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Jesternaut last won the day on November 13 2015

Jesternaut had the most liked content!

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About Jesternaut

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    Crocodyl Chief
  • Birthday 07/06/1992

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    United States

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  1. Quest Help: Food, Folks and Fungus

    Oh hey! It turns out I beat the quest a few days ago and forgot to update this thread. As it turns out, you only really need two people at most with the sword, and just fill the rest of the group up to 8. As long as the other characters can manipulate someone with the sword next to Rickmortar each turn, it's pretty easy to kill it. If you'd like help killing it just hit me up in-game.
  2. Riddles [The Toxine Gang]

    Fi! Venerable Saints. Straight be our prayers. Forbidding be our future. The answer is 5 8 4
  3. Hello, I'm trying to track down people that are doing the quest Food, Folks and Fungus. The quest fight against the Rickmortar Mushroom Avatar is a pain in the ass, and the more people that have the Firey Tongue Sword acquired during the quest, the easier the fight gets. I've found two other people trying to complete the quest, if a few more feel like helping out that would be wonderful. I don't know if you keep the sword after the quest, but if people that have already done the quest and can still help, that would also be great. PM me in-game (Jesternaut) or the two other people I've found that are also trying to finish the quest (Anjulica and --Vu--), or just leave a message here if you'd like to help.
  4. FML - Dofus Version

    Well I was cleaning out my inventory since it was getting pretty cluttered and I clicked too fast and...anyone know how I should get some use out of this? I had this sitting there for four goddamn years I'm so salty right now.
  5. Monster Aggro Changes

    Maybe Ankama is playing some five-dimensional chess here. They're implementing an aggro system that's SO bad, everyone is begging for the old system back, so they can turn around and claim there was nothing ever wrong with the current system since we all called for it back so much. That way, they never actually have to solve the current aggro system in the game.
  6. Begzors for Equips (Only on the Test Server)

    HAVE - AP Inky - MP Ringaling - AP and MP Shylocks rings - Various pieces of intel and chance gear -50mk WANT - AP Bearb wedding ring and MP Fuji snowfoux ring (Or Vice-versa) - Nevark's belt - Kamasterisk Boots I want to try out a couple of possible hybrid agility sets in anticipation for Air enutrofs being a thing again and I'm missing a couple pieces. Also, to take my mind off the fact that clumsiness is now linear (kill me).
  7. Spell Variants

