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# Crystal Staff-Ball Crystal Staff-Ball is a staff.
Crystal Staff-Ball
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# Crystal Stone Crystal Stone is a stone.
Crystal Stone
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# Crystaloball Crystaloball is a hat and part of the O'Ball Set.
Crystaloball
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# Cubic Fishing Rod Cubic Fishing Rod is a tool.
Cubic Fishing Rod
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# Curative Word
Curative Word
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# Curryless Curry Bread Curryless Curry Bread is a bread.
Curryless Curry Bread
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# Curse Curse is an effect item.
Curse
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# Cursed Vampyre Set
Cursed Vampyre Set
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# Cut Notes. MP Loss is dodgeable.
Cut
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# Cutting
Cutting
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# Cuwsed Cawwot Cuwsed Cawwot is a usable item.
Cuwsed Cawwot
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# Cybwork
Cybwork
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# Cyclone Cyclone is a spell. Notes. Cyclone isn't a popular spell, mainly because it deals moderate damage, and doesn't have the added bonus of an AoE like Rock.
Cyclone
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# DUT
DUT
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# Dagg'Adou Dagg'Adou are a pair of daggers.
Dagg'Adou
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# Dagg'Onies Dagg'Onies is a dagger.
Dagg'Onies
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# Dagg'Ressif Dagg'Ressif are a pair of daggers.
Dagg'Ressif
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# Dagg' Heirs Dagg' Heirs is a dagger.
Dagg' Heirs
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# Dagg' Hers Dagg' Hers is a dagger.
Dagg' Hers
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# Dagger Dagger is a kind of weapon. Daggers are crafted by Dagger Smiths (see Dagger Smith/Recipes), and maged by Dagger Smithmagus. See also: Class Modifier
Dagger
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# Dagger Khin Dagger Khin is a dagger.
Dagger Khin
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# Dagger Manic Dagger Manic is a dagger.
Dagger Manic
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# Dagger Nica Dagger Nica is a dagger.
Dagger Nica
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# Dagger O'Hair Dagger O'Hair is a dagger.
Dagger O'Hair
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# Dagger Rilla Dagger Rilla is a dagger.
Dagger Rilla
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# Dagger Skill
Dagger Skill
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# Dagger Smith Dagger Smith is a profession. Dagger Smiths can make and repair Daggers, they can also become a Dagger Smithmagus if they reach level 65. Crafting. See Dagger Smith/Recipes Leveling. See Dagger Smith/Guides
Dagger Smith
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# Dagger Smith's Hammer Dagger Smith's Hammer is a hammer.
Dagger Smith's Hammer
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# Dagger Smith/Guides See also: Smith Note. Being a high-level Lumberjack and/or Miner is recommended Levels 60-100. 2-slot recipes no longer give experience, so you're now forced into higher level recipes.
Dagger Smith/Guides
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# Dagger Smith/Recipes Craft recipes for Dagger Smith. Repair a Dagger. Repair is unlocked with two slots at level ten, two is the maximum number of slots possible. See repair for more information.
Dagger Smith/Recipes
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# Dagger Smith Rune
Dagger Smith Rune
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# Dagger Smith Scroll Dagger Smith Scroll is an experience scroll.
Dagger Smith Scroll
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# Dagger Smithmagus
Dagger Smithmagus
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# Dagger Smithmagus Hammer Dagger Smithmagus Hammer is a hammer.
Dagger Smithmagus Hammer
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# Dagger Smithmagus Rune
Dagger Smithmagus Rune
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# Dagger Smithmagus Scroll Dagger Smithmagus Scroll is an experience scroll.
Dagger Smithmagus Scroll
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# Dagguise Dagguise are a pair of daggers.
Dagguise
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# Daguiero's Daggers Daguiero's Daggers are a pair of daggers.
Daguiero's Daggers
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# Dakn Staff Dakn Staff is a staff.
