1. Spells
For more info, visit http://dofus.wikia.com/wiki/iop
Class spells:
Intimidation
Level 1
Neutral damage, knockback
Pros:
Knockback is quite useful. Useful to move enemies (or even allies) around.
Cons: Low
damage.
Take this to level 4 after Pressure. You'll also want to take this to level
6 after level 100.
Thanks to Muggsy and others for reminding me about the 3-tile
pushback at level 4.
Pressure
Level 1
Earth damage
Pros: 2 casts per
round at level 5.
Cons: Concentration outguns it at levels 80+.
Max this spell
first.
Level 1
Teleport
Pros:
Jump away from danger, or close on ranged enemies
Cons: 1/15 critical failure rate.
Max this after leveling Intimidation to 3.
Level 3
Ally +damages
buff
Pros: If you have 4 extra AP, not bad to cast on a Leek Pie user or an Enu (for
Coins).
Cons: When do you have 4 AP to waste?
No points into this.
Divine
Sword
Level 6
Air damage, +damages to
the caster
Pros: Your first self buff!
Cons: Air damage…
No
points into this.
Sword of
Fate
Level 9
Fire damage, linear
ranged
Pros: First ranged spell!
Cons: Fire damage, linear.
No points
into this.
Level 12
Global ally
+damages buff
Pros: Buffs all allies, 2 AP.
Cons: Static +damages become much
less useful at higher levels.
No points into this.
Increase
Level 17
Self +damages buff
Pros: Only
1 AP cost!
Cons: ½ critical failure rate, small buff.
No points into this.
Level 21
Fire
damage
Pros: Good damage on a good roll.
Cons: High AP cost, fire damage.
Inconsistent damage.
No points into this.
Cut
Level 26
Fire damage, linear ranged; MP drain on
target
Pros: MP drain.
Cons: Fire damage, linear.
You have a choice: either
this or Vitality.
Blow
Level 31
Neutral damage, knockback
Pros: Umm…an
appropriate name?
Cons: Higher AP cost and not much more damage than
Intimidation.
No points into this.
Vitality
Level 36
Self life
buff
Pros: More life allows higher level monsters to be faced.
Cons: Loses
usefulness at higher levels. It’s not a heal – the effect goes away after
battle.
Max this if you didn't max Cut.
Sword of
Judgement
Level 42
Air damage
Pros: High damage on a good roll.
Cons: High AP cost, air damage, inconsistent
damage.
No points into this.
Power
Level 46
Self or ally percent damage buff
Pros: Percent damage is always useful, can be cast on allies.
Cons: High AP cost.
Max this when you get it.
Level 54
Self physical
+damages buff, damage to caster
Pros: High static damage buff, useful with several
Concentration or Pressure attacks. Also useful at range when you have 2 extra AP.
Cons: Only works on Earth or Neutral damage spells, self attack.
Max this
later…it’s most useful with Concentration. Or skip it and max Celestial
Sword.
Level 60
Fire
damage, ranged
Pros: High damage, even with little Intelligence. Low AP cost.
Ranged.
Cons: Minimum range of 3, Fire damage.
Max this when you get it.
It’s useful for ranged damage and for elemental versatility.
Level 70
Air
damage, ranged area of effect
Pros: Good damage, area of effect.
Cons: Linear.
Air damage. Must cast it 3 squares away from you or you’ll hit yourself.
You
have a choice with this one. It’s nice for the ranged AoE damage and elemental
versatility, but there are other spells you’d have to skip (likely Mutilation).
Level 80
Earth
damage
Pros: Low AP cost. Doesn’t end your turn on a critical failure.
Cons: No range.
Max this when you get it.
Sword of
Iop
Level 90
Earth damage, ranged area
of effect
Pros: Ranged. Area of effect. Doesn’t hit you when the enemy is
close.
Cons: Inconsistent damage. Difficult to avoid hitting allies sometimes.
Max
this when you get it. If you’re short on spell points, you can get away with leaving
this at 4…you don’t get a whole lot more damage at level 5.
Iop’s
Wrath
Level 100
