 Range- 1 to 5 Recast- 6 turns Effect- Teleports caster Uses- Works the same as Feca's Teleportation but compliments Xelor's ranged spells better. -------------- Time Theft -------------- Cost- 200K AP- 4 Range- 1 to 3 Recast- Unlimited Damage- 5 Fire Critical Damage- 10 Fire Effect- Steal 1 AP (1 turn) Uses- This spell not only damages the enemy but steals the enemy's AP making this spell actually 3 AP. This spell can be used twice in row normally and can be finished off with Slow Down for a crippling -3 AP. *********************** | 4.6. Ecaflip's Coin | *********************** Ecaflip HP- 70 Initiative- 50 Dodge- 120% Blocking- 25% -------------- Feline Leap -------------- Cost- 100K AP- 2 Range- 1 to 1 Recast- Unlimited Effect- Teleports a caster Uses- This one is pretty simple just use it to get closer to the enemy or to get away from them. --------------- Feline Spirit --------------- Cost- 200K AP- 3 Range- 1 to 1 Recast- Unlimited Damage- 3D5+3 Earth, 2D5+2 Water to self Critical Damage- 4D5+4 Earth and 1 Water to self Uses- This is a very powerful move for its low AP however it can be very unpredictable and is a dangerous spell to depend on if your strategy focuses around it but this can be controlled somewhat with items but as with all Ecaflip spells luck is a main factor. --------------- Rotten Luck --------------- Cost- 200K AP- 2 Range- 1 to 6 Recast- Once per character Effect- +25% CF, Tackle -10%, and Dodge -10% (1 turn) Critical Effect- +35% CF, Tackle -15%, and Dodge -15% (1 turn) Uses- On average a spell will almost never have a critical failure however with this spell cast on a fighter with a little luck you'll see results. --------- Lottery --------- Cost- 200K AP-5 Range- 2 to 6 Recast- Unlimited Effect- 1D10+5 Earth Critical Effect- 2D10+5 Earth Uses- The damage of this spell is entirely random but it does have a good amount of range though Heads or Tails may prove to be more reliable. ------------- Perception ------------- Cost- 100K AP- 2 Range- 1 to 4 Recast- Unlimited Effect- Reveals invisible fighters and +1 RA (1 turn) Uses- One of the only ways to get around invisibility without waiting it out and also has a nice little bonus of increasing your maximum range for a turn. ----------------- Heads or Tails ----------------- Cost- 200K AP- 3 Range- 1 to 5 Recast- Unlimited Damage- 3D4 Earth, Heals 1D4 Critical Damage- 3D4+1 Earth Uses- This is an Ecaflip's signature range attack, though the damage is equivalent to a Xelor's Hand attack if you average it. Low AP cost makes it one of the better ranged spells but of course use caution when relying on this spell like all other Ecaflip spells. -------------- Fascination -------------- Cost- 200K AP- 6 Range- Self and 1 to 1 Recast- Once a turn Effect- Petrifies caster and surrounding characters (1 turn) Uses- Stall enemies or attack them while they are vulnerable from this spell. ----------- Roulette ----------- Cost- 100K Range- All allies and enemies Recast- 4 turns Effect- -2 HP for every 1 AP spent (1 turn) Critical Effect- -3 HP for every 1 AP spent (1 turn) Uses- Can prevent fighters with high AP costing spells from using them. Also note that all AP taken from a target from a spell like Slow Down will suffer the damage as well. ------------------ All or Nothing ------------------ Cost- 150K AP- 4 Range- All characters on stage Recast- 4 turns Damage- 2D6+2 Water, Heals 2D6+2 Critical Damage- 3D6+3 Water, Heals 2D6+2 Uses- The only use I can think of for this spell is as a last resort for killing an almost dead invisible fighter. --------- Clover --------- Cost- 150K AP- 4 Range- 0 to 2 Recast- Once per game Effect- +15% CH, +15% CH (lasts whole battle) Critical Effect- +20% CH, +20 CH (lasts whole battle) Uses- This spell noticeably increases your CH odds and you may need it for many Ecaflip spells. *************************** | 4.7. Eniripsa's Hands | *************************** Base Statistics HP- 70 Initiative- 50 Dodge- 110% Blocking- 35% ----------- Altruism ----------- Cost- 150K AP- 4 Range- All characters on stage Recast- Unlimited Effect- Heals 8 Critical Effect- Heals 12 Uses- This spell can be used when a team has fighters that can kill an enemy in one turn or when the other teams remaining fighters have full HP and your team doesn't. ------------------------ Healing Word (Self) ------------------------ Cost- 100K AP- 3 Range- Self Recast- Unlimited Effect- Heals 6 Critical Effect- Heals 10 Uses- Low costing in kamas and heals Eniripsa only but this spell isn't all that useful. --------------------------- Healing Word (Others) --------------------------- Cost- 250K AP- 3 Range-1 to 2 Recast- Unlimited Effect- Heals 8 Critical Effect- Heals 12 Uses- This is really based on preference of the player and a good alternative to regenerating word. ----------------------- Revitalizing Word ----------------------- Cost- 250K AP- 5 Range- Self and 1 to 1 Recast- Unlimited Effect- Heals 12 to caster and surrounding characters Critical Effect- Heals 17 to caster and surrounding characters Uses- This is really based on preference of the player and a good alternative to regenerating word. ---------------------- Stimulating Word ---------------------- Cost- 200K AP- 3 Range- 0 to 2 Recast- Once per game Effect- +1 AP (whole battle) Critical Effect- +10 HP, +1 AP (whole battle) Uses- Highly used spell when focusing on one fight to do most of the damage. This spell is involved in a lot of three man teams' strategies but can be used in almost any situation. ------------------ Wiping Word ----------------- Cost- 150K AP- 2 Range- Self Recast- 8 turns Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (2 turns) Critical Effect- Caster becomes invisible, Tackle -40%, and Dodge +25% (3 turns) Uses- Eniripsas don't have any attacks spells and will usually only be on a team for healing so this spell is used as an emergency