Game guide
1 Why a Game Guide
As any multiplayer game, Dofus-Arena reveals all its richness only after several battles. This game guide has been designed to accompany the new player during the first hours of the game: it explains the rules of the game and gives some clues to discover the Dofus-Arena Universe. As for experienced players, they will probably find in this guide the answers to their questions to perfect their strategies.
1.1 Health safety instructions
Use this software in a well-lit room and stay at a reasonable distance from the computer or television screen not to exhaust your eyes. Have breaks regularly: a 10 to 20 minute break every hour and do not play when you’re tired or lacking sleep. Playing for too long or too close to the television screen can make your visual acuity drop. In some rare cases, the stimulation created by a strong or flashing light when you’re staring at a television screen can cause temporary muscular convulsions or even a loss of consciousness. If you experienced such symptoms, please consult a doctor before playing to this game. If you're feeling dizzy, nauseous or sick while playing this game, stop playing immediately. If these symptoms persist, consult a doctor.
1.2 Operating system and configuration
You can play on Windows®, Linux® or Mac®. Dofus-Arena also works with a family PC configuration.
1.2.1 Minimum Configuration
Processor: Equivalent of 1GHz Intel® Pentium® 4 / AMD® Athlon™ (or superior) RAM: 512 Mo SDRAM Free space: 200 Mo 32 MB 3D graphics card compatible with OpenGL 1.2 and supporting the Shaders 1.1 (equivalent compatible with DirectX® 8) Internet connection: RTC 56 kbps Operating system: -Windows® 98/2000/XP/Vista -Mac® OSX and + -Linux (graphical environment necessary and compatible with OpenGL 1.2)
1.2.2 Recommended configuration
Processor: Equivalent of 2GHz Intel® Pentium® 4 / AMD® Athlon™ (or superior) RAM: 1Go DDR Free space: 200 Mo 128 MB 3D graphics card compatible with OpenGL 1.2 and supporting the Shaders 3.0 (equivalent compatible with DirectX® 9.0c) Internet connection: ADSL or superior Operating system: -Windows® 98/2000/XP/Vista -Mac® OSX and + -Linux (graphical environment necessary and compatible with OpenGL 1.2)
1.2.3 How to download the game
You can download the game for free on the Dofus-Arena official website.
http://www.dofus-arena.com/ (official website)
http://dofus-arena.com/download/ (download page).
1.2.4 How to install the game
Once you’ve downloaded the installation file, decompress it in a directory of your choosing. Dofus-Arena is a light file. You need less than 200 Mo of free space to install it. Some virus or firewall protection programs can prevent you from installing the Dofus-Arena software on your computer. You may need to disable those programs while installing DOFUS. Check out our online technical support for further information: http://support.ankama-games.com/
1.2.5 Patches
Every time you connect, the game will tell you if a newer version of Dofus-Arena exists to download and install it. In order to prevent all sorts of conflicts between the different versions of the game, the users who prefer to use the “zipped” version will have to erase the previous version of Dofus-Arena before proceeding to a new installation.
1.2.6 Saved files
DOFUS does not require any saved files since everything is online. You can therefore play on any computer wherever you are: at home, at school, at the office, in a cyber cafe etc. Your characters will always be available online on our servers. But be careful: never save your personal data on a computer that is not yours. Someone may hack your playing account!
2 The Universe of Dofus-Arena
In the Universe of DOFUS-ARENA, major gods and small gods coexist. While writing these lines, there are twelve distinctive major gods.
2.1 The Twelve Gods
• The goddess Cra; who has a fair judgment and a sharp eye. § The god Ecaflip; who loves to challenge his luck. § The goddess Eniripsa; who has an infinite medicinal knowledge. § The god Enutrof; who is famous for the treasures he finds and the power they give him. § The goddess Feca; who is also called the Protector as her magic wrecks attacks. § The god Iop; who is so brave that his bravery shines up to the heavens. § The god Osamodas; who can make creatures appear out of nowhere. § The goddess Sacrier; who has an incredible self-sacrifice spirit. § The god Sadida; who brings war and healing dolls to life. § The god Sram; who mastered the shadow and who can talk to the invisible. § The god Xelor; who works time to his advantage to make his designs come true. § The goddess Pandawa; who scoffs at gravity with serenity.
2.2 The demons
Other creatures, demons, live in the Dofus-Arena universe. As any self-respecting demon, they spread disorder and stir up ill-feeling. Among these demons, there are the Hour Demons who, as Xelor himself, can manipulate the space-time… Besides, most of the warriors in the Arena have been kidnapped and enlisted by force by the Hour Demons!
2.3 Game story
Here’s the shortened story of the Hour Demons Arena!
2.3.1 Xelor and the demons
Any demon will tell you: Nothing’s greater than massacring an adventurer. It even became the favorite hobby of Hour Demons. Well, you know, marking out the seconds is no longer fun after you've done it for five minutes! What would the point be in having physical advantages (muscular body, wings that Evil Tofus themselves envy), if we can't have a little fun... The hour demons were just thinking about the whole thing, between a flapping of wings of Tempousfougit and a croaking of the Time Devourer Frog, when the demon of the tenth hour got entangled in the chains of his flail. He spurted out his flick-claws and as he wanted to catch hold of the Time Frame, he tore it almost all the way down... By an extraordinary coincidence, a passing-by adventurer stepped into the breach newly created. One might as well say he's been warmly welcome by the demons. They treated him like a distinguished guest with whom they would spend a nice long moment. At first, they only took an adventurer once in a while, nothing too important, really. They made him slide down from any part of the world, to this mysterious place which they called in between them: the “arena” (1) . And they took delight in changing the topology of the arena, from a grassy plain to a dark cave. Let's be honest: these disappearances went totally unnoticed... A few kilos of adventurers missing in such a cruel world never moved anyone. Then, it was no longer one, but five, six even up to eight adventurers at once who were dragged down into the arena. By the way, this was NOT a pleasant experience. Indeed, just imagine yourself being surprised in the middle of a casual but essential moment of your life... for instance, while polishing your Kluh Boots, or drying your blue larva skins, or even admiring your collection of Arachnee legs, or whatever (2)... When suddenly a demon arm grabs you from nowhere to take you to nowhere... Your personal legend is hurt. Harsh. But not as harsh as facing twelve enraged and beaming demons with strangers! The demons' joy didn't last long. Xelor noticed the numerous rips made in the Time Frame. He first thought it was the work of Timemite but eventually found out about the demons' little game. The god of time, himself, went to the arena to punish the demons. But as he was in a good mood, he only sermonized them... to their astonishment. However, he ordered the demons to open their arena to whoever would like to fight cleanly and therefore, perpetuate the knightly spirit of the World. He also enjoined them to fix the Time Frame as his time was precious! The news was proclaimed in the four corners of the World by Midnight, the female demon of the twenty-fourth hour: the Dofus Arena was open to valiant knights, fearless warriors, and everyone else who wishes to have fun. (1) As you can imagine, demons took any adventurers they would come across. There was no choice whatsoever in all this. Therefore, this does not make you a hero. (2) Though it is an unknown fact, demons knew some Latin... and « arena » comes from Latin....
3 Getting started
Information, advice and tips for you to start the game right.
The following picture describes the function of the icons in the top right-hand corner of the screen, when you are on the Avatars Island.

3.1 Discover Dofus-Arena
You embody a coach who trains fighters in the arena. Create a team of valorous warriors and equip them with spells and weapons. Once satisfied with your team, prove yourself in the arena!
The following picture describes the function of the icons in the top right-hand corner of the screen, when you are on the Avatars Island.

