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Subject: HOw TO ........
Eva
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Post at 12-2-2007 07:10  Profile | Site | Blog | P.M. 
HOw TO ........

Win a fight


Winning a fight against a creature makes you gain experience and items (read part 5. Evolution), but especially makes you drop items.
Drop means fighting monsters to get their resources. By extension, to drop means slaughtering monsters by dozens and helping yourself to their resources.
Selling items found in the entrails of the monsters you’ll have defeated will make you earn Kamas – name of the currency in the World of DOFUS. It will enable you to buy cleverer equipment and spells to make your character evolve the best possible way… That’s where the DOFUS tactics start!




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Eva
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Post at 12-2-2007 07:11  Profile | Site | Blog | P.M. 
hit and cast a spell


Action Point (AP)
Your fighter's number of Action Points determines his capacity to act. Executing an attack, casting a spell are actions that cost you Action Points. For instance, attacking with a weapon costs in general 5 APs. When your AP number reaches zero, your character can no longer act. Set to 6 APs for all fighters, this number can either be increased or reduced with spells and/or equipments.

Each element corresponds to a characteristic. Spells and certain equipments are influenced by elements. Therefore, it enables you to increase the damage caused, the cares or the dodging capacity...

Earth is for Strength

Water is for Chance

Air is for Agility

Fire is for Intelligence

Vitality: It sets the number of your character’s HPs.

Wisdom: It enables you to gain experience easily, evade AP and MP losses. It also increases chances to make your enemies lose APs or MPs and increases the power of damage rebound spells (like the Xelor's Spell "Counter").


Class Spells
Spells have various effects that you must learn how to control to be efficient: heal, summon a creature, reduce the MPs of your opponent, increase the APs of one of your allies ... there are many different combinations! Some spells also enable you to inflict damage or to increase them. Just like weapons, they have a range and an effect area.
Please note: If a spell is neutral, its effects can be reinforced thanks to an Earth characteristic.
Spell points, unlike characteristic points, can be recovered thanks to forgetfulness potions that you can buy in the temple of your class. But be careful! The higher your level, the more expensive the potion!


Elemental, Skill, Specific and Summoning Spells
On top of class spells, you'll be able to buy or drop spells. The major ones must be leveled up just like skills, and some others are just more outlandish like the Summoning of Arachne, for instance.
May the cleverness be with you!
Don't learn a special spell to master daggers if you do not use daggers! It's just pointless! Keep and sell it to a Sram for example!




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Post at 12-2-2007 07:12  Profile | Site | Blog | P.M. 
move


Movement Point (MP)
Your character's Movement Points determine his potential of movement. Moving a fighter takes away Movement Points from his MP capital. Set to 3 MPs for all the fighters, this number can either be increased or reduced with spells and/or equipments.
Special case: When a fighter is on one of the four adjoining squares of the one where the creature or another fighter is, he is said to be in a tackle area (also called control or tackle area). The possibility to dodge and therefore to escape from the tackle area depends on the agility of both fighters. Indeed, the bigger the gap between the agility scores, the higher the chance of the fighter to get out of the tackle area. If you fail, you miss both your dodge and turn. Each time you move, it costs you between 1 and 3 MPs, depending on the number of squares you used to move.

May the cleverness be with you! Some creatures have more than 3 MPs and 6 APs! Some rare equipment will enable you to increase your AP and MP number.




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Post at 12-2-2007 07:12  Profile | Site | Blog | P.M. 
Fight


Start a Fight

Know your Enemy
The fight system relies on a turn-based system which means that at each turn, players play one after the other during a limited amount of time (30 seconds). Place your character at the beginning of the fight, move, hit, cast spells... It's up to you to build your own strategy!

Placing your character at the beginning of the fight in the right spot is a great advantage you must take into account. Once you've played, or you've placed your character, don't forget to let the other players know that you're done, clicking on the arrow on the right of your portrait.

May the cleverness be with you! When you launch a fight, you can decide to expel players who want to join in. You can also ask other adventurers for help. 7 other players can join the fight before it's actually started. Just click on the icons that are displayed on the right side of the screen when a fight is launched. You can also forbid other players to watch the fight you started. This function is mainly useful when you're in PvP mode. This way the others can't analyze your tactics.

Commands you must know to fight:
/list (or /players) list of the names of the players involved in a fight.
/kick Character name expels a player from a fight during the preparation, but only if you're the one who launched the fight.
/spectator (or /s) activate/deactivate the spectator mode of the fight, but only if you're the one who launched the fight.



Health Point (HP)
Your character's Health Points decrease when he undergoes damage (when hit by an enemy attack, for example). They increase when you heal your character (through a spell, an item or thanks to an ally). If your character's number of HPs reaches zero, he's dead! Keeping an eye on your HPs as well as that of your opponent is essential for you to win!


Initiative
Initiative is used to determine your position in a fight before it starts. If the Initiative of your fighter is the highest among all the other fighters/creatures, you'll play first at the beginning of the fight. If Initiative points are even, fighters will be decided between drawing lots. Initiative remains the same for the whole fight.


Prospecting
This value improves your capacity to drop items at the end of the fight. You normally have 100 Prospecting points when you start (except if you choose an Enutrof, you get 120) and you can increase it equipping your character with items that have a bonus in Prospecting. Besides, Chance enables you to improve this characteristic as well (+1 Prospecting point for 10 Chance points).




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Eva
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Post at 12-2-2007 07:12  Profile | Site | Blog | P.M. 
move quickly


Zaaps

Zaaps are magic arches that enable you to go anywhere in the world for a few Kamas only. As soon as you see one, make sure you’re close enough then click on it and it will save your position. Doing so will enable you to be back at this position later on. You can save your position for free. But you have to pay a fee to travel through the Zaap. Warning! You can only use Zaaps where you saved your position.


Zaapis
Using Zaapis will only cost you a few Kamas and they will enable you to go from one of the main buildings to another inside a city.


Mounts
Mounts enable players to move faster than when they run. The more a mount is skilled, the faster it moves


Aircrafts
You’ll find all sorts of flying machines and aircrafts at the Imp Village. You must be aligned and your fellow adventurers must have conquered the village for you to use this means of transport.


Boats
Captain Lily’s ship calls in the port of Madrestam waiting for adventurers ready to go to the Wabbit Island. There are other boats that can take you across the seas to other well-know islands of the World.


Home Potions
You can buy home potions at the Imp village. These potions will teleport you home.

City Potions
City potions are made by alchemists and they can teleport you to one of the main cities Zaaps, provided that you do not belong to an enemy alignment of the said city.

Recall Potions
These potions can teleport you to your last saved point (usually a Zaap).




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