escape. ------------------- Word of Youth ------------------- Cost- 200K AP- 3 Range- 0 to 4 Recast- Once a turn Effect- Frees the target from a spell Uses- Reverses almost all weakening spells such as Slow Down, Clumsiness, and Poisoning. ------------------------ Regenerating Word ------------------------ Cost- 300K AP- 3 Range- 0 to 2 Recast- Unlimited Effect- Regain 3 HP (3 turns) Critical Effect- Regain 5 HP (3 turns) Uses- Regenerating Word is the Eniripsa's second most powerful healing spell after it's stacked for 3 turns and heals as allies move around for more flexibility. ---------------------- Word of Sacrifice ---------------------- Cost- 150K AP- 3 Range- 1 to 2 Recast- Unlimited Effect- Heals 12 and Deals 9 Fire to caster Critical Effect- Heals 15 and Deals 9 Fire to caster Uses- The most powerful healing spell an Eniripsa has but it does a lot of damage to them so is recommended that they also have a self healing spell. This can also be used with a Sacrier's Spell Sacrifice to heal allies and quickly escape back to their position. -------------------- Word of Torture -------------------- Cost- 250K Range- All allies Recast- Once per battle Effect- +10 HP (whole battle) but Deals 35 Fire Damage Critical Effect- +12 HP (whole battle) but deals 30 Fire Damage ******************** | 4.8. Iop's Heart | ******************** Base Statistics HP- 70 Initiative- 50 Dodge- 110% Blocking- 35% ----------- Increase ----------- Cost- 100K Range- 0 to 1 Recast- 2 times per ally Effect- +15% all element damage Critical Effect- +20% all element damage Uses- Spells with higher minimum damage will be much more effective when using this spell. ------- Jump ------- Cost- 150K AP- 2 Range- 1 to 2 Recast- Once per turn Effect- Teleports caster Uses- Works like Ecaflip's Jump but much more versatile and allows the Iop to jump over enemies as well. --------------- Iop's Wrath --------------- Cost- 350K AP- 8 Range- 1 to 2 AoE around caster Recast- 2 turns Damage- 25 Fire Critical Damage- 30 Fire Uses- The most powerful spell in the game it is also costs the most AP with a heavily powered up Iop this spell can be a one hit kill to multiply enemies. ----- Cut ----- Cost- 150K AP- 2 Range- 1 to 2 Recast- Once per target Damage- 3 Earth Critical Damage- 4 Earth Effect- -1 MP and Dodge -20% (1 turn) Critical Effect- -2 MP and -30% (1 turn) Uses- The damage is minor and the range isn't much but can be used to keep the enemy from escaping. ------------------- Celestial Sword ------------------- Cost- 250K AP- 4 Range- 1 to 3 Recast- Unlimited Damage- 10 Earth, 0 to 1 AoE Critical Damage- 15 Earth, 0 to 1 AoE Uses- This spell acts like a ranged hammer attack and can be used against multiply enemies and can is usually paired with pressure because they are both earth element. ------------------ Sword of Fate ----------------- Cost- 250K AP- 5 Range- 1 to 3 Recast- Once per enemy Damage- 7 Fire 7 Earth Critical Damage- 10 Fire 10 Earth Uses- Very similar to other classes power ranged attacks but still useful in its own right but Iop's have more unique spells that are usually chosen over this one. ------------------ Bravery Guide ------------------ Cost- 200K AP- 2 Range- AoE 1 to 2 Recast- Once per turn Effect- +15% all element damage Critical Effect- +20% all element damage Uses- An AoE buff is always nice to have especially when you're using a larger team it's also used to stack with Increase. ------------- Mutilation ------------- Cost- 150K AP- 1 Range- Self Recast- Unlimited Effect- Deals 4 Earth Damage, +20% all element damage Critical Effect- Deals 2 Earth Damage, +30% all element damage Uses- This spell is very versatile because of its low AP cost and its low self damage. Players usually team Iop's with Sacriers because of Sacrifice which allows the Iop to swap at will Sacrier allowing them to get close to enemies then quickly escape back to their positions. ----------- Pressure ----------- Cost- 200K AP- 3 Range- 1 to 1 Recast- Unlimited Damage- 10 Earth Critical Damage- 15 Earth Uses- This spell does decent damage is commonly used in 3 hit combos by players who focus on powered up an Iop for smaller teams and is very effective. ---------- Vitality ---------- Cost- 250K AP- 6 Range- Self Recast- Once per battle Effect- +30 HP and +10% resistance all elements Critical Effect- +40 HP and 15% resistance all elements Uses- This is a great power up and another great reason to use Iop's as you're powered up main damager dealer in smaller teams. ******************** | 4.9. Cra's Range | ******************** Base Statistics. HP- 70 Initiative- 50 Dodge- 110% Blocking- 35% ---------------------- Absorptive Arrow ---------------------- Cost- 200K AP- 4 Range- 1 to 5 Recast- Unlimited Damage- Steals 6 HP Air Critical Damage- Steals 9 HP Air Uses- The only ranged HP stealing spell it can be useful in close combat as you will need all the HP you can get and is the only arrow spell that can be used when the enemy is next to you. ------------------ Homing Arrow ------------------ Cost- 200K AP- 3 Range- 5 to 8 Recast- Unlimited Damage- 6 Earth Critical Damage- 9 Earth Uses- This spell has good damage for its range and can be used to weaken incoming enemies but is useless once the enemy gets too close so it's often paired with other Arrow spells. ------------------- Burning Arrow ------------------- Cost- 400K AP- 6 Range- 2 to 5 (Line) Recast- Unlimited Damage- 16 Fire, 4 cells line Critical Damage- 24 Fire, 4 cells line Uses- This does nice damage and hits enemy in line which is good for maps that are restrictive to movement but remember it can't be used to hit enemies right next to you. ----------------- Frozen Arrow ----------------- Cost- 200K AP- 3 Range- 1 to 2 Recast- Unlimited Effect- -1 AP and -1 MP (1 turn) Critical Effect- -1 AP and -2 MP (1 turn) Uses- A good escape and assist spell for when the enemy