3.2 Living in a community
In Dofus-Arena, you will be able to train against your friends or against other random players. You will be able to challenge them, bet cards and maybe gain these cards if you win. But be careful: either way, respect reigns!
3.2.1 Your arrival in Dofus-Arena
You’ve just arrived on the Dofus-Arena island. This enchanting island allows you to meet your friends and to fight your enemies. At the center of this island, you can see big totems. They are perfect to protect you from the sun or to meet people. The best dressed coaches are game veterans but before flooding them with questions, read this manual. They are fearsome fighters who deserve respect. They are happy to help beginners if their questions are pertinent. Even if we spend our time fighting each other, a chivalrous courtesy reigns in Dofus-Arena. Hatred is demons’ business
3.2.2 An appropriate speech
Be clear when you speak! This is essential! Whether you are in game or on the Dofus-Arena forums, there are rules you must respect when communicating with others to avoid being sent packing... Write clearly, watch spelling and grammar mistakes! You must be very clear when you ask a question. If you do not bother paying attention when writing your question, people won’t bother reading or even answering it either! Besides, it’s always funnier to play in a friendly spirit!
4 Create a team

4.1 The budget
Before throwing your Dofusians into the arena, you have to create at least one team in the team management interface. A team is compound of one to six fighters. It costs at the most 5,000 gold coins in 1vs1 and 3,000 in 2vs2. Once a fighter is recruited, buy him the equipment and spells that seem the most useful to you. Be careful not to exceed your budget! You can test several different combos by creating various teams without being sanctioned.
4.2 Choosing a Fighter
Dofus-Arena fighters are divided into several categories named “classes”. A class distinguishes from another by its skills that are modeled on the skills of the gods of the World. Some are very marked and others are more nuanced. For instance, Iops are powerful warriors whereas Eniripsas are healers. Osamodas are summoners just like the Sadidas. When trying the classes and talking with the other players, you will understand all the subtleties of each class. Be careful, if you want to recruit several fighters from the same class in your team, they will be more and more expensive. For instance, if you create a team with several Iops, the first one will cost you 400 kamas (k), the second one 500k, the third one 700k and the fourth Iop 1,000k. It is therefore strongly recommended to vary the pleasures. Tip All the classes are specialized and complementary: when you start, simply choose the one that corresponds to your way of playing and to the strategies you want to establish. Another tip: a team is made up of at least 3 characters. Below this number, you might have overstuffed characters but they won’t be very complementary and thus, will be easy to beat. To help you choose, here is a description of the different classes. Dofus-Arena fighters come from the game DOFUS (www.dofus.com), therefore those who are used to the game will find their marks quite quickly. For those who are new, the specificities of each class are listed below.
A character is first created (left window), then equipped (right window; equipment is referred to further away in this manual).

A character is first created (left window), then equipped (right window; equipment is referred to further away in this manual).

