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From Dofus to Wakfu: A Novice's Guide to Wakfu

Hiya! If you're reading this, I imagine the likelihood is that you're somebody new to the MMORPG Wakfu, the second game in the trilogy of Ankama.

This post is meant to set you on the right path when starting out. Wakfu is a vast game with much to explore and an infinite amount of possibilities when it comes to building your hero. In order to flatten out the learning curve as much as possible, this guide is going to be split up into a number of sections:

1. Mechanical Differences from Dofus [MDD1]

1. Class Selection [CS2]

2. Spells & Leveling Spells [sLS3]

3. Characteristic Points & Specialties [CPS4]

4. General Resources [GR5]

Mechanical Differences from Dofus [MDD1]

1. Spells are divided into Elemental Spells and Specialty Spells, and all learned within a few levels.

- Elementary Spells are element driven as you may remember from Dofus, with enemies being weak to certain spells. Elemental Spells are usually domineered by specific functions within the five spells in the branch, for example the Air branch of Sram is most notable as being the map manipulation branch. Elementary Spells have 200 levels each, and at any given time the spell can be at max your character level. A level 150 character can have level 150 spells, but a level 140 character can have at highest level 140 spells. Using spells in combat will allow it to gain XP at the end of combat. You only need to use it once for it to gain the maximum amount of XP that it can gain.

- Specialty Spells are leveled in the traditional sense, using points you gain from leveling up to manually level them. Specialty Specialties are divided into Active Specialties and Passive Specialties. Passive Specialties are bonuses conferred without you having to do anything. Active Specialties are support skills usually not domineered by any element, mostly for the purpose of defining the class (e.g. the Pandawa's staple Karchamrak spell).

2. DIRECTION MATTERS. When attacking an enemy from the back, you gain a bonus 1.25 final damage increase. When attack enemy from the side, you gain a bonus 1.1 final damage increase. Front and backstab are not 45 degrees backwards and forwards from an enemy. It's a little more shallow, around 30 degrees. You can use this chart to determine back, side, and frontstab.

3. A new resource pool called WP, next to AP and MP. WP does not automatically regenerate to full from turn-to-turn. Some certain Elementary Spells and Specialty Active Spells will sometimes cost WP, and their effects are dramatically stronger than spells that don't cost WP. Because of the limited amount of WP in many cases, these spells must be used in moderation. Some classes have unique traits to regenerate WP in combat.

4. Being defeated in combat does not immediately make you vanish from a fight once you die. You will be downed with a counter before actually being removed from battle, similar to Final Fantasy Tactics. During this time, classes that can revive (Eniripsa, Xelor, Eliotrope) may bring you back to life. Once disembodied while downed, you can no longer be revived in combat (there is no Spiritual Leash here). You have 3 HP while downed, and every individual hit will remove 1 HP until you disembody at 0 HP. Every turn that passes will also remove 1 HP. Undead enemies when killed will have 5-10 HP and automatically revive after 2-3 turns, so you must disembody them or end the combat before they can revive.

5. Most of the very powerful equipment in the drops from enemies wholly. Some very strong items are still crafted, but unlike Dofus a majority of the gear is dropped full in equippable state.

6. Gear has static stats that don't vary much (a few exceptions, such as the Shushu Emblem that grants +1 to +3 spell levels). The only stats that can be changed for the most part are the elemental damages that the items provide (you can roll which elements the item's damages provide). These elements can easily be changed, however they are randomized. Gear can provide anywhere from one element of damage to all four elements of damage.

7. Every three turns in combat, all combatants get an initiative bonus selected from the same pool (enemies get their own pool). When taking an option, it locks out that option from all other players until all six bonuses have been selected. After the sixth option is selected, the bonuses refresh. You can opt out of a bonus by waiting out the 30 seconds it takes for the selection to occur. This is mostly done in regards with the Anchor bonus, which stabilizes you. There are many situations in which you probably don't want to be stabilized, and the option is forced on you.