gets close. ---------------- Magic Arrow ---------------- Cost- 150K AP- 3 Range- 2 to 5 Recast- Unlimited Damage- 6 Fire Critical Damage- 9 Fire Uses- Magic Arrow just isn't that good a spell because its likely you'll be using other arrow spells instead that do more damage anyway use Absorptive Arrow instead since this spell can't be used when an enemy is next to you. --------------------- Paralyzing Arrow --------------------- Cost- 150K AP- 5 Range- 2 to 6 Recast- 3 turns Damage- 4 Air Critical Damage- 6 Air Effect- Stuns target (1 turn) Critical Effect- Stuns target (2 turns) Uses- Leave the enemy defenseless from afar and have your teammates take advantage or use it for a timely escape. ------------------ Retreat Arrow ------------------ Cost- 250K AP- 3 Range- 2-5 (Line) Recast- Unlimited Damage- 5 Air Critical Damage- 7 Air Effect- 2 cell pushback Critical Effect- 3 cell pushback Uses- This spell doesn't do much damage but its low AP cost allows you to keep the enemy at a distance and can also increase the damage it causes by push enemies against walls or each other. ------------ Eagle Eye ------------ Cost- 150K AP- 2 Range- 0 to 3 Allies Recast- Once per battle Effect- +1 RA lasts till end of battle Critical Effect- +1 RA and Dodge +15% Uses- Can increase the maximum range of others and yourself. ----------- Bat's Eye ----------- Cost- 150K AP- 1 Range- -1 to 6 Recast- 1 target per turn Effect- -1 RA (2 turns) Critical Effect- -1 RA (3 turns) Uses- The exact opposite of Eagle Eye this spell lowers the maximum range of enemy spells. ------------------- Visual Torment ------------------- Cost- 150K AP- 4 Range- Self Recast- 6 turns Effect- -1 RA all characters on map (2 turns) Critical Effect- -1 RA all characters on map (3 turns) Uses- Pretty much this spell gives everyone Bat's Eye of course Cra have the longest range of all classes so they will still have the advantage over others when it comes to range attacks. *********************** | 4.10. Sadida's Shoe | *********************** Base Statistics HP- 70 Initiative- 50 Dodge- 100% Blocking- 35% ------ Tree ------ Tree Note: Trees can't be swapped with or moved Cost- 100K HP- 40 AP- 4 Range- 1 to 2 Recast- Unlimited Effect- Summons Tree Uses- Trees make good blockers in close spaces because they can't be moved and are also good sources of HP for any ally with a HP stealing spell. ----------------------------- Knowledge of the Dolls ----------------------------- Cost- 200K AP- 3 Range- Self Recast- Once per battle Effect- +1 summonable pets Uses- The effect speaks for itself. ------------ Poisoning ------------ Cost- 150K AP- 2 Range- 1 to 3 Recast- Unlimited Damage- 2 damage (4 turns) Critical Damage- 3 damage (4 turns) Uses- This spell on its own does little damage but because of its low AP cost it can be stacked very quickly onto enemies and lasts a long time. ------------- The Block -------------- Blocker Cost- 200K HP- 40 AP- 4 AP- 0 Range- 1 to 1 MP- 2 Recast- Unlimited Dodge- 100% Effect- Summons blocker Tackle- 80% Uses- Blockers do exactly what their name implies they keep the enemy from getting close by tackling them and are also good candidates for allies using HP stealing spells. -------------- The Madoll -------------- Madoll Spell- Irritation Cost- 200K HP-10 AP- 5 AP- 4 AP- 6 Range- 1 to 3 Range- 1 to 1 MP- 3 Effect- -1 AP Recast-Unlimited Dodge- 100% Critical- -1 AP and -1 MP Effect-Summons Madoll Tackle- 35% Uses- Madolls and Prespics work almost exactly the same the only difference is that Madolls have lower HP. ------------------------ The Sacrificial Doll ------------------------ Sacrificial Spell- Sacrifice AP- 4 HP- 10 Damage- 30 Air Cost- 300K AP- 6 Range- 1 to 1 MP- 2 Recast- 3 turns Dodge- 100% Effect- Summons Sacrificial Doll Tackle- 20% Uses- The doll seeks out an enemy and then explodes on them, this is one of the highest damage spells and isn't affected by resistance or reflection. Remember that these dolls have low MP and HP so make sure your close enough to enemy before casting it. ---------------- Silvan Power ---------------- Cost- 100K AP- 2 Range- Self Recast- 6 turns Effect- Heals 10, Becomes immune to damage, and caster becomes petrified (1 turn) Uses- This spells low AP cost allows Sadida's to attack and become invincible for one turn and then attack again without any fear of retaliation. ----------- Brambles ----------- Cost- 250K AP- 4 Range- 1 to 4 Recast- Unlimited Damage- 10 Earth Critical Damage- 15 Earth Uses- The only direct damage spell that Sadida's have and a decent one at that, a good all around spell. ------------------ Dolly Sacrifice ------------------ Cost- 150K AP- 2 Range- 1 to 1 Recast- Unlimited Damage- Steals 10 HP Fire (Pets Only) Critical Damage- Steals 12 HP Fire (Pets Only) Uses- The main use for this spell is restoring a Sadida's HP by stealing it off Trees and Blockers. -------------- Earthquake -------------- Cost- 150K Range- All Fighters on map Recast- Once a turn Damage- 2 Earth Critical Damage- 3 Earth Critical Effect- -1 MP (1 turn) Uses- This spell really isn't all that good unless it's used to manipulate Sacrifice by moving characters around at Sadida turn intervals. ************************* | 4.11. Sacrier's Blood | ************************* Base Statistics HP- 70 Initiative- 50 Dodge- 110% Blocking- 35% --------- Assault --------- Cost- 200K AP- 3 Range- 1 to 2 Recast- Unlimited Damage- 7 Air Critical Damage- 10 Air Effect- Swap position with target Uses- One of the Sacrier's highly effective spells that allows them to manipulate the battlefield at will. Examples of this would be walking on to a lethal trap then casting assault on an enemy or using a killer square. Assault is also a great at getting past an enemy's close combat fighters and getting to their healer, the possibilities with this spell are endless. ------------ Attraction ------------ Cost- 