4.2.1 Cra's Range
CRA disciples are archers, genuine sharpshooters and their acuteness enables them to shoot at a great distance! Strength Cras can weaken their enemies from a distance, repel enemies, subtract Action and Movement Points to enemies. Weakness Arrows can’t be shot when Cras are in direct contact with an enemy. Therefore, Cras are vulnerable when in close combat. Spells • Magic Arrow: deals great Earth-type damage. • Paralyzing Arrow: deals small Air-type damage and subtracts MP. • Bat’s Eye: reduces the enemy’s range. • Absorptive Arrow: steals life (Air-type damage) from the target to the caster’s benefit. • Retreat Arrow: deals small Air-type damage and repels. • Frozen Arrow: deals small Water-type damage and subtracts AP. • Homing Arrow: deals small Fire-type damage. • Visual Torment: reduces the range of all the enemies. • Eagle eye: increases an ally’s range or yours. • Burning Arrow: deals considerable Fire-type damage, in line. Being a Cra, it’s also having… • 65 HP • 60 Initiative • A punch which deals 5 Air-type damage or 7 on a Critical hit for 5AP.
4.2.2 Ecaflip's Coin
ECAFLIP disciples are born to attack. However, because Ecaflips love chance so much, their striking power can be very uncertain. Strength If they’re lucky, Ecaflips will be powerful. They can also influence chance, either for them, their allies or their enemies. Ecaflips can also turn visible invisible characters. Weakness If chance isn’t on their side, the Ecaflips’ hits can be very weak and even without any effects. Spells • All or Nothing: Heals and harms (Water-type damage) all the fighters randomly. • Feline’s Leap: one-cell teleportation. • Lottery: deals random Earth-type damage. • Feline Spirit: deals random damage to the target (Water-type) and to the caster (Water-type). • Rotten Luck: increases the target’s probability to deal Critical failures. • Roulette: poisons everyone’s AP (actions will cost you HP). • Risky Petrifaction: petrifies (or not). • Perception: turns invisible characters visible. • Heads or Tails: heals and randomly deals Earth-type damage to a target. • Clover: increases the target’s probabilities to deal a critical hit. Being an Ecaflip, it’s also having… • 70 HP • 50 Initiative • A punch which deals 5 Water-type damage or 7 on a Critical hit for 5AP.
4.2.3 Eniripsa's Hands
ENIRIPSA disciples ally great healing skills and a weak striking power.
Strength Healing their allies, give them Action Points or free them from a spell, this is the Eniripsas’ vocation! A must-have support unit! Weakness Eniripsas can heal themselves but have few Health Points. They’re often the first ones the enemies try to kill. Spells • Curative Word: heals the caster. • Healing Word: heals an ally. • Stimulating Word: gives a permanent AP bonus to the caster or to an ally. • Word of Sacrifice: gives Health Points to an ally by harming the caster (Fire-type damage). • Revitalizing Word: heals the caster or an ally. • Altruism: heals all of the fighters, either ally or enemy, in the area of effect. • Regenerating Word: regenerates the target’s Health Points at the beginning of its activation. • Wiping Word: turns the caster invisible. • Word of Youth: frees the target from a spell. • Word of Torture: heals all of the caster’s allies by harming the caster (Fire-type damage). Being an Eniripsa, it’s also having… • 60 HP • 70 Initiative • A punch which deals 5 Fire-type damage or 7 on a Critical hit for 5AP.
4.2.4 Enutrof's Fingers
The ENUTROF disciple, skilled treasure hunter, will know how to make their shovel talk for his friends as well as for his enemies. Strength They can become invisible, which is a precious advantage; they can also petrify an enemy or free characters from spells. Weakness They’ve got a weak striking power and they’re not fit to fight but are to support others. Spells • Slaughtering Shovel: deals considerable Water-type damage. • Prime of Life: increases the damage of all the Enutrofs. • Rocks Den: turns the caster invisible. • Bribery: petrifies an enemy target but gives it back 100 Health Points. • Petrifaction: has a probability to petrify a target. • Mass Clumsiness: subtracts an MP to all the enemies. • Clumsiness: subtracts an MP to an enemy target. • Coins Throwing: deals small Water-type damage. • Acceleration: gives an additional MP to an ally. • Ghostly Shovel: deals considerable Water-type damage and free the target from a spell. Being an Enutrof, it’s also having… • 65 HP • 60 Initiative • A punch which deals 5 Water-type damage or 7 on a Critical hit for 5AP.
4.2.5 Feca's Shield
FECA disciples are born protectors, who juggle with armors, immunities and truces. They can also reflect their enemies’ spells. Strength They can give powerful protections and defences to their allies as well as to themselves. Weakness Fecas have a weak and restrictive attack regarding range and firing angle. Spells • Cloudy Attack: deals considerable Fire-type damage. • Wind and Fire Armor: partially increases the resistance to Fire and Air-type damage. • Earth and Water Armor: partially increases the resistance to Earth and Water-type damage. • Immunity: partially immunizes against all sorts of damage. • Weakness: reduces the target’s resistances. • Feca Shield: partially immunizes the caster or one of his allies against all sorts of damage. • Bubble: deals considerable Water-type damage. • Spell Rebound: partially reflects the damage dealt by spells. • Truce: cancels the damage inflicted by everyone for a short period of time. • Teleportation: teleports the caster up to a 6-cell distance. Being a Feca, it’s also having… • 70 HP • 50 Initiative • A punch which deals 5 Water-type damage or 7 on a Critical hit for 5AP.
4.2.6 Iop's Heart
IOP disciples are powerful fighters but not quite delicate as they leap to attack and hit anything they can on their way! Increasing their allies’ damage is also part of their skills. Strength Iops have an excellent striking power when in close combat or in average distance. As they have a few area attacks, they can deal considerable damage in the enemy ranks. Weakness Iops are often on the front line and bear the first blow of the enemies, especially since their range is often less important. Besides, their area spells can harm their allies. Spells • Iop’s Wrath: deals considerable Fire-type damage. • Increase: increases the caster’s damage. • Bravery Guide: increases the damage of everyone in the area of effect. • Mutilation: increases the caster’s damage, but harms the latter a little (Earth-type damage). • Sword of Fate: deals considerable Fire-type damage. • Jump: teleports up to two cells. • Celestial Sword: deals considerable Earth-type area damage. • Cut: deals considerable Air-type damage and subtracts an MP to the target. • Pressure: deals considerable Earth-type damage. Being a Iop, it’s also having… • 75 HP • 40 Initiative • A punch which deals 5 Earth-type damage or 7 on a Critical hit for 5AP.
4.2.7 Osamoda's Whip
OSAMODAS disciples are creature summoners and their summons enable them to harass the others, subtract Action Points or repel the enemies. Strength Osamodas let their creatures go fight while they quietly remain behind where there are fewer risks. Their summons are powerful especially if their summoner increases their characteristics. Weakness Osamodas, themselves, do not have many attack spells. Besides, their summons have very few Movement Points. Therefore, an Osamodas must often get closer to the enemy for the summon to attack. Spells • Summoning of Gobball: summons a Gobball (read p.26). • Summoning of Crackler: summons a Crackler (read p.26). • Summoning of Prespic: summons a Prespic (read p.26). • Summoning of Tofu: summons a Tofu (read p.26). • Animal Blessing: increases the maximal number of summons that the caster can have in game. • Whip: deals considerable Earth-type damage to a summon. • Bear’s Cry: gives a damage bonus to an ally summon. • High-Energy Shot: gives an AP bonus to an ally summon. • Crow: deals small Fire-type damage. • Carapace: gives a resistance bonus to an ally summon. Being an Osamodas, it’s also having… • 65 HP • 60 Initiative • A punch which deals 5 Earth-type damage or 7 on a Critical hit for 5AP.
4.2.8 Pandawa's Pint
PANDAWA disciples know how to challenge gravity without worrying. Indeed, Pandawas are especially skilled to lift off their feet their enemies and throw them into the air. Therefore, they’re quite appreciated in teams because they can quickly propel their allies on the front line. Strength Pandawas can cast an ally in close combat or protect him by carrying him. They can also repel or throw an enemy away. Weakness They bear all the negative aspects, especially damage, that should have hit their ally when they can’t attack or defend themselves while they carry someone. Spells • Chamrak: allows for throwing a target carried by the Pandawa. • Karzam: allows for carrying an enemy. • Karcham: allows for carrying an ally. • Alcoholic Blow: deals considerable Fire-type damage and repels of one cell. • Stabilization for Others: immunizes a target from attraction or repulsion effects. • Stabilization: immunizes the caster from attraction or repulsion effects. • Pandatak: deals considerable Earth-type damage in line. • Explosive Flask: deals considerable Fire-type damage in area. Being a Pandawa, it’s also having… • 75 HP • 40 Initiative • A punch which deals 5 Fire-type damage or 7 on a Critical hit for 5AP. The Pandawa “Carry” function The spells enabling Pandawas to carry a fighter, either Karzam or Karcham, have specific rules that deserve to be mentioned. • Tower: The carrying Pandawa and the carried fighter form what we call a “tower”. As long as a Pandawa carries someone, the carried fighter can not be aimed at by other fighters or by himself. Only the “tower” as a whole, can be aimed at. • Knocking down the tower: If a Pandawa who carries someone is attracted or repelled by some spell, he will let the carried fighter down right where he was. Petrifactions and other immobilizations do not make the carried fighter fall, and do not affect him. The Pandawa is the only character to be affected. When activated, a summon (which has MP) carried by a Pandawa will get off the tower. • Switch places with a carried character: You can not switch places with a Pandawa who’s carrying a character. However, it can happen that a carried fighter can switch places with a fighter on the ground when a Sacrier is involved. Indeed, when a Sacrier sacrifices himself for another character and the latter is carried, he will then naturally switch places with him to take in the damage. • The Tower Effect: A fighter carried by a Pandawa is as elevated as if he were on a 4-cell high ground. Therefore, he benefits from a range bonus. • Beneficial Spells: Beneficial spells, cast by the carried fighter (for instance: Clover), or another fighter (for instance: Healing Word) or the environment (for instance: Fog) always affect the “tower” as a whole since the Pandawa passes on the effect (to the carried fighter). • Harmful Spells: The harmful spells only affect the base of the tower (the Pandawa does not pass on the effect). If a damage spell reaches the tower, the Pandawa takes it all in while the carried fighter does not bear any damage. If a spell giving you malus targets the tower, only the Pandawa will be affected. If the carrying Pandawa dies, the carried fighter falls on the ground and becomes a target again. If a spell has both harmful and beneficial effects, the Pandawa will take in the harmful effects while the carried character will take in the beneficial ones. Special case: Unbewitchment is considered as a harmful spell. • Spells with specific targets: If a Pandawa carries a summon and a spell like High-Energy Shot is cast on the tower, only the summon will benefit from it. Indeed, the spell must target a summon. And this is the same with the Xelor spell Mummification and the Sadida spell Silvan Power since they only affect their respective classes, and never the carrier. • Special Cells: The Pandawa always bears the effect and can do so up to twice a turn, at the Pandawa’s activation and that of the carried character. A Pandawa can therefore put up with either a double bonus or double malus. For instance, in the case of a Death cell if the Pandawa plays before the carried fighter he will die and drop the carried fighter who will also die when activated (unless he’s been moved). But if the carried fighter plays before the Pandawa, then the Pandawa dies in the carried fighter’s place and the latter can move away from the Death cell. • Event Cards: Event cards affect a carrying Pandawa and a carried fighter. In the case of Divine cards, they will only benefit to the fighters of the related class, so even if a Pandawa carries a Sram and the god Sram’s card is picked, the Pandawa will not get the MP and damage bonuses. On the contrary, if the god Xelor’s card is picked during the following turn, both the Pandawa and the Sram will be affected by the AP malus. • Fog: If a carrying Pandawa gets in the fog, the whole tower will become invisible; and it will become visible again when the tower gets out of the fog.