8. There are seven secondary damage bonuses. Critical hit damage is bonus elementary damage on a critical hit (it does not alter the CH modifier of spells, which is x1.2 damage). Backstab damage is bonus elementary damage on a backstab (refer to the chart above in a previous point; backstab damage does not alter the backstab modifier of attacks, which is x1.25 damage). Long distance damage is bonus elementary damage from three cells and further. Close combat damage is bonus elementary damage from two cells or less. Precision damage applies to attacks which can only select a single cell. Area of effect damage applies to all attacks which target multiple cells (regardless of whether or not it hits one enemy; this applies to spells that can bounce as well). Berserker damage is bonus elementary damage when the player's max HP is below 50%. It is applied during the attack, and you cannot see the bonus damage on your stats in the player sheet when below 50% HP.

Damage is applied by localization of position. If you attack an enemy that is three cells away from you with a spell that targets one cell away from you, it counts as distance damage because the enemy is three cells away.

Finally, localization of position applies to direction that enemies are facing as well. If you target the attack behind the enemy, but you are inside the cone that is frontstab to the enemy's vision, it counts as frontstab.

Class Selection [CS2]

If you're incoming from Dofus, you should find that classes still retain similar niches, though some have altered since the Dofus era. The gameplay of Wakfu is very different, but for the most part you can use this as a very broad guideline of what you may want to play based off of your archetype preferences in these types of games:


Type: Bruiser. Close combat damage within 1-3 cells max capable of both very high single target damage or fairly strong AoE damage around the caster.

Elements: Air/Fire/Earth

Pros: Very high damage and high HP.

Cons: Lacks self-sustain. Mobility is either very expensive or WP driven. No team support.


Type: Archer. Long ranged damage proficient in both single target and AoE attacks.

Elements: Air/Fire/Earth

Pros: Decent damage at a very large range. Flexible low-costing attack options. Some map manipulation with beacons.

Cons: Expensive out-dated escape skills. Very vulnerable in close range. Lacks self-sustain.


Type: Tank. Specializes in mitigating damage by shielding themselves and allies.

Elements: Water/Fire/Earth

Pros: Very, very tanky. Can buff allies and debuff enemies in a number of ways.

Cons: Can be a little clunky to play. Difficult learning curve. Lower damage than most classes.


Type: Summoner/Dragon. Can either use summons captured from the game to fight for them or turn into a Dragon and fight themselves.

Elements: Air/Fire/Earth

Pros: Summoner has a fairly decent time in combat and Dragon Form comes with increased AP, MP, and Range.

Cons: Summon AI is unpredictable and base damages are somewhat low on the Osamodas' offensive spells. Very expensive escape spells while in Dragon Form and no escape spells while a Summoner. While a Summoner you cannot be a Dragon and vice versa.


Type: Treasure Hunter. Can get additional drops from enemies by 'pouching' them for an extra item loot at the end of combat. Has potential for good ranged single target and AoE damage.

Elements: Water/Fire/Earth

Pros: More loot! Water attacks are fairly strong single-target skills and fire skills specialize in solid AoE damage. Can self-revive.

Cons: No map manipulation. Somewhat vulnerable in close combat.


Type: Assassin. Specializes in killing single enemies while avoiding damage.

Elements: Water/Air/Fire

Pros: Very high burst damage and self-sustain. Excellent mobility and map manipulation.

Cons: Little team support and cannot heal allies. Very little AoE or ranged options (though they do exist).


Type: Mage. Strong element synergy with powerful map presence by teleporting around a summoned Dial. Moving to the hour cells summoned by the Dial only costs 1 MP, no matter how far the hour cell is.

Elements: Water/Air/Fire

Pros: High burst damage, can revive allies, provides AP to teammates, some powerful map manipulation.

Cons: Limited to fighting on the Dial to be very effective.


Type: Gambler. Deals great damage and can use luck to further amplify damage.

Elements: Water/Fire/Earth

Pros: Potential for the highest damage in the game. Can be a support healer with the water branch.

Cons: No map manipulation skills. Luck can also mean your turn is worthless.


Type: Healer. Has a number of ways to heal allies and keep them healthy.

Elements: Water/Air/Fire

Pros: THE best healing class in the game, hands down.

Cons: Little map manipulation and no personal movement skills.


Type: Support. Their spells revolve around armoring allies, debuffing enemies, and healing.

Elements: Water/Air/Earth

Pros: Very flexible and can cover a large range of party assets.

Cons: Kind of mediocre in a given role compared to specialized classes.


Type: Berserker. Becomes stronger as they get lower in health. A number of ways to mobilize teammates and allies.