200K AP- 4 Range- 1 to 7 (Line) Recast- Unlimited Effect- Pull target 3 cells closer to caster Uses- Another one of those great spells in the Sacrier's spell arsenal this can be used on enemies and allies alike. You can draw an enemy closer; pull an ally out of harms way, or combo it with Assault for further control. -------------------------- Bloodthirsty Madness -------------------------- Cost- 200K AP- 2 Range- 1 to 1 Recast- Unlimited Damage- Steal 10 HP Air (Allies only) Critical Damage- Steal 15 HP Air (Allies only) ------ Fury ------ Cost- 200K AP- 2 Range- 1 on 1 Recast- Unlimited Damage- 4 Air Critical Damage- 6 Air Effect- +20% Air damage (1 turn) Critical Effect- +25% Air damage (1 turn) Uses- The spell itself doesn't do much damage but teamed with a strong wind spell from another class, enemy fighters will drop like flies. ----------------- Sacrier's Foot ----------------- Cost- 100K AP- 3 Range- 1 on 1 Recast- Unlimited Damage- 7 Earth Critical Damage- 12 Earth Effect- -5% damage (1 turn) Critical Effect- -5% damage (1 turn) Uses- Its -5% damage is hardly noticeable but its all around low cost makes it an effective close combat spell. -------------- Punishment -------------- Cost- 300K AP- 6 Range- 1 on 1 Recast- Once per turn Damage- 25 Earth and 8 Water to self Critical Damage- 30 Earth and 4 Water to self Uses- This spell has very high damage capabilities and even though it has backlash damage it works well against all enemies. ----------- Sacrifice ----------- Cost- 150K AP- 4 Range- 1 to 5 Recast- Unlimited Effect- Caster swaps position with the target when they're hit. Uses- This spell protects weaker ranged fighters and fighters that are about to die. This spell has less obvious uses such as using the spell to swap places with allies to gain a more favorable position. ---------------- Life Transfer ---------------- Cost- 200K AP- 6 Range- Around self AoE 2 to 2 Recast- 2 turns Effect- Heals 20 HP and Deals 25 Air damage to caster Uses- With all the Sacrier's useful spells this one is usually overlooked but comes in handy if multiple allies to be healed. ---------------- Transposition ---------------- Cost- 200K AP- 3 Range- 1 to 5 Recast- Unlimited Effect- Swap position with target (Allies) Uses- This spell allows you to switch places with any ally in range to rearrange your team at will. Another useful spell for manipulated the battlefield this spell like Sacrifice allows Sacriers to use ally's movements as an extension of their own. ************************ | 4.12. Pandawa's Pint | ************************ Base Statistics HP- 70 Initiative- 50 Dodge- 110% Blocking- 35% ------------ Chamrak ------------ Cost- 250K AP- 3 Range- 1 to 4 Recast- Use of Karcham or Karzam before use Effect- Throws fighter being held to target cell Uses- This spell allows the largest amount of control when controlling where you want allies and enemies to go the biggest draw back to this spell it that it requires 2 other expensive spells to use it which will be hard on your budget. This spell is the most effective when using Lethal Trap and Killer squares to kill opponents but will leave the Pandawa vulnerable to other enemies. -------------------- Explosive Flask -------------------- Cost- 250K AP- 4 Range- 1 to 4 Recast- Unlimited Damage- 6 Fire AoE 2 to 2 Critical Damage-9 Fire AoE 2 to 2 Uses- The damage is rather low for this spell, it works well against larger teams but will lose its usefulness against smaller ones. ------------ Karcham ------------ Cost-150k AP- 4 Range- 1 to 1 Recast- Caster must not be carrying a fighter Effect- Carries targeted fighter (Ally) Uses- This spell is needed to use Chamrak. ---------- Karzam ---------- Cost- 300K AP- 5 Range- 1 to 1 Recast- Caster must not be carrying a fighter Effect- Carries targeted fighter (Enemy) Uses- This spell is needed to use Chamrak. ----------- Pandatak ----------- Cost- 250K AP- 6 Range- 2 to 5 (Line) Recast- Unlimited Damage- 12 Earth (4 cell line) Critical Damage- 18 Earth (4 cell line) Uses- This spell works exactly like Burning Arrow but weaker damage and cheaper in Kamas. ------------------- Alcoholic Blow ------------------- Cost- 150K AP- 3 Range- 1 to 1 Recast- Unlimited Damage- 7 Fire Critical Damage- 10 Fire Effect- -5% Fire Resistance (1 turn) Critical Effect- -5% Fire Resistance (2 turns) Uses- The Pandawa's average close combat spell, it reduces fire resistance so be sure other fighters on your team have fire spells to make better use of it. --------------- Stabilization ---------------- Cost- 150K AP- 6 Range- Self Recast- Once per battle Effect- Stabilizes target and +100% MP lose resistance (lasts entire battle) Uses- Makes the Pandawa unmovable by spells like Fear and Attraction. This spell is a good defense against enemy teams that rely on push damage and position manipulation. ---------------------------- Stabilization for Others ----------------------------- Cost- 150K AP- 6 Range- 1 to 1 Recast- Once per battle Effect- Stabilizes the target and +100% MP lose resistance (lasts entire battle) Uses- Makes anyone this is cast on unmovable by spells like Fear and Attraction. This spell is a good defense against enemy teams that rely on push damage and position manipulation. ============================================================================== 5) Weapons ============================================================================== Note: All Weapons cost 150K --------------- 5.1. Bows --------------- Angel Bow ========= AP- 5 Damage- 9 Air Critical Damage- 12 Air Bonus- -10 Initiative Range- 2 to 6 Bow of Shores ============= AP- 5 Damage- 9 Water Critical Damage- 12 Water Bonus- -10 Initiative Range- 2 to 6 Fishing Bow =========== AP- 5 Damage- 11 Water Critical Damage- 15 Water Bonus- None Range- 2 to 6 George Bowsh ============ AP- 5 Damage- 9 Earth Critical Damage- 12 Earth Bonus- -30 Initiative