Dakn Staff
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# Damage See also: Finding Equipment, Game Information Damage is a loss of HP inflicted by the use of a weapon or a spell on characters or monsters. For the Characteristic of the same name, see Characteristic#Damage_(Dmg) See Damage#Damage_Modifiers for +Damage and %Damage information when calculating the damage a character will deal. Damage has one of five element types: Neutral (linked to Strength), Earth (linked to Strength), Water (linked to Chance), Fire (linked to Intelligence) or Air (linked to Agility). Each Elemental Damage is increased by the corresponding characteristic.<br> Elements might also be grouped in some places, Physical Damage affecting Neutral and Earth Elements, while Magical Damage affects Fire, Water and Air Elements. Types of Damage. Direct Damage. Regular Damage dealt by all Weapons and most Spells, including Glyphs and Traps. Indirect Damage. Damage from effects on a target from Poisons, Summons, Pushback and Reflect. Static Damage. Damage that cannot be modified with buffs/characteristics. Healing. Healing works and is calculated the same way as Damage, except the end result is to heal an ally.<br> See Healing Spells/Healing Weapons for a list of Spells/Weapons that heal. See Heals Equipment for a list of Equipment that gives Heals. AoE Damage. Area of Effect (AoE) Damage affects more than one square of the map and therefore has the potential of damaging more than one enemy. When targeting an AoE Spell or Weapon, the orange squares on the grid refer to the area that will be affected, with the center cell dealing the most damage others dealing less the further they are from the center (see AoE for more information). If an ally is on one of these orange squares, the ally will suffer damage too, unless the spell specifies that it doesn't deal Damage to allies.<br> All Hammers and Staffs inflict AoE Damage, as well as Area of Effect Spells. Pushback Damage. Pushback Damage is Indirect and Static Damage that occurs when a character/monster hits an obstacle before it could be pushed back the entire distance it should have been.<br> See Positioning Spells for a list of Pushback Spells, also includes regular positioning spells in the list. The equation to calculate pushback damage: 1d8 = Random number from 1~8, like rolling one 8-sided die (the 1 in 1d8 being the number of dice, the 8 being the number of sides on each die).<br> Lv = Level of the player who pushes the target.<br> Distance = Number of additional cells that the target would have travelled, had they not been blocked by an obstacle. If the obstacle is another target, the second target will receive the damage meant for the first target divided by two. If other targets are aligned with the second target, they will receive the damage divided by two. Reflect Damage. Reflect Damage is Indirect Damage that occurs when a character/monster that has Reflect stat from equipment/spells receives damage, the damage is reflected back to the attacker. Reflected damage cannot exceed the original attack's damage and it does not reduce the damage received, it is also affected by resistances. Reflect effect can be obtained through Blinding Protection/Counter/Word of Thorn. Reflect effects are modified by the defender's Wisdom and Reflect Equipment (though there are only 3 items, so usually just need to focus on Wisdom, besides Sulik being nice). Formula: Permanent Damage (Erosion). Permanent Damage, also known as Erosion, causes the maximum HP of a character/monster to drop for the rest of the fight when taking damage.<br> For example, a character with 1000/1000 HP that takes 200 Damage will have 800/980 HP left. The amount of Erosion is 10% of the HP lost by default and can be increased with some spells, like Pain Shared and other Sacrier Punishments. Damage Modifiers. The base damage of a weapon or a spell is modified by various sources. The increase (or decrease) may be either in percentage or fixed amount. +Damage increases the base Damage done by Spells/Weapons. %Damage increases the percentage Damage (100% meaning damage increases twice, etc.) done by Spells/Weapons, it works the same way as having points in Strength, Intelligence, Chance and Agility, it does not, however, give the respective bonuses that those Characteristics give (i.e. Pods, Heals, etc.) Calculation. First, the bonus from a Mastery Spell is added to the class modifier, and the base damage is increased by the sum of these two bonuses, and rounded down. Then this value is increased by the sum of the Percent Damage and applicable Characteristic increases on the