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Summons

Page history last edited by PBworks 3 years, 6 months ago

Summons

 

There are four summoning classes: osamodas, sadidas, srams and xelors. Each summoning character can hold as default one summon. Summoning another is not possible until the summoned creature is dead. However it is possible to boost the number of summons by:

 

  • the spell Animal Blessing which increases number of summons a osamoda can have with one.
  • the spell Knowledge of the Dolls which increases number of summons a sadida can have with one.
  • the event card Appearance of the God Osamodas which increases number of summons a osamoda can have with one.
  • the event card Appearance of the God Sadida which increases number of summons a sadida can have with one.

 

The spells will last forever but the event cards will only last for the round. However any extra summoned creatures from event cards will last until killed.

 

Following are the stats of all the summons in Dofus Arena.

 

ClassNameHPMPAPSpell CostRangeEffect Critical EffectBehavior
Crackler30 2 6 Crushing 5 AP 1 to 1 20 dmg, -1 MP20 dmg, -3 MPCharge in
Gobball20 2 6 Bite of Gobball6 AP 1 to 1 2d6+6 dmg - Charge in
Royal Gobball40 3 6 Bite of Gobball6 AP 1 to 1 2d6+6 dmg - Charge in
Prespic15 3 6 Mockery 6 AP 1 to 2 -1 AP -2 AP Hit and Return
Tofu5 6 6 Kiss of Tofu 6 AP 1 to 2 1d6+1 dmg - Hit and Return
Double70 3 6 - - Charge in
Blocker30 2 6 - - Charge in
Madoll10 3 6 Irritation 5 AP 1 to 3 -1 AP -3 AP, -3 MPHit and Return
Tree 40 0 0 - - Stand still
Victim10 2 6 Sacrifice 4 AP 1 to 1 30 dmg, -50 dmg to self- Charge in
Dial50 1 4 Mirwar 2 AP Self +3 damage reflect - Charge in


Summon Intelligence

Summons are not very bright to choose which tiles to step on or which targets to choose, nor is it random. The summons follow a very special intelligence as follows:

  • Summons will always choose to walk towards the closest hostile.
  • In case of multiple closest hostiles, the summon will choose the one which has highest initiative according to the turn order. (The initiative of the summon doesn't matter.)
  • In case the summon is deciding between walking towards a character and its summon, it will choose the summoner before the summon. (However it will choose the summon before any other character or summon that makes their turn later.)
  • When the summon has decided which target to walk towards according to the above, the path is chosen by using following prioritizing scheme:
  1. Southeast
  2. Southwest
  3. Northwest
  4. Northeast

Thus, if there are multiple ways to the target, the summon will always take one which starts with southeast if possible. If no shortest path begin with southeast, it will try southwest and so on. Assuming it found a shortest path starting with southwest it will from there again look for the shortest path starting with southeast and so forth.

 

This prioritizing scheme has the effect that the behavior of the summons are different depending on where you start. For example if you start at southwest the summons will never move past the opponent rather it will block which is one important feature of the summon. (If the enemy walk sideways the summon also will.) On the other hand if your start position is northwest the summons will go straight forward against the enemy and then attack on the side without much blocking.


Notes* "Charge in" behavior means this summon will go towards the nearest enemy.

  • "Hit and Return" means that the summon try escape after delivering spell. The summon escape towards its creator.
  • The Mirwar spell is dispellable.
  • Summons disappears immediately when their creator is killed.
  • You can cast any spell on a summon that you could cast on any other character.
  • In addition following spells can only be cast on summons: Bear's Cry, Carapace, High-energy Shot, Whip and Dollical Sacrifice.
  • Summons do not see invisible characters.
  • Summons do not jump down cliffs with altitude of 2 or higher, nor can they climb them.
  • Cards do not work on summons

*summons also will not step on lethal traps

Comments (1)

Anonymous said

at 12:47 pm on Dec 9, 2006

In my repeated experiment, gobbals do 8, 10, 12, 14, 16 or 18 dmg (=2d6+6). Tofus do 2, 3, 4, 5, 6 or 7 dmg (=1d6+1).

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