Range- 2 to 6 HeartBreaking ============= AP- 5 Damage- 9 Earth Critical Damage- 12 Earth Bonus- -10 Initiative Range- 2 to 6 Hidsad Bow ========== AP- 5 Damage- 9 Water Critical Damage- 12 Water Bonus- -30 Initiative Range- 2 to 6 Kuri Bow ======== AP- 5 Damage- 9 Air Critical Damage- 12 Air Bonus- -30 Initiative Range- 2 to 6 Penetrator ========== AP- 5 Damage- 11 Air Critical Damage- 15 Air Bonus- None Range- 2 to 6 Tendo Tel Me ============ AP- 5 Damage- 11 Fire Critical Damage- 15 Fire Bonus- None Range- 2 to 6 The String ========== AP- 5 Damage- 9 Fire Critical Damage- 12 Fire Bonus- -10 Initiative Range- 2 to 6 Trunknydum ========== AP- 5 Damage- 11 Earth Critical Damage- 15 Earth Bonus- None Range- 2 to 6 Ultimo ====== AP- 5 Damage- 9 Fire Critical Damage- 12 Fire Bonus--30 Initiative Range- 2 to 6 ------------------ 5.2. Daggers ------------------ Bashers ======= AP- 3 Damage- 6 Air Critical Damage- 9 Air Bonus- +20 Initiative Range- 1 to 1 Blessdags ========= AP- 3 Damage- 6 Water Critical Damage- 9 Water Bonus- +20 Initiative Range- 1 to 1 Chakra Style ============ AP- 3 Damage- 7 Fire Critical Damage- 10 Fire Bonus- None Range- 1 to 1 Crocleuse ========= AP- 3 Damage- 6 Fire Critical Damage- 9 Fire Bonus- +10 Initiative Range- 1 to 1 Cruel Elories ============= AP- 3 Damage- 6 Water Critical Damage- 9 Water Bonus- +10 Initiative Range- 1 to 1 Daguiero's Daggers ================== AP- 3 Damage- 7 Water Critical Damage- 10 Water Bonus- None Range- 1 to 1 Deceitful Dagger ================ AP- 3 Damage- 6 Earth Critical Damage- 9 Earth Bonus- +10 Initiative Range- 1 to 1 Hishantes ========= AP- 3 Damage- 6 Air Critical Damage- 9 Air Bonus- +10 Initiative Range- 1 to 1 Leurnets ======== AP- 3 Damage- 6 Fire Critical Damage- 9 Fire Bonus- +20 Initiative Range- 1 to 1 Obert ===== AP- 3 Damage- 7 Air Critical Damage- 10 Air Bonus- None Range- 1 to 1 Regattas ======== AP- 3 Damage- 6 Earth Critical Damage- 9 Earth Bonus- +10 Initiative Range- 1 to 1 Sylvesterin Stallion ==================== AP- 3 Damage- 7 Earth Critical Damage- 10 Earth Bonus- None Range- 1 to 1 ------------------ 5.3. Hammers ------------------ Alanis ====== AP- 6 Damage- 12 Water damage Critical Damage- 16 damage Bonus- -40 Initiative Range- 1 to 1 (1 to 1 AoE) Barabas ======= AP- 6 Damage- 14 Air Critical Damage- 20 Air Bonus- None Range- 1 to 1 (1 to 1 AoE) Breaking Wind ============= AP- 6 Damage- 14 Water Critical Damage- 20 Water Bonus- None Range- 1 to 1 (1 to 1 AoE) Cerberus ======== AP- 6 Damage- 14 Earth Critical Damage- 20 Earth Bonus- None Range- 1 to 1 (1 to 1 AoE Falistos ======== AP- 6 Damage- 14 Fire Critical Damage- 20 Fire Bonus- None Range- 1 to 1 (1 to 1 AoE Jackhas ======= AP- 6 Damage- 13 Water Critical Damage- 18 Water Bonus- -20 initiative Range- 1 to 1 (1 to 1 AoE Kaiser ====== AP- 6 Damage- 12 Fire Critical Damage- 16 Fire Bonus- -40 initiative Range- 1 to 1 (1 to 1 AoE Pog === AP- 6 Damage- 13 Fire Critical Damage- 18 Fire Bonus- -20 initiative Range- 1 to 1 (1 to 1 AoE Ragnarok ======== AP- 6 Damage- 13 Air Critical Damage- 18 Air Bonus- -20 initiative Range- 1 to 1 (1 to 1 AoE Sargasse ======== AP- 6 Damage- 12 Air Critical Damage- 16 Air Bonus- -40 initiative Range- 1 to 1 (1 to 1 AoE Smash Knuckles ============== AP- 6 Damage- 13 Earth Critical Damage- 18 Earth Bonus- -20 initiative Range- 1 to 1 (1 to 1 AoE Tortuous ======== AP- 6 Damage- 12 Earth Critical Damage- 16 Earth Bonus- -40 initiative Range- 1 to 1 (1 to 1 AoE --------------- 5.4. Shovels --------------- Ares ==== AP- 4 Damage- 9 Fire Critical Damage- 14 Fire Bonus- +20 initiative Range- 1 to 1 (2 cell line) Golden Rhizome ============== AP- 4 Damage- 9 Water Critical Damage- 14 Water Bonus- +20 initiative Range- 1 to 1 (2 cell line) Greybeard ========= AP- 4 Damage- 10 Water Critical Damage- 16 Water Bonus- None Range- 1 to 1 (2 cell line) Keeper ====== AP- 4 Damage- 9 Water Critical Damage- 14 Water Bonus- -20 initiative Range- 1 to 1 (2 cell line) Mamayabibo ========== AP- 4 Damage- 10 Earth Critical Damage- 16 Earth Bonus- None Range- 1 to 1 (2 cell line) Misacal ======= AP- 4 Damage- 9 Air Critical Damage- 14 Air Bonus- +20 initiative Range- 1 to 1 (2 cell line) Mishmashovel =========== AP- 4 Damage- 9 Earth Critical Damage- 14 Earth Bonus- +20 initiative Range- 1 to 1 (2 cell line) Pushn Shovel ============ AP- 4 Damage- 10 Air Critical Damage- 16 Air Bonus- None Range- 1 to 1 (2 cell line) Red Moon ======== AP- 4 Damage- 9 Fire Critical Damage- 14 Fire Bonus- -20 initiative Range- 1 to 1 (2 cell line) Solote ====== AP- 4 Damage- 9 Air Critical Damage- 14 Air Bonus- -20 initiative Range- 1 to 1 (2 cell line) Unfaithful... ========== AP- 4 Damage- 9 Earth Critical Damage- 14 Earth Bonus- -20 initiative Range- 1 to 1 (2 cell line) Zebuth Shovel ============= AP- 4 Damage- 10 Fire Critical Damage- 16 Fire Bonus- None Range- 1 to 1 (2 cell line) -------------- 5.5. Staves -------------- Ambusher-up =========== AP- 5 Damage-11 Water Critical Damage- 15 Water Bonus- -10 initiative Range- 1 to 1 (1 cell in front 3 cells across) Bearman Staff ============= AP- 5 Damage- 11 Earth Critical Damage- 15 Earth Bonus- -20 initiative Range- 1 to 1 (1 cell in front 3 cells across) Bruiser Staff ============= AP- 5 Damage- 11 Air Critical Damage- 15 Air Bonus- -20 initiative Range- 1 to 1 (1 cell in front 3 cells across) Cinati Root =========== AP- 5 Damage- 12 Earth Critical Damage- 16 Earth Bonus- None Range- 1 to 1 (1 cell in front 3 cells across) God Rod ======= AP- 5 Damage- 11 Air Critical Damage- 15 Air Bonus- -10 initiative Range- 1 to 1 (1 cell in front 3 cells across) Kelinobranch ============ AP- 5 Damage- 12 Fire Critical Damage- 16 Fire Bonus- None Range- 1 to 1 (1 cell in front 3 cells across) Kryt O' Ball ============ AP- 5 Damage- 11 Fire Critical Damage- 15 Fire Bonus- -10 initiative Range- 1 to 1 (1 cell in front 