4.2.9 Sacrier's Blood
SACRIER disciples master their pain to better concentrate their strength. They are very powerful when in close combat. Strength Extremely powerful and resistant, Sacriers are also king in strategic spots: he can switch his place with an enemy or an ally, or even attract a person to him. Weakness Sacriers’ attacks are essentially close combat or short-ranged attacks. Therefore they often bear lots of damage before reaching the right range. Moreover, their spells self-inflict quite considerable damage. Spells • Attraction: allows for attracting the target towards the caster. • Transposition: the caster switches places with that of the ally target. • Sacrifice: for a while, the Sacrier will bear the damage inflicted to the target and will switch places with it. • Assault: deals Air-type damage and swap places with the target. • Sacrier’s Foot: deals Earth-type damage and reduces the target’s damage. • Fury: deals small Air-type damage and increases the caster’s Air-type damage. • Bloodthirsty Madness: steals Health Points (Air-type damage) to the benefit of the caster. • Punishment: deals considerable Air-type damage to a target and inflicts small Water-type damage to the caster. • Life Transfer: The caster passes on some of his Health Points to an ally. Being a Sacrier, it’s also having… • 80 HP • 30 Initiative • A punch which deals 5 Air-type damage or 7 on a Critical hit for 5AP.
4.2.10 Sadida's Shoe
SADIDA disciples are fearsome summoners. Summoning explosive and blocking dolls as well as ones that can subtract AP are all part of their talents. Strength They can send dolls to deal damage or block the other players. They can also hit from a distance with a spell like Bramble and transform into trees which are well protected against damage. Weakness Their dolls have a very short life-expectancy and can not be summoned at each turn. Furthermore, they’re limited regarding the total number of summoning they can do in a game. Spells • Earthquake: inflicts little Earth-type damage to everyone. • Dollical Sacrifice: steals life from a summon (Fire-type damage) to the caster’s benefit. • Bramble: deals considerable Earth-type damage. • The Sacrificial Doll: summons a Sacrificial Doll (read p.26). • The Madoll: summons a Madoll (read p.26). • The Block: summons a Block (read p.26). • Poisoning: poisons the target for a short period of time. • Knowledge of Dolls: increases the maximum in-game number of summons that the caster can have. • Silvan Power: turns the caster into a tree therefore giving him great resistances. • Tree: summons a Tree (read p.26). Being a Sadida, it’s also having… • 65 HP • 60 Initiative • A punch which deals 5 Earth-type damage or 7 on a Critical hit for 5AP.
4.2.11 Sram's Shadow
SRAM disciples are sly masterminds. Srams can turn an ally invisible, turn themselves invisible, repel enemies and even set up traps which will be activated when an enemy steps on it. Strength With their invisibility spells, their doubles and diversion, Srams can disconcert their enemies while dealing decent damage. Weakness Their attacks require a good location to work and it’s the same for the traps. Besides, Srams usually have to get in close combat, making them easy targets. Spells • Double: summons a double of the caster (read p.26). • Invisibility of Others: turns a target (other than the caster) invisible. • Invisibility: turns the caster invisible. • Lethal Attack: deals considerable Air-type damage. • Lethal Trap: this spell creates a trap on a cell. Such trap will systematically kill the fighters which start their activation on it. • Life Theft: steals life from a target (Earth-type damage) to the caster’s benefit. • Fear: repels of one cell. • Tricky Blow: deals considerable Air-type damage and repels of two cells. • Fog: creates an area in which everyone becomes invisible. • Diversion: makes the target(s) turn around in the area of effect. Being a Sram, it’s also having… • 70 HP • 50 Initiative • A punch which deals 5 Air-type damage or 7 on a Critical hit for 5AP.
4.2.12 Xelor's Sandglass
XELOR disciples are time masters. They perfectly know how to subtract Action Points to their enemies or give some to their allies, while inflicting considerable damage to the enemy team. Strength Their major strength is their capacity to increase their allies AP or subtract them from their enemies. Xelors usually deal great damage from a distance. Weakness Xelors are destitute in close combat and their attack spells are sometimes hard to use because of the angle or of their minimum range. Spells • Counter: reflects part of the damage inflicted to the caster. • Devotion: gives an AP bonus to a target during a short period of time. • Teleportation: teleports Xelors up to six cells away. • Mummyfication: transforms Xelors into mummies, which reduces the damage but also the MP. • Xelor’s Dial: summons a Dial (read p.26). • Hand: deals considerable Fire-type damage. • Temporal Dust: deals considerable Fire-type damage in area. • Clock: deals great Water-type damage. • Time Theft: steals AP from a target to the caster’s benefit. • Slow Down: subtracts one AP to the target. Being a Xelor, it’s also having… • 60 HP • 70 Initiative • A punch which deals 5 Fire-type damage or 7 on a Critical hit for 5AP.
4.3 Characteristics of the fighters
Every character is defined by points and characteristics. Most of the characteristics start from zero. The only way to increase them is to equip your fighter with equipments that give bonuses.
4.3.1 Health Points: 60 to 80 HP (according to the class)
Your characters' Health Points decrease when they bear damage (when hit by an enemy attack, for example). They increase when your characters heal themselves or are being healed (through a spell, a healing cell or thanks to an ally). If one of your characters’ numbers of HPs reaches zero, he’s dead until the end of the fight. He will however come back at the next fight. The number of Health Points you get when you start depends on the character class you chose. If all your fighters have 0 HP, you lose the fight.
4.3.2 Action Points: 6 AP (at the start), 12 (at the maximum).
Your characters’ numbers of Action Points determine their capacity to act. Executing an attack or casting a spell are actions that cost you Action Points. When your AP number reaches zero, your character can no longer act. APs are set to 6 AP for all fighters, but they can be boosted up to 12 through spells or equipments. All of your APs come back at the beginning of each turn. Before every action, the game tests if the action performed by your fighter is a critical failure, a critical hit or a normal hit. In the first case, the APs are lost and the action is not performed. In the second case, the effects of the action are considerably increased (for example, it inflicts more damage). In the last case, the action is performed normally.
4.3.3 Movement Points: 3 MP (at the start), 8 (at the maximum).
Your characters’ Movement Points determine their potential of movement. Moving a fighter subtracts Movement Points from his MP capital. MPs are set to 3 for all fighters but they can be boosted up to 8 through spells and equipments. All of your MPs come back at the beginning of each turn
4.3.4 Block: 0
Block allows you to prevent an enemy from going away when he is in contact with one of your fighters. The latter forces him to stay next to him.
4.3.5 Critical Bonus: 5%
Some spells and weapons are more effective with a critical hit. This bonus increases the chance to do a critical hit. The Ecaflip spell Clover increases the critical bonus. The critical hit probability can not be increased by more than 100%.
4.3.6 Damage: 0%
They allow your fighter to increase the damage dealt to the enemies. However, damage can not be increased by more than 100%. All damage corresponds to an element: Air , Earth , Water , Fire . Equip your character with cards; they should increase the power of his weapons and spells!
4.3.7 Evasion: 0%
The evasion allows you to leave a tackle area more easily.
4.3.8 Initiative: 35 to 70 (according to the class)
If the initiative of one of your character is the highest of your team, you will play him first at every turn. If it is the highest of all teams in the fight, you will play this fighter at the very first turn of the fight. If several fighters have got the same amount of initiative points, a drawing of lots will decide between them. The initiative depends on the class of the fighte
4.3.9 Summoning: 1
Some fighters can summon creatures called “summons” in the game. They can only summon one creature at once on the battlefield. To summon another one or even the same one, they have to wait until the latter dies. Some spells or event cards allow you to summon several creatures on the battlefield. Tip An Osamodas summons animals, a Sadida summons dolls, a Xelor summons a Dial, and a Sram can summon a double of himself. Be careful besides some spells only work on summons!
4.3.10 Critical Malus: 1%
The critical malus allows for increasing the chance to make a critical failure. The Ecaflip spell Rotten Luck increases the critical malus. A critical failure on an action means that the latter has failed. So, the APs are lost.
4.3.11 Reflecting damage: 0%
If your fighter wears equipment which reflects the damage, he will inflict to his opponent some of the damage he received. For example, if he has 10% in reflecting damage and loses 10HPs, he makes the character who attacked him lose 1HP. Reflecting damage can not be increased by more than 100%.
4.3.12 Reflect spell: 0%
If your fighter has to bear the effects of a spell, there is a chance that the spell is reflected to the caster
4.3.13 Resistances: 0%
They allow for reducing the damage bore by a fighter. Resistances can not be increased by more than 100%. Every resistance corresponds to an element: Air , Earth , Water , Fire.
4.3.14 Heal Bonus: 0%
This characteristic allows for increasing the power of heals. It is especially useful to Eniripsas. Sacriers and Ecaflips also heal, but in their own way which is pretty incisive! Tip: The “Life theft” spells (Sram, Sadida, Cra or Sacrier) are not considered as heals. To increase them, you have to take bonus to damage and not to heals.
4.3.15 Range: 0
It increases the range of some long-distance spells and of some weapons (bow, wand) of your fighter.
4.4 Equip a fighter
Once your fighters are recruited, the choice of the equipment and the spells will determine what you will be able to do during the fight. Specialize your fighters or create a polyvalent team. Find out strategies to eliminate your opponents! You can increase or reduce the damage undergone, add APs, MPs or Initiative. Improve your fighters as you wish, you are the coach! Take what you want on the racks and cover them with powerful artifacts and spells. Iop proverb: “Before you fight, equip your fists right!” You can only give a fighter spells from his class but you can equip him with items common to all classes. Every purchase is represented by a card which price is given in gold pieces. Every card you buy is taken into account in the team budget. Tip: When starting the game, all fighters have a close combat attack: a punch. It always costs 5AP and deals 5 damage and 7 on a critical hit. The usual damage bonuses (orientation of the target, equipment, spells) are applied to the punch. Each class hits with its punch in a determined element. Air : Sram, Cra, Sacrier Earth : Iop, Sadida, Osamodas Water : Enutrof, Ecaflip, Feca Fire : Xelor, Pandawa, Eniripsa
4.4.1 Equipment
A fighter can have a pet, a Dofus, a weapon, a hat and a cloak with him. Each type of items brings its own advantages. Only the Dofus are not visible on the battlefield. However, you can see those carried by the other fighters by clicking on their portrait in the initiative toolbar in the top left-hand corner of your screen.
Tip:
If a fighter has a weapon that inflicts Fire-type damage, it’s in his best interest to wear items that give a bonus to Fire-type damage. He can also know a spell which increases Fire-type damage or have an ally who will increase his Fire-type damage. He will therefore keep his AP to hit. Specialization is often a good thing in Dofus-Arena!
4.4.2 Spells