Elements: Air/Fire/Earth

Pros: Great map manipulation only bested by Pandawa. Tanky and some potential for good damage. One free and immediate turn once HP drops to zero.

Cons: Damage can feel mediocre at higher HP, and it's often too dangerous to be at lower HP where you really shine.


Type: Map Manipulator. THE defining map manipulation class, with a great deal of support skills in their kit to boost.

Elements: Fire/Water/Earth

Pros: Can control the flow of combat by moving around allies and enemies. Decent damage in both long and short range. Solid choice for secondary healers in a party.

Cons: Difficult to master, especially learning the Drunk/Hangover/Sober states and how to effectively utilize them.


Type: Gunner. High medium-long ranged damage. Can place bombs on the ground or fight in both mid and close ranged combat.

Elements: Air/Fire/Earth

Pros: High potential damage and huge burst with Fusillade. Bombs can be effective to harm multiple enemies and set up for future turns thanks to AP refund on detonations.

Cons: Largest damage asks you to be linear. Little to no team support. And minimal map manipulation skills in their kit. No sustain.


Type: Variable. Covers a wide range of damage options and healing options.

Elements: Water/Air/Fire

Pros: For the two turns that they can have a clone on their field, they have tremendous map presence and some of the greatest burst damage in the game. Can be effectively secondary healers.

Cons: After the two turns are up where their clone is active, they fall off tremendously.


Type: Android. Very strong damage dealers and quite tanky. Three defining characteristics: placement of rails, Motherfogger, and Fogginator.

Elements: Fire/Earth/Stasis

Pros: The Stasis branch unique to Foggernaut always attacks the enemy's lowest resistances, making it extremely flexible despite its competitive and very powerful base damages. Blockades allow for terraforming as well as summonable shields that will absorb some damage for the Foggernaut and allies. Fogginator is extreme damage burst and Motherfogger grants the Foggernaut long-ranged artillery.

Cons: No sustain and the Stasis branch is limited to linear play. Very little and expensive map manipulation/movement.


Type: Berserker Assassin. Cover a myriad of combat roles and are defined by their unique Active Specialty, Portal.

Elements: Air/Water/Earth

Pros: Allows strong map movement for allies by creating Portals that allow travel to any other Portal for only 1 MP (traveling more than five cells in this fashion incurs a debuff). Can revive teammates. Range of many skills can be greatly extended by attacking through portals. Damage spikes when below 50% HP and can assassinate enemies with Incandescence when they are below 50% HP.

Cons: Not much team support beyond portals.

Major Close Range Damage Dealers: Sram, Iop, Eliotrope, Dragon Osamodas, Masqueraider

Major Long Range Damage Dealers: Foggernaut, Rogue, Ecaflip, Xelor, Dragon Osamodas, Eliotrope

Major Healers: Eniripsa

Major Tanks: Feca, Sacrier

Secondary Healers: Pandawa, Sadida, Masqueraider

Major Map Manipulators: Pandawa, Sacrier

Multi-Role: Sadida, Summoner Osamodas

Spells & Leveling Spells [sLS3]

Spells are divided into five parts. Three branches of Elementary Spells, Active Specialties, and Passive Specialties. The latter two are located in the next section. Each class covers up to three of four elements. As you've seen, all spells can level up to 200, and gain XP from battle-to-battle so long as you've used it at least once during combat. Higher level spells will absorb more XP than lower level ones at the end of a fight.

This section discusses a normal way to build your character.

First and foremost, discover at least two elements that interest you. Depending on the class, you can decide to opt that all three interest you. I'm going to try my hardest to make this as simple as possible:

You have 15 Elementary Spells. Five in each branch. There is a hidden spell XP gauge, that is the total cumulative amount of XP available to you in any given level. You can only see this gauge during the respec process after buying a Scroll of Absolution or completing the State of Farmergency quest. Classes changed by a revamp will also receive a respec. When any given elemental branch is using up one third or more of your total spell XP gauge, leveling spells in it costs double the amount of XP it normally does. This is meant as a means of "diminishing returns" in a build. Because of this, if you try to max out as many skills as you can in a single element, you will see that at any given level, the maximum that you can do is four spells for a mono-elemental build.