Earth damage
Pros: This is why you wanted to become an Iop. Over 3000 is possible on a good hit.
Cons: High AP cost, ½ critical failure rate, 20 turn cooldown, huge damage range.
This can wait until you get some of your spells to level 6. It’s just too
unreliable.
Other spells:
Brokle
Special spell – purchase from Iop temple for 10kk.
Neutral damage to the 4 squares surrounding the caster.
Pros: High damage, does
not hit allies.
Cons: High AP cost, 5 turn cooldown.
No points into this. It looks
tempting at low levels, I know…I recommend you get it for the rare occasion that
it’s useful, but it won’t be often.
Swordskill
Special spell – trade for
100 Cawwots.
Plants a Cawwot in the ground with a healing glyph around it.
Pros:
Line of Sight blocker, small heal.
Cons: High AP cost.
Nice to have, but
don’t level it.
Summoning of Chaferfu
Special
spell – reward for completing the Skeleton Dungeon.
Summons a Chafer.
Pros: Can be useful to force dodge rolls or block line of sight.
Cons: Attacks a random
target…not necessarily your enemy.
Get it, but don’t level it.
Leek Pie
Special spell - drops from Wild Sunflowers.
Ranged low AP
fire attack.
Pros: Nice for finishing off an enemy with just a few HP left. Also for buffing
Sacrier allies.
Cons: Very low fire damage.
Get it if you can, but it's not a
priority. And definitely don't level it.
Souls Seek2. Spell Guide
Level 11:
Max Pressure
Level 17: Intimidation to level 4
Level 23: Jump to level 4
Level
29: Swordskill to level 4
Level 36: Max Vitality or Cut
Level 48: Max Power
Level 50: Max Swordskill
Level 60: Max Strengthstorm
Level 70: Max Mutilation
or Celestial Sword
Level 80: Max Concentration
Level 90: Max Sword of Iop
Level 100+: Take Jump, Swordskill, Intimidation, and Cut to level 6. Max Iop's
Wrath.
*This is not 100% accurate if you add up the skill points: you'll be a
couple levels behind. I left it simplified, think of it as a general guide of what you need at
what level. A fully accurate version would be...confusing.
A. Decisions to make
Mutilation: This spell is useful in specific
situations:
When you are facing a static damage reduction opponent (Feca, Xelor,
Jellies, etc.).
At range when you have a couple extra AP. Otherwise, your 2 extra AP is
better spent on a Concentration hit. And remember it only works for Neutral and Earth
spells.
Vitality: For me, this was useful for a long time. But at level 10x, I use it
only occasionally...and I'll use it less and less as I approach 1000+ HP. If you can get
by without it at low levels, don't put any points into it. And remember that if you do
max it, it costs a million kamas to forget it back to level 1 at level 100.
Cut:
Useful to drain MP of opponents. Especially good in PvP.
Strengthstorm: Damage
can be very nice even with 0 base intelligence and a few inexpensive pieces of intelligence
equipment. I recommend leveling it for elemental versatility. I also use it for a 3 AP ranged
attack.
Celestial Sword: Damage can be pretty good with scrolled agility and an 8
AP agility set. This is more expensive to make useful than Strengthstorm. It can be useful
for elemental versatility, but the linear casted area of effect damage makes it difficult to use
in tight quarters. The range is 1-3, but you have to cast it 3 squares away from you or you
hit yourself. Also, you’ll have to choose another spell to not level.
B. Pressure vs.
Concentration
Level 6 Pressure and level 5
Concentration have roughly the same damage, for the same AP cost. Pressure has the range
advantage, but Concentration doesn’t end your turn on a critical failure.
What’s an Iop to do!?
I find that I rarely need the one extra range
of Pressure. The non-fatal failure of Concentration allows greater flexibility, in my opinion.