Each class of fighter can choose from ten different spells. Followers belonging to the Pandawa’s Pint only have 8 because they drunk the other two and Sacriers only have 9 because they immolated the last one. A fighter can have up to five different spells on the battlefield. These spells are specific to a class. For example, a spell can allow you to deal damage, summon a creature, reduce the enemy’s MP, increase one of your fighters’ AP, become invisible and much more. Each effect is described on the corresponding spell card.
Tip:
Experienced players don’t buy more than three spells per battle. With 6 AP per turn, it is difficult to launch a lot of spells during the same turn
4.5 Spells and Items Characteristics
The items especially give bonuses. However, weapons and spells have specific characteristics differentiating them.
4.5.1 Critical hit and critical failure
Every hit or cast spell is submitted to critical hits (CH) and critical failures (CF). The critical hit indications are displayed on the Weapon and Spell cards. A critical hit can deal considerable damage to the enemy or it can give you a super bonus. A critical failure is like walking on a banana peel. You lose APs, you miss the action and you make the opposite coach laugh his head off.
4.5.2 Damage
When a fighter strikes or casts a damage spell, he inflicts damage corresponding to a particular element (Air , Earth , Water , Fire ). Tip: Damage (apart from area and collision damage) is increased if you hit an opponent on the side (+15%) or from behind (+30%). That’s vile but very efficient! Damage is fixed or random for the Ecaflips. When they are random, they are calculated according to a virtual throw of the dice. For example, the spell Heads or Tails inflicts 2D6 points of random Earth-type damage and gives back 1D6 HP. The target can lose 2 to 12 HP and can gain 1 to 6 HP. Damage can be reduced or increased thanks to bonuses and resistances. All is in percentage. Calculating the damage follows a precise process. The game takes into account all of the types of bonuses as well as that of the resistances. For example, Pelethor (an Enutrof) hits Doubledose (an Eniripsa) on the side. His shovel deals 10 points of damage, which is the basis. He’s striking on the side so 15% is added to the damage. Besides, he has a 15% bonus to damage thanks to his equipment, making it a total of 30% bonus. However, Doubledose removes 10% of the damage thanks to a resistance given by the spell of an ally. In the end, Pelethor will deal 12 points of damage. Here’s the calculation: 10 (shovel) + 10 (shovel) * [(15% (side attack) + 15% (equipment)) – 10% (resistance)] = 12 If your calculation ends up with a decimal number, here is another example. Let’s say that the final score of Pelethor is 11.88. Then, he would have 88% chances to make 12 and 12% chances to make 11. Elements There are four of them: Air , Earth , Water , Fire . They allow you to know the nature of damage and resistances. Tip: Damage due to a collision (3 against a wall, 6 against the field limit) are fixed, unchangeable, and connected to the Earth element .
4.5.3 Range
Spells and weapons have ranges. The range is of 1 cell for daggers, swords, hammers, shovels and staffs and up to 6 cells for bows and wands. For every spell, the range is different. It can be limited to the caster or to all the cells of the battlefield. Obviously, the obstacles lower the range of weapons and of some spells. Further in this guide, you’ll find all the precisions you need about range, elevation and obstacles.
4.5.4 The area of effect
A weapon or a spell can affect several cells. For example, a player who uses a hammer hits in a reversed T-shape right in front of him. The Iop spell Celestial Sword forms a cross and inflicts damage to all people situated in the area. Sometimes, an imprudent Iop will hit himself when casting the spell on an opponent too close to him. Anyway, it’s a Iop, and Iops are not said to be particularly wise…
4.5.5 Firing Angle
Some spells and weapons can only be used if the target is aligned with the user, whereas others can shoot in corners.
4.5.6 Conditions if you want to cast a spell several times
A spell may not be suited to be cast at each turn or even many times a turn. There are many different cases: - Spells that can be cast only once a turn. It’s the case of the Iop spell Bravery Guide, for instance. Even if your fighter has enough AP, he can only cast it once a turn. - Spells that can be cast only once a turn on the same target. It’s the case of the Xelor spell Slow Down, for instance. At each turn, your fighter will be able to slow down a target A and then a target B, but he can’t slow down the same target A twice. - Spells that can be cast once per game. It’s the case of the Eniripsa spell Stimulating Word, for instance. Once cast, the effect of this spell will last during the whole fight, but the Eniripsa can not cast it again. In case of critical failure on such a spell, it’s not considered as cast and it can be cast again the next turn. - Spells that have a latent period. Indeed, some spells can not be cast again before x turns. This is the case of the Sadida spell Sacrificial Doll, for instance. You can only cast it every 3 turn which means that once the doll is cast, you must wait three turns before casting it again. To make it clearer, you’ll be able to cast it on the third turn, so that makes it two turns without casting it.
4.5.7 The target
Choosing the right target to cast your spell upon is very important. Indeed, some of the spells can only be used on certain fighter categories, so be careful!
4.6 Summons
Some spells do not have any effects on the ally or enemy team, but they summon creatures. Only four classes have a summoning power, then giving birth to ten different creatures.
The Gobball is quite resistant, with a good attack.
Static, the Dial can not tackle. Extremely resistant, it blocks the lines of sight of everyone, except that of his summoner.
Despite his slowness, the Crackler is one of the most resistant and powerful creatures.
Extremely resistant, the Double tackles and blocks the lines of sight but has no attack.
4.6.1 Tree (Sadida)
| HP | Ini | MP | AP |
| 40 | 60 | 0 | 0 |
Static and extremely resistant, the Tree can not move nor tackle, but it can certainly block the lines of sight.
4.6.2 The Block (Sadida)
| HP | Ini | Mp | AP |
| 40 | 60 | 2 | 0 |
Extremely resistant, the Block can block the lines of sight and tackles. It has no attack and very few MP.
4.6.3 Gobball (Osamodas)
| HP | Ini | Mp | AP |
| 20 | 60 | 2 | 6 |
| Bite | |||
| Effects | CH | RA | AP |
| 9 Earth-type damage | 12 Earth-type damage | 1 | 6 |
The Gobball is quite resistant, with a good attack.
4.6.4 Dial (Xelor)
| HP | Ini | MP | AP |
| 40 | 70 | 0 | 4 |
| Mirwar | |||
| Effects | CH | RA | AP |
| Reflects 99% of damage | None | 0 | 4 |
Static, the Dial can not tackle. Extremely resistant, it blocks the lines of sight of everyone, except that of his summoner.
4.6.5 Crackler (Osamodas)
| HP | Ini | MP | AP |
| 40 | 60 | 2 | 6 |
| Crushing | |||
| Effects | CH | RA | AP |
| 20 Earth-type damage, -1 MP | 20 earth type damage -3PM |
1 | 6 |
Despite his slowness, the Crackler is one of the most resistant and powerful creatures.
4.6.6 Double (Sram)
| HP | Ini | MP | AP |
| 70 | 50 | 3 | 6 |
Extremely resistant, the Double tackles and blocks the lines of sight but has no attack.
4.6.7 Madoll (Sadida)
| HP | Ini | MP | AP |
| 10 | 60 | 3 | 5 |
| Irritation | |||
| Effects | CH | RA | AP |
| - 1 AP | -1 AP -1 MP | 1-3 | 5 |
Not very resistant, the Madoll is specialized in subtracting AP and sometimes MP on a critical hit.
4.6.8 Prespic (Osamodas)
| HP | Ini | MP | AP |
| 15 | 60 | 3 | 6 |
| Mocker | |||
| Effects | CH | RA | AP |
| - 1 AP | - 2 AP | 1-4 | 6 |
Quite resistant, the Prespic is as fast as a player and can subtract AP.
4.6.9 Sacrificial Doll (Sadida)
| HP | Ini | MP | AP |
| 10 | 60 | 2 | 4 |
| Sacrifice | |||
| Effects | CH | RA | AP |
| 30 Air-type damage | None | 1 | 3 |
Not very resistant, the Sacrificial Doll has a limited life expectancy. Indeed, she deals the damage by exploding.
4.6.10 Tofu (Osamodas)
| HP | Ini | MP | AP |
| 5 | 60 | 6 | 6 |
| Kiss | |||
| Effects | CH | RA | AP |
| 5 Air-type damage | 7 Air-type damage | 1-2 | 6 |
Though the Tofu isn’t resistant and has a weak striking power, he’s extremely fast.
4.7 Team Builds
None of the following teams is better than any others; they are just easier to play with. All the interest of Dofus-Arena lies in the possibility to create dozens of different team combos that work. What makes a team more or less powerful is the experience and strategy. Chance has nothing to do with it, it only spices up the battlefield.
4.7.1 Summoning Team
In this team, summons attack and summoners seat back. The latter can give bonuses to their summons. If the healer is threatened, he can become invisible and run away.
— 1 Osamodas with
* Summoning of Crackler
* High-Energy Shot
* Bear Cry
Equals: 400+400+250+250 = 1,200 kamas
— 1 Osamodas with
* Summoning of Gobball
* Bear Cry
— 2 Sadidas with
* Sacrificial Doll
* Bramble
Equals: (400+300+250) x2+100 = 2,000 kamas
— 1 Eniripsa with
* Wiping Word
* Regenerating Word
— 1 Osamodas with
* Summoning of Crackler
* High-Energy Shot
* Bear Cry
Equals: 400+400+250+250 = 1,200 kamas
— 1 Osamodas with
* Summoning of Gobball
* Bear Cry
Equals: 400+100+250+150 = 900 kamas
— 2 Sadidas with
* Sacrificial Doll
* Bramble
Equals: (400+300+250) x2+100 = 2,000 kamas
— 1 Eniripsa with
* Wiping Word
* Regenerating Word
Equals: 400+200+300 = 900 kamas
4.7.2 Happy Slapping Team
This team bombards its enemies with long-distance spells which can affect several persons at the same time. And if the enemy gets too close, the Sram can always attack him in a close combat.
* Bravery Guide
Equals: 400 + 250 + 200 = 850 kamas
— 1 Xelor with
* Temporal Dust
* Slow Down
Equals: 400 + 350 + 300 = 1,050 kamas
— 1 Pandawa with
* Explosive Flask
Equals: 400 + 300 = 700 kamas
— 1 Eniripsa with
* Regenerating Word
Equals: 400 + 300 = 700 kamas
— 1 Sram with
* Lethal Attack
* Life Theft
* Kritter Helmet
Equals: 400 + 300 + 250 = 1,000 kamas
— 1 Iop with
* Celestial Sword* Bravery Guide
Equals: 400 + 250 + 200 = 850 kamas
— 1 Xelor with
* Temporal Dust
* Slow Down
Equals: 400 + 350 + 300 = 1,050 kamas
— 1 Pandawa with
* Explosive Flask
Equals: 400 + 300 = 700 kamas
— 1 Eniripsa with
* Regenerating Word
Equals: 400 + 300 = 700 kamas
— 1 Sram with
* Lethal Attack
* Life Theft
* Kritter Helmet
Equals: 400 + 300 + 250 = 1,000 kamas
5 Before the fight
Your coach can move freely on the Dofus-Arena island. You can explore the island and chat with other players before defying them.
5.1 Your first words
The first character that you create is your avatar. He is named “Coach” in Dofus-Arena. Even if he doesn’t fight, he represents you in the world. You can speak with the other coaches near your coach by using the chat (the latter automatically opens when you type in letters).
In this same chat toolbar, you’ll find different functionalities to communicate more easily with the other players.
5.2 Your first steps
To move your coach, just make a left click with your mouse on the location you want your coach to go to. The best thing is to follow the creepers on the ground that guide you to the arenas. You will find most of the coaches there.
5.3 Your first opponents
As the goal of the game is to become the first of the Dofus-Arena ladder and win the rarest coach cards, you have to defy the other coaches. For this, you’ll have to recruit a team, as explained in the previous chapters. Once done, you’re ready to pit yourself against the others. To defy other coaches, you just have to right click on them or defy them with the “Opponent Search” window.
5.4 The different game modes
5.4.1 Training
The Training mode allows you to test your strategy against another player. Winning or losing in this mode does not influence your rank in the ladder.
5.4.2 Training with random bet
You can also bet coach cards in the training with random bet mode. The winner of the fight then wins the bet cards. The cards are chosen by the game in your card folder. Winning or losing in this mode does not influence your rank in the ladder. It only implies that you bet your cards.
5.4.3 The Challenge
During the challenge, your victories and defeats make your rank change in the ladder. The more victories in a row you’ll get in the challenge mode, the more coach cards the game will give you to reward your progress.
5.5 Finding an opponent corresponding to your level
You can know the rank of a Coach by looking to the creature placed above his head: it indicates the skill of the player, but everybody has the same budget, the same items and the same character classes.
In Dofus-Arena, all players have the same chances of winning. However, an experienced player is more difficult to beat since he knows how to best optimize his team and direct it better on the battlefield. The opponent search engine always tries to find an opponent corresponding to your level.