Now, when choosing two elements, you can max out five spells: three in one branch, and two in another. Why five? Because you're taking XP from a whole spell that is using double XP, and putting it into two spells in another branch which currently has 0% of 33% of the total spell XP gauge to cost the normal amount.

Finally, when choosing three elements, you can max out either five spells or six spells: three in one branch and one in the other two... or two spells in all three branches. The benefits of going tribrid is entirely in versatility for any given situation.

With that in mind, we have the four standard builds:

Mono: 4/0/0

Hybrid: 3/2

Tribrid (Uncommon): 3/1/1

Tribrid: 2/2/2

The numbers refer to the amount of spells in a branch leveled to max. Of course, you can have spells that aren't max leveled, and in many scenarios this is okay. For example, the Sacrier's spell Sacrier's Fist gains the fifth range at level 87, and so it's worth leveling it to this point to have a long ranged spell to pull yourself in. But these are the standard configurations, and as far as effectiveness goes, it's almost always worth maxing out these spells than covering too many bases by spreading out your spell experience. Base damage (which is what you're usually increasing by leveling your spells) is basically always worth it over elementary damages.

As you may notice, as you level up your spells your elementary damages will passive increase more and more. Leveling your spells does increase your elementary damages by a decent amount. The system that does this is slightly convoluted:

• The highest level spell in a branch will provide you with +0.3% elemental damage for that element per level.

• The second highest level spell in a branch will provide you with +0.35% elemental damage for that element per level.

• The third highest level spell in a branch will provide you with +0.05% elemental damage for that element per level.

• The fourth highest level spell in a branch will provide you with +0.1% elemental damage for that element per level.

• The fifth highest level spell in a branch will provide you with +0.2% elemental damage for that element per level.


We will take a level 100 Iop with the following five air spells leveled:

- Jabs is level 95.

- Flurry is level 54.

- Intimidation is level 52.

- Gutting Gust is level 29.

- Uppercut is level 1.

Given what we know about the formula, to level up Flurry to 55 would grant the same amount of elemental damage bonus as leveling up Intimidation to 53, Gutting Gust to level 30, AND Uppercut to level 2. However would it cost the more or less spell XP? This is where the min/max players can fine tune their XP to earn a few more elemental damage bonuses. A special Excel document will be provided at the end of this guide for usage that will help you optimize spell XP allocation.

Characteristic Points & Specialties [CPS4]

Characteristics are divided in a way that players who may have picked up Diablo III might be familiar with, with the Paragon Levels. Every time you level up, you will gain one point in one of five categories: Intelligence, Strength, Agility, Chance, Major. Within each of these five categories is a number of options you can use to invest this point in.

- Intelligence is a resilience branch. Options here focus around making you beefier, or ways to recover HP. In almost any given situation, you can successfully build a character by maxing out the [+10% General Resistance] option, followed by the [+2% Missing HP Regenerated/Turn], and finally dumping any points then on out into [+4% Max HP].

- Strength is a hybrid between an offensive branch and another resilience branch. Options here either make you stronger and tankier, or extra tankier. In almost any given situation, you can successfully build a character by evenly allocating your points between the top four options here. This will gradually make your attacks, heals, and effects stronger while evenly giving you more resistance in each branch. There are very, very few encounters where having a lot of one resistance in particular will be extra effective, so having even resists here is encouraged.

- Agility is the movement/anti-movement branch. Options here revolve around lock, dodge, and initiative. If you are from Dofus, the lock and dodge system is a copy of that system. If you have enough dodge in comparison to an enemy's lock, you can dodge for free. It takes twice as much dodge as the enemy's lock when the enemy is facing you in order to dodge just by moving out of the tackle zone. When the enemy's side or back is facing you, it takes substantially less dodge. It works in opposite when trying to lock an enemy. As before, initiative only affects the order queue in which players move.

- Chance is an offensive and miscellaneous resilience branch. Options here boost CH, secondary damages, or certain defensive traits. In almost any given situation, you can start off by maxing [+1% Critical Hits]. From here, depending on your class, dumping CH damage or Backstab Damage are a toss-up.