character, and rounded down. Then the total Plus Damage effects are added, and the result is your damage output. Once the damage output is found, the target's total applicable Reduction are subtracted from the damage output. Finally, the damage output is modified by the target's Resistance in the corresponding element, and rounded down. Res = Base Res = ( Res * (1 + ((Skil - Modi) / 100)) ) Res = Math.floor( Res * (1 + ((Stat + PDmg) / 100)) ) Res = Res + LDmg Res = Res - (LRes) Res = Math.floor( Res * (1 - (PRes / 100)) ) Base : Random value from base damage range. Skil : Applicable Mastery Spell bonus (Weapon attack only). Modi : Class Modifier with given weapon, expressed as positive integers. (Weapon attack only.) Stat : Total value of relevant Characteristic. Minimum 0. PDmg : All bonuses of type Percent Damage. LDmg : All bonuses of type Plus Damage. LRes : Total value of relevant Reduction, Reflect, Linear Resistance bonuses on the target. PRes : Total value of relevant Percent Resistance bonuses on the target. Note: linear +x damage bonuses are NOT modified by the class modifier. When calculating damage for a critical hit, for spells, use the base damage range of a critical hit. For weapons, add the value labeled "Critical Hit Bonus: +X" listed on the weapon to the base damage, before any other modifications (such as skill and class modifier) take place. Using the method above, "Base" would be simply a random value from the base damage range plus the Critical Hit Bonus. See Critical Hit for more details. Advanced Damage Formulas. These formulas are designed to help you get stats and Set to best support a given Spell/Weapon in order to deal the most damage possible. These two formulas are briefly outlined here, for a more detailed explanation see the guide. The following is used with permission: This is the first of the two calculations, and represents the average damage that will be dealt with a given Spell or Weapon with no stat boosts from Set, Characteristics, or Spells. For this calculation as defined here, Critical Failures do "not" have an affect on the result, but Critical Hits "do". The only factors that change ABD come from Mastery Spells and Class Modifiers, for those are the only factors that change the Base Damage of an attack directly, before any stats take affect (this obviously will only affect Weapons of the same type as the Skill cast). Here are definitions of the values used in the calculations: ABD = Average Base Damage NC_MIN = Minimum Base Damage of the selected Spell on a Non-Crit NC_MAX = Maximum Base Damage of the selected Spell on a Non-Crit CR_MIN = Minimum Base Damage of the selected Spell on a Critical Hit CR_MAX = Maximum Base Damage of the selected Spell on a Critical Hit MIN = Minimum Base Damage of the selected Weapon (on a Non-Crit) MAX = Maximum Base Damage of the selected Weapon (on a Non-Crit) CRIT_B = The Critical Hit Bonus of the selected Weapon, which denotes how much more damage the weapon will do on a Critical Hit CRIT_VAL = The bottom part of the fraction that represents your current Chance of getting a Critical Hit Example: (you have a 1/CRIT_VAL chance of getting a Critical Hit) SKILL_VAL = The amount of Damage Increase granted by the Weapon Skill active Example: (your current active Weapon Skill increases your damage by SKILL_VAL%) CLASS_MOD = The class modifier for the type of weapon you're calculating for. Example: (35% SKILL_VAL + -10% CLASS_MOD) Calculation of the Average Base Damage of a Spell: ABD = ([(NC_MIN + NC_MAX) / 2]*[CRIT_VAL - 1] + [(CR_MIN + CR_MAX) / 2]) / CRIT_VAL Calculation of the Average Base Damage of a Weapon: ABD = [([(MIN + MAX) / 2]*[CRIT_VAL - 1] + [([MIN + MAX] / 2)+CRIT_B]) / CRIT_VAL] * [100+SKILL_VAL+CLASS_MOD]/100 This second of the Advanced Damage Formulas allows you to find the connection between Plus Damage and Percent Damage when using the selected Spell or Weapon. It expands upon the ABD calculation explained above to find the total amount of Percent Damage needed to deal one more point of damage with that Spell/Weapon. In essence, each Plus Damage boost you receive will increase your damage with the selected Spell/Weapon by the same amount as a Percent Damage boost equal to the DVE. Calculation of the Damage Value Equivalent of a Spell or Weapon: DVE = 100 / ABD
Damage
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# Damage Equipment See also: Equipment by effects, Percent Damage Equipment, Damage Weapons. Other. __NOEDITSECTION__
Damage Equipment
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# Damage Spells See also: Spells by type Spells that deal damage to the target.