3 cells across) Night-Watcher ============= AP- 5 Damage- 11 Fire Critical Damage- 15 Fire Bonus- -20 initiative Range- 1 to 1 (1 cell in front 3 cells across) Staff of Kings ============== AP- 5 Damage- 11 Water Critical Damage- 15 Water Bonus- -20 initiative Range- 1 to 1 (1 cell in front 3 cells across) Stroom ===== AP- 5 Damage- 12 Air Critical Damage- 16 Air Bonus- None Range- 1 to 1 (1 cell in front 3 cells across) Wa Wabbit's Staff ================= AP- 5 Damage- 11 Earth Critical Damage- 15 Earth Bonus- -10 initiative Range- 1 to 1 (1 cell in front 3 cells across) Waily Staff =========== AP- 5 Damage- 12 Water Critical Damage- 16 Water Bonus- None Range- 1 to 1 (1 cell in front 3 cells across) --------------- 5.6. Swords --------------- Badoul Mane of Hair =================== AP- 4 Damage- 11 Fire Critical Damage- 14 Fire Bonus- +10 initiative Range- 1 to 1 Comet ===== AP- 4 Damage- 12 Fire Critical Damage- 16 Fire Bonus- None Range- 1 to 1 Croblade ======== AP- 4 Damage- 12 Air Critical Damage- 16 Air Bonus- None Range- 1 to 1 Crocodyl Blade ============== AP- 4 Damage- 12 Water Critical Damage- 16 Water Bonus- None Range- 1 to 1 Goultard ======== AP- 4 Damage- 11 Fire Critical Damage- 14 Fire Bonus- - initiative Range- 1 to 1 Infernal Sharp ============== AP- 4 Damage- 11 Air Critical Damage- 14 Air Bonus- -10 initiative Range- 1 to 1 Kalamitass ========== AP- 4 Damage- 11 Earth Critical Damage- 14 Earth Bonus- -10 initiative Range- 1 to 1 Kwakblade ========= AP- 4 Damage- 11 Air Critical Damage- 14 Air Bonus- +10 initiative Range- 1 to 1 Lyoda Da ======== AP- 4 Damage- 11 Earth Critical Damage- 14 Earth Bonus- +10 initiative Range- 1 to 1 Raziel ====== AP- 4 Damage- 11 Water Critical Damage- 14 Water Bonus- -10 initiative Range- 1 to 1 Royal Gobbal Sword ================== AP- 4 Damage- 12 Earth Critical Damage- 16 Earth Bonus- None Range- 1 to 1 Sad Blade ========= AP- 4 Damage- 11 Water Critical Damage- 14 Water Bonus- +10 initiative Range- 1 to 1 ------------- 5.7. Wands ------------- Alien ===== AP- 5 Damage- 10 Earth Critical Damage- 14 Earth Bonus- +10 initiative Range- 3 to 4 Bre Ad ====== AP- 5 Damage- 10 Fire Critical Damage- 14 Fire Bonus- -10 initiative Range- 3 to 4 Celestines ========== AP- 5 Damage- 11 Fire Critical Damage- 15 Fire Bonus- None Range- 3 to 4 Deberk ====== AP- 5 Damage- 10 Air Critical Damage- 14 Air Bonus- +10 initiative Range- 3 to 4 Huvret ====== AP- 5 Damage- 11 Earth Critical Damage- 15 Earth Bonus- None Range- 3 to 4 Iron Rod ======== AP- 5 Damage- 11 Water Critical Damage- 15 Water Bonus- None Range- 3 to 4 Limp ==== AP- 5 Damage- 10 Water Critical Damage- 14 Water Bonus- -10 initiative Range- 3 to 4 Pataflone ========= AP- 5 Damage- 10 Water Critical Damage- 14 Water Bonus- +10 initiative Range- 3 to 4 Red-Hot Wand ============ AP- 5 Damage- 10 Fire Critical Damage- 14 Fire Bonus- +10 initiative Range- 3 to 4 Runa ==== AP- 5 Damage- 11 Air Critical Damage- 15 Air Bonus- None Range- 3 to 4 Wand of Limbo ============= AP- 5 Damage- 10 Earth Critical Damage- 14 Earth Bonus- -10 initiative Range- 3 to 4 Yellite ======= AP- 5 Damage- 10 Air Critical Damage- 14 Air Bonus- -10 initiative Range- 3 to 4 ============================================================================== (6 Pets ============================================================================== Air Bwak ======== Cost- 150K Bonus- +50 Initiative and +15% Air Damage Earth Bwak ========== Cost- 150K Bonus- + 50 Initiative and +15% Earth Damage Fire Bwak ========= Cost- 150K Bonus- +50 Initiative and +15% Fire Damage Water Bwak ========== Cost- 150K Bonus- +50 Initiative and +15% Water Damage Bow Meow ======== Cost- 300K Bonus- +30 Initiative and +1 MP Bow Wow ======== Cost- 250K Bonus- 30 Initiative and +30 HP Foksowl ======= Cost- 300K Bonus- +1 MP, Dodge +20%, and +5 HP Lazeras ======= Cost- 150K Bonus- Tackle +10% and +15 HP Moon ===== Cost- 450K Bonus- +1 MP and +1 RA Wabbit ====== Cost- 200K Bonus- +1 RA ============================================================================== (7. Cloaks ============================================================================== Cape Foghorn ============ Cost- 50K Bonus- +50 Initiative Cape Tenfuture ============== Cost- 100K Bonus- +15% Fire Damage Mad Tofu Cloak ============== Cost- 100K Bonus- +15% Air Damage Cock Old Cloak ============== Cost- 100K Bonus- +15% Water Damage Treecapa ======== Cost- 100K Bonus- +15% Earth Damage Cracklycloak ============ Cost- 300K Bonus- +30 HP and Tackle +15% Dofusilli ========= Cost- 200K Bonus- +1 AP Gobbling Cape ============= Cost- 300K Bonus- +20 HP and +15% all element damage Little Moskito Bag ================== Cost- 300K Bonus- +20% CH and +20 HP Mush Mush Cloak ============= Cost- 150K Bonus- +20% CH Prespic Cloak ============= Cost- 250K Bonus- Reflects 15% of damage Rags ==== Cost- 250K Bonus- +1 MP Vegacape ======== Cost- 300K Bonus- +20% all element damage and +15% CH Wa Wabbit's Cloak ================= Cost- 350K Bonus- +20 HP and +1 AP Wimpwings ========= Cost- 300K Bonus- Dodge +40% and +1 RA ============================================================================== (8. Hats ============================================================================== Caracap ======= Cost- 100K Bonus- +20% resistance water and +10% to all other elements Clint ===== Cost- 100K Bonus- +20% Air resistance and +10% to all other elements Crackler Helmet =============== Cost- 100K Bonus- +20% Earth resistance and +10% to all other elements Musheadgear =========== Cost- 100K Bonus- +20% Fire resistance and +10% resistance to all other elements Champo ====== Cost- 100K Bonus- +15% Water damage Dora ==== Cost- 100K Bonus- +15% Air damage Eachure Hat =========== Cost- 100K Bonus- +15% Earth damage Slob Headgear ============= Cost- 100K Bonus- +15% Fire damage Crow Helmet =========== Cost- 50K Bonus- Dodge +20% Dizhane's Crown =============== Cost- 150K Bonus- +10 HP and Tackle +15% Dreggheadgear ============= Cost- 100K Bonus- +5 HP and +15% resistance to all elements Gobbal Headgear =============== Cost- 350K Bonus- +1 AP and +15% damage to all elements Kritter ======= Cost- 50K Bonus- +5% CH Moskabuto ========= Cost- 300K Bonus- +RA and +15 HP Prespwig ======== Cost- 200K Bonus- Reflects 10% of damage The Hairy ========= Cost- 300K Bonus- 30+ Initiative and +35 HP ============================================================================== (9. Dofuses ============================================================================== Cawwot Dofus =========== Cost- 100K Bonus- +100 Initiative Crimson Dofus =========== Cost- 200K Bonus- +20% Earth damage and +20% Fire damage Ice Dofus ======= Cost- 200K Bonus- +20% Air damage and +20% water damage Dofus Vulbis ========== Cost- 250K Bonus- +1 MP Emerald Dofus =========== Cost- 200K Bonus- +25 HP Turquoise Dofus ============ Cost- 150K Bonus- +20% CH ============================================================================== 10. List of Bonus Cards ============================================================================== -------------------- Dazzling Zipper -------------------- AP- 1 Range- 0 to 10 Effect- +3 MP and Dodge +20% (1 turn) ------------------ Heroic Action ------------------ AP- 0 Range- 0 to 10 Effect- +2 AP (1 turn) -------- Brutal -------- AP- 0 Range- 0 to 10 Effect- +25% damage all elements (1 turn) -------------------- Repulsive Wind -------------------- AP- 2 Range- 1-8 (Line) Effect- 4 cell push back ---------------- Sweet Potion ---------------- AP- 0 Range- 0 to 10 Effect- +20% to heals (1 turn) --------- Miracle --------- AP- 1 Range- 0 to 10 Effect- Heals 20 HP ----------- Paralysis ----------- AP- 0 Range- 0 to 10 Effect- Stuns target (1 turn) ------------------- Heroic Sacrifice ------------------- AP- 0 Range- 0 to 10 Effect- Swap position with targets in range that receive damage --------------------- Improved Vision --------------------- AP- 1 Range- 0 to 10 Effect- +3 RA (1 turn) --------------- Ecaflip Paw --------------- AP- 0 Range- All fighters on map Effect- Deals 1D12 Earth damage and Heals 1D12 HP -------------------- Attractive Wind -------------------- AP- 2 Range- 1-8 (Line) Effect- Pulls target 4 cells closer ------------ Poisoning ------------ AP- 0 Range- 0-10 (Ignores line of sight) Effect- 5 damage (3 turns) ============================================================================== 11. List of Event Cards ============================================================================== Bad Patch- -10% all damage ========= Demotivation- -1 AP ============ Heal your Fellow Man- +10% to heals ==================== Hindrance- -1 MP ========= Precision- +25% CH ========= Time for action- +1 AP =============== War Blessing- +15% damage all elements ============ Wave Hollow- -15% Water Damage =========== Flame Hollow- -15% Fire damage ============ Wind Hollow- -15% Air damage =========== Stone Hollow- -15% Stone Damage ============ Heart of Stone- +10% Earth damage ============== Heart of Flame- +10% Fire damage ============== Heart of Winds- +10% Wind damage ============== Heart of Waves- +10% Water damage ============== Goddess Feca- +25% resistance to all elements and +25% tackle (Fecas only) ============ God Osamodas- +1 summonable creatures and +2 AP (Osamodas only) ============ God Enutrof- +2 MP (Enutrofs only) and -1 MP (other classes) =========== God Sram- +10% damage to all elements and +2 MP (Srams only) ======== God Xelor- +2 AP (Xelors only) and -1 AP (Other classes) ========= God Ecaflip- CH +50% and Dodge +25% (Ecaflips only) =========== Goddess Eniripsa- +50% to heals (Eniripsa only) ================ God Iop- +40% damage for all elements (Iops only) ======= Goddess Cra- +1 RA and CH +25% (Cras only) =========== God Sadida- +2 AP and + 1 summonable creatures (Sadidas only) ========== Goddess Sacrier- +10% damage all elements and +2 MP (Sacriers only) =============== Goddess Pandawa- Heals 10 HP, +1 AP, Tackle +20% (Pandawas only) =============== Tackle -20% (Other classes) ============================================================================== 12) Interesting Team Setups ============================================================================== Note: These team setups are teams I have seen that work well and are just recommendations, I'm sure there are other teams out there that are just as effective. All teams can be evenly matched there are no teams that beat everything so it's a great idea to experiment with many combinations and use any setup you like. --------------------------- Team- Triple Sadida Poison --------------------------- Fighters- 3 Sadida1 Spells- Dolly Sacrifice, Knowledge of Dolls, Poison, The Block, and Tree Weapon- Empty Pet- Empty Cloak- Dofusilli Hat- Gobbal Headgear Dofus- Empty Sadida2 Spells- Dolly Sacrifice, Knowledge of Dolls, Poison, The Block, and Tree Weapon- Empty Pet- Empty Cloak- Dofusilli Hat- Gobbal Headgear Dofus- Empty Sadida3 Spells- Dolly Sacrifice, Knowledge of Dolls, The Sacrificial Doll, Poison, and Tree Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Strategy- The strategy is pretty simple, overwhelm the enemy by stacking poison and keeping them away with blockers and trees. If your Sadida is low on health they can leech life off of trees or blockers and if they are attacked by summons they can use Dolly Sacrifice to kill them while regaining HP. The use of Blockers is important for using Poison while the enemy can't get to you and trapping ranged fighters. ------------------------- Team- Triple Sadida Fire ------------------------- Fighters- 3 Sadida1 Spells- Dolly Sacrifice, Knowledge of Dolls, The Block, and Tree Weapon- Any fire weapon Pet- Fire Bwak Cloak- Cape Tenfuture Hat- Slob Headgear Dofus- Empty Sadida2 