    I've started (shoddily) translating all of the Enutrof spell modifications listed here, since those were the ones I've cared about the most. First, the changes to the base spells: Bribery - No longer skips a player's turn, ally or enemy. Heals allies for 40% of their max HP and applies the pacifist state, applies the pacifist and invulnerable state for enemies. A pretty big change, this might actually convince me to cast this on an ally though. Now for the spell varients: Coins throwing - 3 ap, 1-8 range (non-modifiable), linear. Deals 19-23 (22-26) water damage, castable twice per target per turn, three times per turn. Basically a beefed up coins throwing with less range, more AP and more damage. Shovel of Judgement - 5 AP, 3-8 range (modifiable), 2-size Cross AoE, requires a target. Deals 38-42 (46-50) Air damage, castable once per target per turn, twice per turn around the target and causes...something else? I think it's healing for allies if they're the actual target of the spell but it's vague. Slaughtering Shovel - 4 AP, 1-6 range (non-modifiable). A debuff that lets the enutrof steal health in the water element if the target is healed, no damage or healing values given. Ghostly Shovel - 4 AP, 1-5 range (non-modifiable). deals 30-34 (26-30??? Crit deals less damage than normal hit, may be switched around) air damage, castable twice per target per turn three times per turn. Also applies a debuff that heals whoever attacks the target for 25% of whatever damage they deal. Unsummoning - 5 AP, 1-5 range (non-modifiable). Deals 48-52 (58-62) fire damage in a 2 x 2 square? Some sort of square. Castable once per turn. Shovel kiss - 3 AP, 1-4 range (non-modifiable). A debuff castable once per target per turn, twice per turn. Causes the target to take fire damage each time they lose MP, no damage values given. Shovel throwing - 4 AP, 1-5 range (non-modifiable), linear. Deals 26-30 (30-34) earth damage in a cone-sized AoE (like blunderbuss), castable twice per turn. Mound - 5 ap, 1-7 range (modifiable). Deals 48-52 (58-62) earth damage in a 3-line AoE. Has qualities similar to Pulsar (you lose damage the lower the % of your max MP you have left when you start your turn). Prime of life - 4 AP, 1-6 range (modifiable), linear, requires a target. Deals 30-34 (33-37) earth damage, and gives the caster 1 mp. Castable once per target, twice per turn. Greed - 5 AP, 0-3 range (non-modifiable). Removes 3 MP and gives 3 AP for one turn (does not specify enemies or allies, probably everyone) in a 3-size circle AoE. Three-turn cooldown. Mass clumsiness - 3 AP, 1-7 range (modifiable). Deals 22-26 (25-29) air damage, and removes up to 3 AP from the target (non-stackable). Castable twice per target per turn, three times per turn. Pandora's Box - 2 AP, 1-4 range (non-modifiable), does not require line of sight. Gives an ally 3 AP and 3 MP, but also puts them in the pacified state for a turn. Two turn cooldown. Reducing key - 2 AP, 1-5 range (non-modifiable). Heals an ally for 15% of their max hp, but removes 1 mp (non-dodgeable). Acceleration - 3 AP, 0-4 range (modifiable), linear. Exchanges positions with your living bag or your living shovel summon, 2-turn cooldown. Bribery - 3 AP, 1-6 range (modifiable). Gives the target 3 AP and 3 MP for a turn (non-stackable), but they lose 3 AP and 3 MP during their next turn. Fortune - 2 AP, 1-5 range (non-modifiable). Deals 11-13 (12-14) air damage, and gives the enutrof 50 power for 2 turns. Castable twice per target per turn, 3 times per turn. Clumsiness - 4 AP, 1 range (non-modifiable). Swaps positions with the target and heals the target for 15% of their max health if it's an ally. Castable 1 per target per turn, twice per turn. Living Shovel - 3 AP, 1-5 range, 3-turn cooldown. Summons a shovel that deals air damage to enemies. If an ally attacks the shovel, the enutrof is healed. Living Bag - 3 AP, 1-3 range, 4-turn cooldown. Summons a bag that will share damage with any ally in it's summoning AoE. Dies after two turns. If an ally attacks the bag, the ally is healed. Living chest - 4 AP- 1-3 range, 4-turn cooldown. Summons a chest that heals nearby allies. If an ally attacks the chest, they are healed. If an enemy kills the chest, the entire enemy team gets healed (unlisted amounts of healing). Pull out - 3 AP, 0-6 range (modifiable), target necessary, 2-turn cooldown. No text.
  8. Spell Variants

    Anything related to Enutrofs, especially if they gain another push spell/modifications to their summons.
  9. background crisis quest help !!!!!

    Hey, I recently completed this quest (as an enu) and my friend completed it on his eca/eni/cra/panda, I'll do my best to explain what we did. In general, you'll always want to go first before the octodoll, it takes 2600 initiative to go first. Your Octodoll friend deals a fair amount of damage to the Diepwon, and also self-buffs itself to heal and avoid 1-to-1 hits (like Sacrier's evasion). Knowing when she'll cast her self-buff is important, since you'll be able to know when you can leave her get hit by the diepwon or not. From the perspective of an enu (I'm full intel w/ healbow), I always prioritized MP reduction over damage each turn, and snuck in a hit or two whenever I could. Turn 1 you'll want to push the Diepwon away with living shovel and take as much mp as possible. You'll also want to bag the Octodoll, and even push it away/reduce its MP to keep it in place so it doesn't do anything stupid. If the doll gets hit with the Fetid Tentacles spell, then healing her with your bow will also heal the Diepwon so be wary of that. From there on out, I focused on buffing the doll over myself since she hit harder. If you're backed into a corner make sure to use bribery/Pull out to maximize your ability to escape, deal damage, and survive. It took me several tries myself to beat, but it's doable. For cra, abuse your pushback spells/charge up spells to deal huge damage and push everything away from each other. For eca, it's just a raw DPS race. For panda, abuse your throw and Vertigo (if you're intel) to continuously throw him behind cover and hurt him when you can. For eni, you should have heals for days. I wish I could explain better than that, but that's how my friend did it with his characters. Good luck! It's probably the worst solo fight in the entire Abyssal Dofus Questline, so once you beat it you're home free.
  10. Echo Dimension Portal Positions