In Dofus-Arena, all players have the same chances of winning. However, an experienced player is more difficult to beat since he knows how to best optimize his team and direct it better on the battlefield. The opponent search engine always tries to find an opponent corresponding to your level.

5.5.1 Your first friends and Enemies
If you make a right click on a coach, you can suggest him a training session or you can also add him on your friend list or ignore him. The “ignore” option creates a blacklist of the persons from who you do not wish to receive messages anymore.
To access these lists, you need to open your chat. In the top right-hand corner, you’ll see a heart and a skull.
If you click on the heart, you’ll see the name of your friends. If one of them is online, then he’s name will be displayed in green. Then, you’ll just have to double click on it to talk to him, even if he’s on the other side of the island. You can also right-click on his name to invite him to a training session.
To access these lists, you need to open your chat. In the top right-hand corner, you’ll see a heart and a skull.
If you click on the heart, you’ll see the name of your friends. If one of them is online, then he’s name will be displayed in green. Then, you’ll just have to double click on it to talk to him, even if he’s on the other side of the island. You can also right-click on his name to invite him to a training session.
If you click on the skull, you’ll see the list of your enemies. If you click on a name you’ll be able to take this name out of the list.
5.5.2 Trading
When you win fights, you get coach cards. If you do not get the cards you want after winning a fight, you can still try to exchange them with other coaches.
5.5.3 Goal of the game
Obviously the goal of the game is to become the first one in the Dofus-Arena ladder, with the greatest look that you’ll get with your coach cards! Only the very best will have the honour to wear the Thorturer and Mushy sets. To deserve the champion title, go fight your enemies on the battlefield!
5.5.4 The principles of the game
When we conceived this new version of Dofus-Arena, we followed a few major rules that we set up as from the beginning. Here they are:
- There’s not such thing as an ultimate team. A player can win with several types of teams.
- There’s no chance on the damage dealt, except for the Ecaflip who venerates the Chance goddess.
- Bonus and malus to the damage are in percentages.
- Almost all the spells have a critical hit.
- Each spell has a 1% chance not to work.
- It’s impossible to kill a fighter who has all of his Health Points, in one single hit. A fighter should not be able to defeat his opponent in a single sword blow in between his two eyes. Each eye should be put out separately by two different fighters. For instance, an Eniripsa can be hurt by a Iop who casts Iop’s Wrath and killed by a Sram who launches a Lethal Attack from behind. Lethal Trap is obviously an exception.- There’s not such thing as an ultimate team. A player can win with several types of teams.
- There’s no chance on the damage dealt, except for the Ecaflip who venerates the Chance goddess.
- Bonus and malus to the damage are in percentages.
- Almost all the spells have a critical hit.
- Each spell has a 1% chance not to work.
6 The fight
Dofus-Arena is a turn-based tactical game: every fighter of a team can be played during a specific duration (40 seconds). He can hit, cast spells and move. Now, it’s your turn!
6.1 Before the fight: the action cards
A window sums up who fights against whom with what team. You can also view the action cards given to each team. These cards add a bit of spice to the battles. They allow you to improve the tactics and to surprise the opponent.
Tip
At the beginning of each fight, you get from one to four action cards for the battle. Your opponent gets the same cards as you. If you mouse over the cards, you’ll see their names and effects. Find them listed below:
- Miracle: heals the targeted fighter with 20 HP.
- Heroic Sacrifice: the caster will switch places with the targeted fighter as soon as the latter will have borne the damage.
- Brutal: gives a damage bonus of 20% (all elements) to the targeted player.
- Divine Armor: bonus for damage resistances (all elements) to the targeted player.
- Flash of Lightning: subtracts 10 Health Points to the target.
- Ecaflip Leg: heals of 1D20 and deals 1D20 of damage to all the fighters.
- Lightning Movement: adds 2 MP to the target.
- Heroic Action: adds 2 AP to the target.
- Improved vision: adds 1 RA to the target.
- Natural Medicine: gives a 20% bonus to heals.
- Poisoning: poisons the target and subtracts 3 Health Points to each of its activations for 5 turns.
- Repelling Wind: repels the target of 4 cells.
- Attractive Wind: attracts the target of 4 cells.