Damage Spells
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# Damage Value Equivalent
Damage Value Equivalent
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# Damaged Farmer Scythe Damaged Farmer Scythe is a scythe and part of the Farmer Set.
Damaged Farmer Scythe
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# Dame Zel Axe Dame Zel Axe is an axe.
Dame Zel Axe
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# Damned Chain
Damned Chain
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# Dantegoulish Potion Dantegoulish Potion is a potion.
Dantegoulish Potion
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# Dare to Challenge an Osamodas Obtaining. After the Battle he says: Step 1: Dare Osamodas! This vain Osamodas deserves a correction! Note: Other players can join the fight. Rewards: 500 XP x1 Cape S'loque
Dare to Challenge an Osamodas
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# Daredevil Crab Locations. <br clear="all"> Notes. Daredevil Crabs give quite good EXP for a low level character (that's why they are often crowded) and they are easy to kill with any distance spell. If you have low life or weak close range damage, avoid close combat with it, because it can hit hard (especially levels 5~7).
Daredevil Crab
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# Darit Hair Darit Hair is a hair.
Darit Hair
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# Dark Animal Boots Dark Animal Boots are a pair of boots.
Dark Animal Boots
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# Dark Baker Dark Baker is a monster. History. Dark Bakers used to aggro, but since the 17.0.1 update they no longer do.
Dark Baker
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# Dark Bakers' Treasure Map Dark Bakers' Treasure Map is a Quest Item.
Dark Bakers' Treasure Map
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# Dark Bamboo Dark Bamboo is a tree. It can be cut by level 80 lumberjacks and produces Dark Bamboo Wood. While cutting Dark Bamboo, lumberjacks may be randomly attacked by a Bewitched Dark Bamboo.
Dark Bamboo
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# Dark Bamboo Drinking Trough
Dark Bamboo Drinking Trough
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# Dark Bamboo Lightning Thrower
Dark Bamboo Lightning Thrower
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# Dark Bamboo Manger
Dark Bamboo Manger
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# Dark Bamboo Plank Dark Bamboo Plank is a plank. Similarly named Bamboo Plank pages: Bamboo Plank/Holy Bamboo Plank/Dark Bamboo Plank/Golden Bamboo Plank.
Dark Bamboo Plank
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# Dark Bamboo Slapper
Dark Bamboo Slapper
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# Dark Bamboo Wood Dark Bamboo Wood is a wood. Similarly named Bamboo Wood pages: Bamboo/Bamboo Wood/Dark Bamboo Wood/Golden Bamboo Wood/Holy Bamboo Wood/Magic Bamboo Wood/Bambooto Wood/Holy Bambooto Wood.
Dark Bamboo Wood
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# Dark Chest Locations. in a cave at [-9,-10]
Dark Chest
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# Dark City Pack Bought from the Shop for 4.99€.<br> Limited time offer, September 26th~October 5th 2022
Dark City Pack
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# Dark Cloak Dark Cloak is a cloak.
Dark Cloak
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# Dark Forest Dark Forest. The Dark Forest is a portion of the Treechnid Forest. The monsters in there include Dark Treechnids and Dark Treechnees. Most monsters in this forest are aggressive and relatively powerful, so this is a dangerous place for lower level characters. It is also the location of the rarely seen Dark Chest, which often drops a Guildalogem. Alignment. Dark Forest is an Alignment territory (needs a Prism of Conquest).
Dark Forest
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# Dark Jungle Dark Jungle. Dark Jungle is a subarea of Otomai Island. Alignment. Dark Jungle is a Conquest territory (needs a Prism of Conquest).
Dark Jungle
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# Dark Makroute Dark Makroute is a hat.
Dark Makroute
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# Dark Miner Characteristics. Normal monster. "* Aggressive, with a range of 2, in certain mines and the railway. " Notes. Despite having low HP these guys pack a huge punch with Pickaxe Blow in melee range. They also steal your money while doing good damage from a range of 2. They also cast Mass Clumsiness which takes away AP, so fighting groups with more than 1 Dark Miner can be painful.