    Ecaflipus: [-12,-29] 128 uses
  11. The "What gear should I use" thread

    Class - Enutrof Build - Intel or chance or strength or hybrid Time/Kamas Available - Unlimited/Unlimited PvP or PvM - 1 Vs. 1 Kolo specifically Extra Comments - I'm currently using https://www.dofusplanner.com/dVBmG/ but I'm looking for something possibly better or more flexible. Haven't played that much recently, so I'm a bit unfamiliar with any good set combinations using any gear post-sufokia expansion. Any element or element combination, as long as it has high amounts of dodge/resistance/mp reduction. Would like 11/6, with 6 range and 3 summons minimum. Will have access to all eggs or exotic mages needed. Trying to get better at 1 vs. 1 kolo so I have a decent goal to work towards. Thanks in advance for anyone willing to help!
  12. Hi, total newbie.

    Welcome to Dofus! For spells in general when just starting out, you'll want to choose your favorite group of element spells you like out of intelligence (fire), chance (water), strength (earth/neutral), and agility (air) and level up the corresponding glyph/offensive spells. You can play around with what you like the most, each element has its own playstyle/strengths/weaknesses. For leveling the spells themselves, focus on getting a spell to level 5/6 first instead of leveling up multiple spells to like 2-4. You want to max out one spell at a time. Fecas have a good amount of utility spells as well, mostly defensive. The most important ones to level are: - Rampart (gives you and your allies around you linear damage reduction) - Barricade (one-turn immunity to spells/weapons cast by enemies directly next to you) - Bastion (one-turn immunity to spells/weapons cast by enemies not adjacent to you) - Teleglyph (teleport spell, and triggers any glyphs you have on the ground) - Gravitational glyph (prevents being pushed/pulled or teleporting out while inside the glyph, good for keeping people in place) - Feca shield (gives an ally (or yourself) %-based damage reduction) Once you've decided which element you'd like to play as (you can change your mind at a later time, resetting characteristics is pretty easy) then level up their respective elemental damaging spells/glyph. I'm not an experienced feca player so other people can help you out more with regards to other important spells, but thehe other glyphs and utility spells you can level up at your discretion with leftover points. You'll also want to invest your characteristic points into your chosen element. At higher levels, you can also go multi-elemental with your gear but for now it's easiest to stay mono-elemental. As for the actual act of leveling, quests are pretty easy (albeit boring as hell if you're not interested in the lore) to earn achievements with and get a decent amount of xp. There's not a huge influx of other newer players so you'll be hard pressed to find other people around your level to level up with but it's not impossible. Best of luck! Feel free to keep asking as many questions as you need to.
  13. Girl vs Wild - Dofus 2.41 Changelog

    None that give AP or MP. Plenty that give AP/MP Resistance/Reduction, and at least two that give range. Other stats include linear resistances, crit resistance, critical hits, vitality, and pushback damage. There's a fairly wide variety.
  14. Girl vs Wild - Dofus 2.41 Changelog

    Just by looking over some of the shield recipes, it looks like most of the higher-leveled ones will require: - A number of sparkling pebbles - An alloy (so far I've seen ardonite, pyrute, and kouartz) - A substrate (so far I've seen sylvan, virgin forest and thicket) - A dungeon keeper essence (Most expensive I've seen so far has been Count Harebourg, King Nidas, and Merkator). - The last few resources required are miscellaneous Frigost/Ghost Panda/Dimension resources.