Tip
At the beginning of each fight, you get from one to four action cards for the battle. Your opponent gets the same cards as you. If you mouse over the cards, you’ll see their names and effects. Find them listed below:
- Miracle: heals the targeted fighter with 20 HP.
- Heroic Sacrifice: the caster will switch places with the targeted fighter as soon as the latter will have borne the damage.
- Brutal: gives a damage bonus of 20% (all elements) to the targeted player.
- Divine Armor: bonus for damage resistances (all elements) to the targeted player.
- Flash of Lightning: subtracts 10 Health Points to the target.
- Ecaflip Leg: heals of 1D20 and deals 1D20 of damage to all the fighters.
- Lightning Movement: adds 2 MP to the target.
- Heroic Action: adds 2 AP to the target.
- Improved vision: adds 1 RA to the target.
- Natural Medicine: gives a 20% bonus to heals.
- Poisoning: poisons the target and subtracts 3 Health Points to each of its activations for 5 turns.
- Repelling Wind: repels the target of 4 cells.
- Attractive Wind: attracts the target of 4 cells.

6.2 Positioning and observations phases
After the coaches and action cards presentation, there’s a 30-second phase during which you’ve got to place your fighters. To position your character, all you need to do is click on it (a small light effect indicates that it worked) and then click on the cell you want to put it on. If the latter is already taken by another fighter, just make them switch places. During the positioning phase, you can’t see where the other coach places his own fighters.
Then, there’s a short 10-second observation phase during which you can see where each coach placed their fighters. It should also enable you to have a look at the character cards (by clicking on the corresponding icon in the timeline) and view the equipment worn by a given character. The fighter cards are accessible during the whole fight and not only during the observation phase.
You can always shorten both the positioning and observation phases by clicking on the “ready” button on the bottom right-hand corner of the screen.

6.3 Game turn and activation phase
A fighter is in his activation phase when he starts playing in the turn. His activation phase automatically ends after 40 seconds or manually when clicking on the button shaped like an arrow “end of activation”. A game turn starts when the character with the highest initiative begins his activation phase. It ends when the fighter with the lowest initiative ends his activation phase.
Tip:
Don’t hesitate to end your fighter’s activation phase as soon as you have finished playing. You will therefore leave less time to your opponents to think about their strategy!

Tip:
Don’t hesitate to end your fighter’s activation phase as soon as you have finished playing. You will therefore leave less time to your opponents to think about their strategy!

6.4 At the begining of each turn
An event card comes and disrupts the battlefield. It brings advantages or disadvantages to a class or to all the classes. Gods like to mix with the fighters and help their disciples. Discover all the event cards!
Tip 1
You can see the next events that will strike on the battlefield in the lower right-hand corner of the screen. Pay attention to this detail and adapt your strategy accordingly if you don’t want to be taken off your guard.
Tip 2
It’s better to have several classes in your team. Therefore, you will have more chances of getting a card which favors at least one of your fighters. A god favors his class and disfavors the others. For instance, Enutrof gives 2 MP to his disciples and subtracts 1 MP from the others.
Tip 1
You can see the next events that will strike on the battlefield in the lower right-hand corner of the screen. Pay attention to this detail and adapt your strategy accordingly if you don’t want to be taken off your guard.
Tip 2
It’s better to have several classes in your team. Therefore, you will have more chances of getting a card which favors at least one of your fighters. A god favors his class and disfavors the others. For instance, Enutrof gives 2 MP to his disciples and subtracts 1 MP from the others.
6.5 Fighting on the battlefield
6.5.1 Hit
When you want to hit an enemy with your fighter, click on his weapon or on his fist. A line of sight appears: cells on which your fighter can hit turn blue; when you put your cursor on one of them, the cell (or the group of cells if it’s an area of effect) becomes red. Then, you just have to click on the red cell of your choice to launch your attack.
6.5.2 Cast a spell
It’s the same system as when you hit.
6.5.3 Launch an action card
It’s the same system as when you hit. Or cast a spell.
Action cards are available for all your fighters. An action card costs 0AP and can only be used once per battle.
Action cards are available for all your fighters. An action card costs 0AP and can only be used once per battle.
6.5.4 Lines of sight
A tree is a “full” obstacle, meaning that it actually blocks the whole line of sight. A fighter or a summon can also be a “full” obstacle – which can be a good means to locate invisible players.
An area spell, according to the width of the area, can sometimes work beyond an obstacle.
A bush is a small obstacle that you must bypass and that you can bump into (collision damage). But it usually does not block the line of sight, except for the attracting or repelling spells.
Remember that the damage due to a collision (3 against a wall, and 6 against a field limit) are fixed, unchangeable, and connected to the Earth element.
An area spell, according to the width of the area, can sometimes work beyond an obstacle.
A bush is a small obstacle that you must bypass and that you can bump into (collision damage). But it usually does not block the line of sight, except for the attracting or repelling spells.
Remember that the damage due to a collision (3 against a wall, and 6 against a field limit) are fixed, unchangeable, and connected to the Earth element.
6.6 Moving on the battlefield
6.6.1 Walking
When you select one of your fighters who is in his activation phase, the cells around him turn green. If you left click on a green cell, your character goes to it. Your character can also climb the elevations (stairs) of the field.
Be careful: If you are next to an enemy, you can be tackled. Your character might miss his turn if he tries to free himself from the close combat with an opponent.
Be careful: If you are next to an enemy, you can be tackled. Your character might miss his turn if he tries to free himself from the close combat with an opponent.
6.6.2 Tackle
When two opposing fighters are on adjacent cells, they are in a “tackle area”. The fighter who wants to move has to try dodging. He has a 67% chance to succeed. If gods are with him, he will be able to move (and will run away, in general). If he fails, he is considered as tackled and misses his turn. Acting or moving can be a crucial choice sometimes.
Be careful: If one of your fighters is surrounded by 4 enemies, he can no longer move. If he is in the tackle area of several enemies (three at the most); he will have dodge each of their attack.
Tip
A tackled character remains orientated in the same direction than before his attempt to move. It’s better to orientate your character before you try getting him out of a tackle area. Note that you must always face your enemy, or else you’d better watch your behind!
Be careful: If one of your fighters is surrounded by 4 enemies, he can no longer move. If he is in the tackle area of several enemies (three at the most); he will have dodge each of their attack.
Tip
A tackled character remains orientated in the same direction than before his attempt to move. It’s better to orientate your character before you try getting him out of a tackle area. Note that you must always face your enemy, or else you’d better watch your behind!
6.6.3 Special cells
Every battlefield is composed of neutral cells and special cells which trigger effects. However, fields do not always have all of the special cells.
An effect is triggered only if a fighter starts his activation phase on a special cell. It’s no use to walk on or to fly over a special cell: the fighter must start his turn on it.
Here are the different types of special cells you can encounter:
Trap: the fighter loses 10 HP when he starts his activation on it.
Enthusiasm: bonus to damage inflicted +10% (not neutral).
Shield: reduces damage undergone +10% (not neutral).
Eagle eye: gives a +1 range bonus.
Panacea: a healer gains a 10% of heal bonus.
Motivation: gives a +1 AP bonus.
Healing heart: an injured fighter gains 5 HP.
An effect is immediate. Except for the Trap and Healing heart special cells, the effect of the special cells lasts for the entire fighter’s turn, from the beginning of his activation phase to the beginning of his next activation phase.
An effect is triggered only if a fighter starts his activation phase on a special cell. It’s no use to walk on or to fly over a special cell: the fighter must start his turn on it.
Here are the different types of special cells you can encounter:
Trap: the fighter loses 10 HP when he starts his activation on it.
Enthusiasm: bonus to damage inflicted +10% (not neutral).
Shield: reduces damage undergone +10% (not neutral).
Eagle eye: gives a +1 range bonus.
Panacea: a healer gains a 10% of heal bonus.
Motivation: gives a +1 AP bonus.
Healing heart: an injured fighter gains 5 HP.
An effect is immediate. Except for the Trap and Healing heart special cells, the effect of the special cells lasts for the entire fighter’s turn, from the beginning of his activation phase to the beginning of his next activation phase.
6.6.4 Killer cells
If one of your fighters starts his activation on a killer cell, he is automatically killed. However, a fighter can walk on a killer cell and won’t trigger it this way. There is no risk of being killed by the cell as long as the fighter is not on the cell when he starts his activation.
Be careful: If an enemy manages to push or pull some of your characters on killer cells just before the beginning of their turn, the latter might be killed without being able to act.
On the contrary, you can try to push your enemies on them. But note that not all fields have killer cells.
A killer cell is insatiable and is always active. A whole team can die on the same killer cell and during the same turn if each of the fighters starts his activation phase on it.
Killer cell: The fighter dies.
Be careful: If an enemy manages to push or pull some of your characters on killer cells just before the beginning of their turn, the latter might be killed without being able to act.
On the contrary, you can try to push your enemies on them. But note that not all fields have killer cells.
A killer cell is insatiable and is always active. A whole team can die on the same killer cell and during the same turn if each of the fighters starts his activation phase on it.
Killer cell: The fighter dies.
6.7 Victory
According to the chosen game mode, the winner wins several things or not. If he is in challenge or training with random bet mode, he wins the cards bet by the loser. If he is in challenge mode, he wins ranks in the ladder and cards if he wins several times in a row.
If he is just in training mode, he wins the pride of having humiliated his opponent in a pixel bath.
Whatever the result of the fight is, your fighters will be fresh as a daisy for the next battle.