But hey…it’s your character
3. Stat Point
Distribution
Scrolling as much as possible
is recommended due to the boost in Initiative.
Strength:
Increases both Earth and Neutral damage. This will be your primary stat.
Vitality: Your secondary stat. You'll need quite a lot of life, since
you're a melee character.
Wisdom:
Increases XP gained. No points into this, mister! Or missy…anyway, scroll it
when you can. Costs 3 stat points for 1 wisdom point…pricey.
Agility: Yes, Iops have several air spells. All of them suck until Celestial
Sword. No points! Scroll it up.
Intelligence:
Yes, Iops have several fire spells. All of them suck until Strengthstorm. And that
doesn’t need much Intelligence to rock your face. No points! Scroll it
up…after you do wisdom and agility.
Chance: Are
you crazy!? Iops have no water spells. And if you want more drops, go make an enu
Scroll it up if you have the time/patience/cash.
My
plan:
Strength to 100.
Then Vitality to 100.
Then Strength to 200.
Then Vitality to 150 or 200.
Then Strength to 300.
Then Vitality all the way
home!
This is pretty flexible – if you’re losing battles by just
a few HP, feel free to pump Vitality early. Just don’t put any stat points into
anything besides Strength or Vitality.
4. Equipment
A. Swords
1-10: Move up the Twiggy Sword family.
10-25: Stick with
the Gobball Hammer, or a Powerful Smithy Sword at level 15.
26-40:
Powerful Knight Sword.
41-51: Earth Kwakblade, or stick with the
Powerful Knight Sword.
Thanks for the suggestion, Proust!
52-67: Get a Razielle if you can afford one. Otherwise stick with the
Kwakblade/Powerful Knight or look at the Craft Knife or Evening Star family.
68-99: Sharp Claw or Bloody Craft Knife.
100+: Switch
between Pink Claw and Fake Ceangal Claw.
B. Other Equipment
1-10: Get the Adventurer set if you can, but
don’t waste the time gathering it unless you have it already sitting around.
10-46: Go for Gobbal set. You can wear it all except the belt at level 10, and it
gives more strength and vitality than the Adventurer set.
46-80: Mix and
match pieces of the Tree set, Green Scara set, and the Earth Kwak set. You’ll also
want to get a Prespic set for leveling. Boots that give +1 MP are highly recommended:
Jelloboots, Gobball Breeder, and Orinos.
80-100: It starts to get very
expensive at this point. You’ll want parts of the Farle Set (Magic Bracelet and Ears
are recommended), plus Orino boots, Terrdala Hat, and Boowish or Chafeuse Belt. Start
collecting green larva skins for a Grazor (you need 220). You’re also going to want 8
AP…a Gelano is optimal, but difficult to get. A Treecaska can work, but make sure you
have another MP from your boots so that you keep at least 3.
100+:
Your goal is 10 AP. Get that however you can, it makes for great versatility. A great way to
do so is with Farle’s Ears, Gelano, and a Powerful Dazzling Belt. All three are quite
expensive, but well worth it in the end. Another consideration is +range for Sword of Iop. A
Hairy Cloak is a fairly cheap way to get +2. With +3 range, 10 AP, and level 6 Jump, you can
hit up to 20 squares away
5. Leveling Guide
1-20: Gobballs, Mushd, Boars.
21-35: Lousy Pig Knights, Wabbits, Mushd.
36-59: Piglets,
Lousy Pig Knights, Wabbits, Treechnids, Fungi Masters.
60-100:
Ouginaks, Blops, Treechnids, Plain Boars, Fungi Masters.
100+: Dopples,
Dreggons, Ouginaks, Pandala Nolifs Land Ghosts (in a large group), Cemetary Ghosts.
So that’s it! I’d love to hear feedback. I had
some ideas for other sections, such as an AP and MP usage guide, and the optional
temporary switches to Intelligence and Agility at levels 60 and 70 respectively. Would those
be helpful?
For more info, visit http://dofus.wikia.com/wiki/iop
Class spells:

Level 1
Neutral damage, knockback
Pros:
Knockback is quite useful. Useful to move enemies (or even allies) around.
Cons: Low
damage.
Take this to level 4 after Pressure. You'll also want to take this to level
6 after level 100.
Thanks to Muggsy and others for reminding me about the 3-tile
pushback at level 4.

Level 1
Earth damage
Pros: 2 casts per
round at level 5.
Cons: Concentration outguns it at levels 80+.
Max this spell
first.

Level 1
Teleport
Pros:
Jump away from danger, or close on ranged enemies
Cons: 1/15 critical failure rate.
Max this after leveling Intimidation to 3.

Level 3
Ally +damages
buff
Pros: If you have 4 extra AP, not bad to cast on a Leek Pie user or an Enu (for
Coins).
Cons: When do you have 4 AP to waste?
No points into this.

Sword
Level 6
Air damage, +damages to
the caster
Pros: Your first self buff!
Cons: Air damage…
No
points into this.

Fate
Level 9
Fire damage, linear
ranged
Pros: First ranged spell!
Cons: Fire damage, linear.
No points
into this.

Level 12
Global ally
+damages buff
Pros: Buffs all allies, 2 AP.
Cons: Static +damages become much
less useful at higher levels.
No points into this.

Level 17
Self +damages buff
Pros: Only
1 AP cost!
Cons: ½ critical failure rate, small buff.
No points into this.

Level 21
Fire
damage
Pros: Good damage on a good roll.
Cons: High AP cost, fire damage.
Inconsistent damage.
No points into this.

Level 26
Fire damage, linear ranged; MP drain on
target
Pros: MP drain.
Cons: Fire damage, linear.
You have a choice: either
this or Vitality.

Level 31
Neutral damage, knockback
Pros: Umm…an
appropriate name?
Cons: Higher AP cost and not much more damage than
Intimidation.
No points into this.

Level 36
Self life
buff
Pros: More life allows higher level monsters to be faced.
Cons: Loses
usefulness at higher levels. It’s not a heal – the effect goes away after
battle.
Max this if you didn't max Cut.

Judgement
Level 42
Air damage
Pros: High damage on a good roll.
Cons: High AP cost, air damage, inconsistent
damage.
No points into this.

Level 46
Self or ally percent damage buff
Pros: Percent damage is always useful, can be cast on allies.
Cons: High AP cost.
Max this when you get it.

Level 54
Self physical
+damages buff, damage to caster
Pros: High static damage buff, useful with several
Concentration or Pressure attacks. Also useful at range when you have 2 extra AP.
Cons: Only works on Earth or Neutral damage spells, self attack.
Max this
later…it’s most useful with Concentration. Or skip it and max Celestial
Sword.

Level 60
Fire
damage, ranged
Pros: High damage, even with little Intelligence. Low AP cost.
Ranged.
Cons: Minimum range of 3, Fire damage.
Max this when you get it.
It’s useful for ranged damage and for elemental versatility.

Level 70
Air
damage, ranged area of effect
Pros: Good damage, area of effect.
Cons: Linear.
Air damage. Must cast it 3 squares away from you or you’ll hit yourself.
You
have a choice with this one. It’s nice for the ranged AoE damage and elemental
versatility, but there are other spells you’d have to skip (likely Mutilation).

Level 80
Earth
damage
Pros: Low AP cost. Doesn’t end your turn on a critical failure.
Cons: No range.
Max this when you get it.

Iop
Level 90
Earth damage, ranged area
of effect
Pros: Ranged. Area of effect. Doesn’t hit you when the enemy is
close.
Cons: Inconsistent damage. Difficult to avoid hitting allies sometimes.
Max
this when you get it. If you’re short on spell points, you can get away with leaving
this at 4…you don’t get a whole lot more damage at level 5.

Wrath
Level 100
Earth damage
Pros: This is why you wanted to become an Iop. Over 3000 is possible on a good hit.
Cons: High AP cost, ½ critical failure rate, 20 turn cooldown, huge damage range.
This can wait until you get some of your spells to level 6. It’s just too
unreliable.
Other spells:

Special spell – purchase from Iop temple for 10kk.
Neutral damage to the 4 squares surrounding the caster.
Pros: High damage, does
not hit allies.
Cons: High AP cost, 5 turn cooldown.
No points into this. It looks
tempting at low levels, I know…I recommend you get it for the rare occasion that
it’s useful, but it won’t be often.
Swordskill
Special spell – trade for
100 Cawwots.
Plants a Cawwot in the ground with a healing glyph around it.
Pros:
Line of Sight blocker, small heal.
Cons: High AP cost.
Nice to have, but
don’t level it.
Summoning of Chaferfu
Special
spell – reward for completing the Skeleton Dungeon.
Summons a Chafer.
Pros: Can be useful to force dodge rolls or block line of sight.
Cons: Attacks a random
target…not necessarily your enemy.
Get it, but don’t level it.
Leek Pie
Special spell - drops from Wild Sunflowers.
Ranged low AP
fire attack.
Pros: Nice for finishing off an enemy with just a few HP left. Also for buffing
Sacrier allies.
Cons: Very low fire damage.
Get it if you can, but it's not a
priority. And definitely don't level it.
Souls Seek2. Spell Guide
Level 11:
Max Pressure
Level 17: Intimidation to level 4
Level 23: Jump to level 4
Level
29: Swordskill to level 4
Level 36: Max Vitality or Cut
Level 48: Max Power
Level 50: Max Swordskill
Level 60: Max Strengthstorm
Level 70: Max Mutilation
or Celestial Sword
Level 80: Max Concentration
Level 90: Max Sword of Iop
Level 100+: Take Jump, Swordskill, Intimidation, and Cut to level 6. Max Iop's
Wrath.
*This is not 100% accurate if you add up the skill points: you'll be a
couple levels behind. I left it simplified, think of it as a general guide of what you need at
what level. A fully accurate version would be...confusing.
A. Decisions to make
Mutilation: This spell is useful in specific
situations:
When you are facing a static damage reduction opponent (Feca, Xelor,
Jellies, etc.).
At range when you have a couple extra AP. Otherwise, your 2 extra AP is
better spent on a Concentration hit. And remember it only works for Neutral and Earth
spells.
Vitality: For me, this was useful for a long time. But at level 10x, I use it
only occasionally...and I'll use it less and less as I approach 1000+ HP. If you can get
by without it at low levels, don't put any points into it. And remember that if you do
max it, it costs a million kamas to forget it back to level 1 at level 100.
Cut:
Useful to drain MP of opponents. Especially good in PvP.
Strengthstorm: Damage
can be very nice even with 0 base intelligence and a few inexpensive pieces of intelligence
equipment. I recommend leveling it for elemental versatility. I also use it for a 3 AP ranged
attack.
Celestial Sword: Damage can be pretty good with scrolled agility and an 8
AP agility set. This is more expensive to make useful than Strengthstorm. It can be useful
for elemental versatility, but the linear casted area of effect damage makes it difficult to use
in tight quarters. The range is 1-3, but you have to cast it 3 squares away from you or you
hit yourself. Also, you’ll have to choose another spell to not level.
B. Pressure vs.
Concentration
Level 6 Pressure and level 5
Concentration have roughly the same damage, for the same AP cost. Pressure has the range
advantage, but Concentration doesn’t end your turn on a critical failure.
What’s an Iop to do!?
I find that I rarely need the one extra range
of Pressure. The non-fatal failure of Concentration allows greater flexibility, in my opinion.
But hey…it’s your character

3. Stat Point
Distribution
Scrolling as much as possible
is recommended due to the boost in Initiative.
Strength:
Increases both Earth and Neutral damage. This will be your primary stat.
Vitality: Your secondary stat. You'll need quite a lot of life, since
you're a melee character.
Wisdom:
Increases XP gained. No points into this, mister! Or missy…anyway, scroll it
when you can. Costs 3 stat points for 1 wisdom point…pricey.
Agility: Yes, Iops have several air spells. All of them suck until Celestial
Sword. No points! Scroll it up.
Intelligence:
Yes, Iops have several fire spells. All of them suck until Strengthstorm. And that
doesn’t need much Intelligence to rock your face. No points! Scroll it
up…after you do wisdom and agility.
Chance: Are
you crazy!? Iops have no water spells. And if you want more drops, go make an enu