Dark Miner
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# Dark Miner's Candle Dark Miner's Candle is a resource. Formerly known as "Candle of the Dark Miner".
Dark Miner's Candle
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# Dark Miner Amulet Dark Miner Amulet is an amulet.
Dark Miner Amulet
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# Dark Miner Hat Dark Miner Hat is a hat.
Dark Miner Hat
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# Dark Miner Magic Candle Dark Miner Magic Candle is a resource.
Dark Miner Magic Candle
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# Dark Miner Shovel Dark Miner Shovel is a shovel.
Dark Miner Shovel
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# Dark Miners' Treasure Map Dark Miners' Treasure Map is a Quest Item.
Dark Miners' Treasure Map
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# Dark Pikoko Dark Pikoko is an aggressive monster.
Dark Pikoko
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# Dark Pikoko Nut Dark Pikoko Nut is a shell.
Dark Pikoko Nut
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# Dark Pikoko Tonsils Dark Pikoko Tonsils is a resource.
Dark Pikoko Tonsils
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# Dark Ray
Dark Ray
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# Dark Rose Strategy. Taking just 1AP from it is enough to stop it attacking. It can hit high with poison for it's level.
Dark Rose
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# Dark Rose Petals Dark Rose Petals is a quest item.
Dark Rose Petals
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# Dark Sardine Dark Sardine is a rare fish.
Dark Sardine
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# Dark Set Crafting Dark Set. To craft all pieces of this set you will need:
Dark Set
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# Dark Smith
Dark Smith
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# Dark Tissue Dark Tissue is a fabric.
Dark Tissue
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# Dark Treechnee
Dark Treechnee
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# Dark Treechnid
Dark Treechnid
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# Dark Treechnid Amber Dark Treechnid Amber is a precious stone.
Dark Treechnid Amber
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# Dark Treechnid Bark Dark Treechnid Bark is a bark.
Dark Treechnid Bark
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# Dark Treechnid Bud Dark Treechnid Bud is a bud.
Dark Treechnid Bud
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# Dark Treechnid Forest The Dark Treechnid Forest is a portion of the Treechnid Forest. The monsters in there include Dark Treechnids and Dark Treechnees. Most monsters in this forest are aggressive and relatively powerful, so this is a dangerous place for lower level characters. It is also the location of the rarely seen Dark Chest, which often drops a Guildalogem.
Dark Treechnid Forest
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# Dark Treechnid Root Dark Treechnid Root is a root.
Dark Treechnid Root
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# Dark Treechnid Root Wand Dark Treechnid Root Wand is a wand.
Dark Treechnid Root Wand
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# Dark Treeckler Dark Treeckler is an aggressive monster.
Dark Treeckler
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# Dark Treeckler Achilles' Heel Dark Treeckler Achilles' Heel is a resource.
Dark Treeckler Achilles' Heel
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# Dark Treeckler Belt Dark Treeckler Belt is a belt and part of the Dark Set.
Dark Treeckler Belt
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# Dark Treeckler Branch Dark Treeckler Branch is a wand and part of the Dark Set.
Dark Treeckler Branch
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# Dark Treeckler Mask Dark Treeckler Mask is a hat and part of the Dark Set.
Dark Treeckler Mask
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# Dark Treeckler Seed Dark Treeckler Seed is a seed.
Dark Treeckler Seed
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# Dark Treering Dark Treering is a ring.
Dark Treering
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# Dark Treestaff Dark Treestaff is a staff.
Dark Treestaff
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# Dark Vlad Locations. at [-7,16]. Notes. If you have the See Dark Vlad and Live quest activated, you may have a problem trying to start the fight with your team. You must first talk to the Dark Vlad, then leave the map and enter again. Tell your group they must not move before you do, because the Dark Vlad will aggress them and you won't be able to join the fight. Dark Vlad has incredibly high Agility, players with 630 couldn't dodge roll him. Sacris may lock him if buffed to 800+. The respawn time of Dark Vlad is believed to be 4~6 hours. If you wish to know the respawn time of Dark Vlad you can check it out at [-9,-40] in Trool Fair inside the tent, each checking costs is 100~1,100 Kamas.
Dark Vlad