If he is just in training mode, he wins the pride of having humiliated his opponent in a pixel bath.
Whatever the result of the fight is, your fighters will be fresh as a daisy for the next battle.

8 Coach cards folder
The folder allows you to store the coach cards you won during your successive victories or bets. These cards are used to give a personal touch to your coach. They are the blazing trophies of your victories.
8.1 Cards cost
Gold coins are only used to recruit fighters or buy spells and stuff. The cost of coach cards is expressed in Kamas (only as a value indication) and corresponds to their rarity. There are ordinary cards (1 to 100 Kamas), common cards (200 to 4,000 Kamas), rare cards (5,000 to 30,000 Kamas), legendary cards (31,000 to 40,000 Kamas) and epic cards (41,000 to 50,000 Kamas). Only the best of us have epic cards. It’s your turn to win them now!
8.2 Customization cards
Your avatar can use a lot of cards to transform or dress him. He can be dressed from head to toe and also change his haircut or have a tattoo. Your avatar can wear the items you want and if you like to be dressed up to the nines, you can enjoy yourself putting together the pieces of a same outfit to obtain a set.




8.3 Locks
When you bet cards during challenges or trainings and you are defeated, you lose your cards. The cards you lose are chosen by the game. To avoid losing your favorite cards, you can lock them. But be careful: you only have ten locks at your disposal.
Tip:
If you have an entire set, you can lock it with one single lock. There’s also another tip: a card equipped on your coach can’t be bet. Therefore, you can’t bet your last shirt or your last panties if your coach is wearing them. Phew, the moral is safe!
Tip:
If you have an entire set, you can lock it with one single lock. There’s also another tip: a card equipped on your coach can’t be bet. Therefore, you can’t bet your last shirt or your last panties if your coach is wearing them. Phew, the moral is safe!
9 Dofus Arena keyboards shortcuts
To play Dofus-Arena, you only need to use your mouse. However, for those of you who like to play quickly or who don’t like to torture their mouse, they can also use the keyboard.
The chat window opens as soon as you press a letter on your keyboard. Pressing a letter also allows you to write directly in the chat window.
The chat window opens as soon as you press a letter on your keyboard. Pressing a letter also allows you to write directly in the chat window.
9.1 On the Coach Island
Esc. Close the active window (and doesn’t confirm the action like “accept” a challenge.)
F1 Open the rule of the game
F2 or Ctrl + I Open/close the Inventory (window where we see the coach) and the Folder.
F3 or Ctrl + F Open/close the Combining window and the Folder.
F4 or Ctrl + K Open/close the Statistics of the Folder and the Folder
F7 or Ctrl + E Open/close the Team management
F8 or Ctrl + C Open/close the Folder
F9 or Ctrl +S Open/close the Coach Statistics
F10 or Ctrl + T or R Open/close Find or Search an opponent
F11 or a letter or Enter Open/close the Chat. If the Chat is already opened it activates the writing cursor
F12 or Ctrl + M Open/close the menu
Ctrl+1 to 0 Play the emote or the smiley put as a shortcut in the chat bar.
Arrows Move your coach without the mouse
+ Zoom in
- Zoom out
F1 Open the rule of the game
F2 or Ctrl + I Open/close the Inventory (window where we see the coach) and the Folder.
F3 or Ctrl + F Open/close the Combining window and the Folder.
F4 or Ctrl + K Open/close the Statistics of the Folder and the Folder
F7 or Ctrl + E Open/close the Team management
F8 or Ctrl + C Open/close the Folder
F9 or Ctrl +S Open/close the Coach Statistics
F10 or Ctrl + T or R Open/close Find or Search an opponent
F11 or a letter or Enter Open/close the Chat. If the Chat is already opened it activates the writing cursor
F12 or Ctrl + M Open/close the menu
Ctrl+1 to 0 Play the emote or the smiley put as a shortcut in the chat bar.
Arrows Move your coach without the mouse
+ Zoom in
- Zoom out
9.2 On the battlefield
End button Pass the turn of the current fighter
² Select the weapon of the fighter
Tab Select the fist of the fighter
1 to 6 Select the spell 1 to 6 of the fighter
F1 to F4 Select an action card
F11 or a letter or Enter Open/close the Chat. If the Chat is already opened it activates the writing cursor
F12 or Ctrl + M Open/close the Menu
Ctrl+1 to 0 Play the emote or the smiley put as a shortcut in the chat bar.
Arrows Move your coach without the mouse
Ctrl + Arrows Turn your coach without the mouse
+ Zoom in
- Zoom out
Tip
Don't hesitate to click on the "End" button to make the battles go faster.
² Select the weapon of the fighter
Tab Select the fist of the fighter
1 to 6 Select the spell 1 to 6 of the fighter
F1 to F4 Select an action card
F11 or a letter or Enter Open/close the Chat. If the Chat is already opened it activates the writing cursor
F12 or Ctrl + M Open/close the Menu
Ctrl+1 to 0 Play the emote or the smiley put as a shortcut in the chat bar.
Arrows Move your coach without the mouse
Ctrl + Arrows Turn your coach without the mouse
+ Zoom in
- Zoom out
Tip
Don't hesitate to click on the "End" button to make the battles go faster.
10 Acknowledgements
Thanks to all of the Dofus-Arena fans who come and see us at the shows and help us improve the game. Thanks notably to Jorika for creating this map; his website is found at this address: http://dalibrary.freehostia.com/home/
The whole Ankama team wishes you to have fun and to make a lot of critical hits on Dofus-Arena!! May the twelve gods be with you!
PS: When you play against us, you can let us win you know? Yeah, we want to be first in the ladder too!!!
The whole Ankama team wishes you to have fun and to make a lot of critical hits on Dofus-Arena!! May the twelve gods be with you!
PS: When you play against us, you can let us win you know? Yeah, we want to be first in the ladder too!!!