Spells- Dolly Sacrifice, Knowledge of Dolls, Poison, The Block, and Tree Weapon- Any fire weapon Pet- Fire Bwak Cloak- Cape Tenfuture Hat- Slob Headgear Dofus- Empty Sadida3 Spells- Dolly Sacrifice, Knowledge of Dolls, The Block, and Tree Weapon- Any fire weapon Pet- Fire Bwak Cloak- Cape Tenfuture Hat- Slob Headgear Dofus- Empty Strategy- This strategy uses a different strategy then Poison as it makes your Sadida a close combat fighter. Sadidas are going to be dependant on its weapon for dealing damage and Dolly Sacrifice for keeping themselves alive. Blockers will help the Sadida pin down the enemy while trees will act HP to leech off of. ---------------------- Team- Map Manipulators ---------------------- Fighters- 4 Sram Spells- Lethal Trap, Invisibility, Fear, and Tricky Blow Weapon- Empty Pet- Foksowl Cloak- Empty Hat- Empty Dofus- Empty Sacrier Spells- Assault, Attraction, Transposition, and Tricky Blow Weapon- Empty Pet- Moon Cloak- Empty Hat- Empty Dofus- Empty Enutrof Spells- Acceleration, Clumsiness, Bribery, and Mass Clumsiness Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Enirpisa Spells- Stimulating Word and Healing Word(Allies) Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Strategy- This team focuses around manipulating the map and enemy positions to your liking. Sram makes a good team with the Sacrier to use their Lethal Trap and use push damage to kill the enemy while the Enutrof and Enirpisa act as support. Enutrof spells will help further control your own movement and enemy movement while making sure their other fighters can't interfere. ---------------- Team- Super Iop ---------------- Fighters- 3 Iop Spells- Vitality, Jump, Iop's Wrath, and Mutilation Weapon- Any fire weapon Pet- Fire Bwak Cloak- Wa Wabbit's Cloak Hat- Gobbal Headgear Dofus- Crimson Dofus Enirpisa Spells- Altruism and Stimulating Word Weapon- Empty Pet- Empty Cloak- Dofusilli Hat- Gobbal Headgear Dofus- Empty Enirpisa Spells- Altruism and Stimulating Word Weapon- Empty Pet- Empty Cloak- Dofusilli Hat- Gobbal Headgear Dofus- Cawwot Dofus Strategy- This strategy is real easy, get the Iop close to enemy fighters and blow them to hell. After the Iop defeats an enemy have the Eniripsa's heal him from a safe place on the other side of the map but make sure your not healing the enemy. -------------------- Team- Summoner Team -------------------- Fighters- 5 Osamoda Spells- Animal Blessing, Tofu, Crackler, Whip, and High-Energy Shot Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Osamoda Spells- Animal Blessing, Tofu, Crackler, and High-Energy Shot Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Sadida Spells- The Sacrificial Doll Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Enirpisa Spells- Regenerating Word Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Sacrier Spells- Assault Weapon- Empty Pet- Empty Cloak- Empty Hat- Empty Dofus- Empty Strategy- The main damage dealers on this team are the Osamoda who will be dependant on their summons for damage. Using Tofu's when the enemies are far away and Cracklers when they get close will wear down enemy fighters quickly. Since Osamoda have to be close to use Cracklers your Sacrier will keep them safe with Assault if the enemy gets close while the Sadida will use its doll to finish them off. ------------------- Team- Ranger Team ------------------- Fighters- 4 Cra Spells- Burning Arrow and Eagle Eye Weapon- Empty Pet- Fire Bwak Cloak- Cape Tenfuture Hat- Slob Headgear Dofus- Crimson Dofus Pandawa- Spells- Karcham, Karzam, Chamrak, and Alcoholic Breath Weapon- Empty Pet- Lazeras Cloak- Dreggheadgear Hat- Empty Dofus- Empty Xelor- Spells- Temporal Dust, Slow Down, and Xelor's Dial Weapon- Empty Pet- Empty Cloak- Cape Foghorn Hat- Empty Dofus- Empty Ecaflip- Spells- Perception, Clover, and Heads or Tails Weapon- Empty Pet- Empty Cloak- Cape Foghorn Hat- Empty Dofus- Empty Strategy- This is a good example of a popular range based team, the Cra will be the main damage dealer with Burning Arrow while the Xelor and Ecaflip act as support. The Pandawa on this team keeps the enemy away from your ranged fighters by throwing enemies and allies away from each other and can also use Alcoholic Breath to stack some extra fire damage. ============================================================================== 13) Coach Cards ============================================================================== When you defeat another team you receive coach cards, they allow you to customize the look of your coach. More information coming soon..... ============================================================================== 14) Version Info ============================================================================== Version 1.0 Based on Dofus Arena Version 2.10a Added: Dofus Arena Basics- Complete Special Squares- Complete Getting Started- Complete Classes- Complete Weapons- Complete Pets- Complete Cloaks- Complete Hats- Complete Dofuses- Complete List of Bonus Cards- Complete List of Event Cards- Complete Interesting Team Setups- Complete Coach Cards- Incomplete ============================================================================== 15) Credits ============================================================================== I hope this faq helped you, if you have anything you want to say about the faq feel free to contact me. If you want to put this faq on a site please contact me first, this faq is only permitted to be on IGN.com and Gamefaqs.com Specail thanks to Laura, Vinny, and ALicia for your encouragement. Specail thanks to Cade for looking over my guide. Special thanks to Ankama Games for making Dofus Arena. ============================================================================== 16) Contact Info ============================================================================== My email is [email protected] Copyright by 2008 Dragonk2025