- Major is the most important branch of traits. All the traits here are capped out at one point, but unlike the other four categories which cycle every level up, you only gain a Major point at levels 25, 75, 125, and 175. These include stats like AP, MP, and WP. In almost any given situation, you can start off with [+1 AP], then [+1 MP & +20% General Damage]. From there, it really depends on your class for the level 125 point. Summoners may want [+2 Control & +40% General Damage] while ranged combatants may want [+1 Range & +40 General Damage] or melee fighters might want [+10% Final Damage].

The only way to reset aptitudes/characteristics at this time is via the purchase of a Scroll of Absolution in the boutique or gathering low level resources via the State of Farmergency quest, available to pick up at your local Jonk at the nation outpost of your selected nation. People will often gather the materials for the quest and sell them as part of a bundle, but this can be quite a costly purchase.

Specialties are what really define a class. You gain 5 specialty points every single level up. They are split between two types, and you can tell the passives from the actives from the dashed border around the specialty icon. There are very often a few core specialties that you should want to max out before all others. In almost any given situation, you should always max out a specialty before working on the next one, especially when it comes to actives. Depending on the passive, you can sometimes get away with leaving it a level that is not max. Some actives also see minimal improvement at higher levels, such as the Sram's Stabber skill that isn't leveled further than six for efficiency sake.

Passives max out at level 20 and cost 5 points to level up, always. They see gradual improvements from level to level, and in some scenarios (especially in the more recently revamped classes) they will attribute a great bonus at certain intervals, such as reducing the AP cost of one of your spells. They take 100 Specialty Points total to max out.

Actives max out at level 9 and cost 5 points from level 1-4, 10 points from level 5-6, and 15 points from level 7-9 to level up. They are support or defining skills that are cast during combat that help support a class' performance. They usually see major improvements at certain intervals, such as level 6 and level 9 (especially level 9). There are a few scenarios where there may be minimal improvements, such as Pandawa's Barrel which should never be leveled past level 8. They take 90 Specialty Points to max out.

General Resources [GR5]

These are general resources that you may find helpful:

Wakfu Mentors Program - This post is a directory for a group of people who have volunteered for you to pick their brains. This is not a powerleveling service, but the people in there should be a means for you to be able to ask questions in-game to someone who may know a lot about the subject. There are a few Mentors for every server.

Spell XP Distribution Optimizer - This Excel sheet allows you to play around with spell XP distribution to see how much damage you'll gain from elemental mastery. It can automatically optimize your XP allocation to allow for similar or better damage for the same or less XP.

Wakfu Enclopedia - An official Encyclopedia source to look up monsters, drop rates, items, etcetera. This encyclopedia is updated manually, so information can be out-dated at times.
Wakfu Elements Item Encyclopedia - This third party website extracts item data. It'll let you do some research on item builds and what items you should be striving for.
Player-Made Guides Directory - A directory created in the Guides section of the Official Forum, showing many player-made guides for many classes. Some may be out-dated, including the post itself.
DiscKZee's Damage Calculation Guide - A guide written by a community member DiscKZee, which shows computation for calculating damage.
Directional-Stab Diagram - This diagram was referenced twice already in this document. It shows the localization of back, side, and frontstab relative to an enemy's placement and direction. Very, very important to master.
AHK Client Sifting Macro - This is the macro I use with AutoHotKey to switch between fullscreen clients. You can map the hotkey to a single button, and it will force the next Wakfu window to the top. Open your clients in reverse initiative order for the best results.
Granny Smith's Treasure Hunting Map - A map that details the location of all artifact treasures in the game. Artifacts are main quest rewards that grant a special quest item, that can be used to interact with special hidden objects in the world on each island and land mass zone. These interactables lead to treasure chests with some kamas in them. The total value of all artifact treasures well exceeds a million kamas.

Any other questions? Go to this thread: Here!

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Awesome job like always Sal, can't wait to see the finished guide.

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I like the cute little names you come up with for some class types.

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If you're incoming from Dofus, you should find that classes still retain similar niches


Cons: Kind of mediocre in a given role compared to specialized classes.

I laughed.

Anyway, looks like this is going to be a fabulous resource =D

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Alright! Guide is sort of done for the time being. I think it should be helpful. By the end of tonight, I'll have a "starting out" kind of deal worked in to help guide you in the right path in the early levels. But this should help you tackle the two most important things: understanding combat differences between Dofus to Wakfu, and how to build your character at a glance.

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Oooh, that is very helpful.

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