My
plan:
Strength to 100.
Then Vitality to 100.
Then Strength to 200.
Then Vitality to 150 or 200.
Then Strength to 300.
Then Vitality all the way
home!
This is pretty flexible – if you’re losing battles by just
a few HP, feel free to pump Vitality early. Just don’t put any stat points into
anything besides Strength or Vitality.
4. Equipment
A. Swords
1-10: Move up the Twiggy Sword family.
10-25: Stick with
the Gobball Hammer, or a Powerful Smithy Sword at level 15.
26-40:
Powerful Knight Sword.
41-51: Earth Kwakblade, or stick with the
Powerful Knight Sword.
Thanks for the suggestion, Proust!
52-67: Get a Razielle if you can afford one. Otherwise stick with the
Kwakblade/Powerful Knight or look at the Craft Knife or Evening Star family.
68-99: Sharp Claw or Bloody Craft Knife.
100+: Switch
between Pink Claw and Fake Ceangal Claw.
B. Other Equipment
1-10: Get the Adventurer set if you can, but
don’t waste the time gathering it unless you have it already sitting around.
10-46: Go for Gobbal set. You can wear it all except the belt at level 10, and it
gives more strength and vitality than the Adventurer set.
46-80: Mix and
match pieces of the Tree set, Green Scara set, and the Earth Kwak set. You’ll also
want to get a Prespic set for leveling. Boots that give +1 MP are highly recommended:
Jelloboots, Gobball Breeder, and Orinos.
80-100: It starts to get very
expensive at this point. You’ll want parts of the Farle Set (Magic Bracelet and Ears
are recommended), plus Orino boots, Terrdala Hat, and Boowish or Chafeuse Belt. Start
collecting green larva skins for a Grazor (you need 220). You’re also going to want 8
AP…a Gelano is optimal, but difficult to get. A Treecaska can work, but make sure you
have another MP from your boots so that you keep at least 3.
100+:
Your goal is 10 AP. Get that however you can, it makes for great versatility. A great way to
do so is with Farle’s Ears, Gelano, and a Powerful Dazzling Belt. All three are quite
expensive, but well worth it in the end. Another consideration is +range for Sword of Iop. A
Hairy Cloak is a fairly cheap way to get +2. With +3 range, 10 AP, and level 6 Jump, you can
hit up to 20 squares away

5. Leveling Guide
1-20: Gobballs, Mushd, Boars.
21-35: Lousy Pig Knights, Wabbits, Mushd.
36-59: Piglets,
Lousy Pig Knights, Wabbits, Treechnids, Fungi Masters.
60-100:
Ouginaks, Blops, Treechnids, Plain Boars, Fungi Masters.
100+: Dopples,
Dreggons, Ouginaks, Pandala Nolifs Land Ghosts (in a large group), Cemetary Ghosts.
So that’s it! I’d love to hear feedback. I had
some ideas for other sections, such as an AP and MP usage guide, and the optional
temporary switches to Intelligence and Agility at levels 60 and 70 respectively. Would those
be helpful?
==== About Dofus ====
Dofus is a massively multiplayer online role-playing game (MMORPG) developed and published
by Ankama Studio, a French computer game manufacturer. Dofus is set in the world of
Amakna, which is an anagram of Ankama. Its success led to the marketing of by-products,
like books, and with the development of two continuations: Dofus Arena, a tactical online
multiplayer game, released at the beginning of 2006, is an alternative "tournament" version of
Dofus; and Wakfu which is currently in preparation and should be released by the end of
2007.
Dofus is a role-playing game in which players create characters that serve as their avatar in
the online world. The player can choose from twelve different classes, one of which is
reserved for subscribers.
One can lose easily thanks to the hard monsters.
Combat is played out "turn by turn" on squared charts. Within a turn, each player can
advance 3 squares and use up to 6 "attack points", used to cast spells. The AP (attack
points) and MP (movement points) can be increased in later evolution of the character, by
using certain equipment.
When a character dies, they lose a specific amount of money and energy that is able to be
regained while sitting in a tavern before logging off, or by using certain objects. If all of your
energy is exhausted, you will take the form of a ghost which will be used to very slowly reach
a statue of a phoenix, where it will be able to resurrect your character and regain a part of
its vital energy (1000 points). A character's maximum energy is 10,000, but this can be raised
upon reaching certain orders within an alignment. There is a possibility that a priest (who is
another play who has reached this rank) will return the fallen player to the "human form" with
a portion of their energy, usually in exchange for some Kamas.
Characters can join and form guilds, which make it possible for the members to speak with
each other, to coordinate each other, set up a tax collector to take sales/taxes carried out
by the players who are not members of the guild, or to steal the objects dropped from
monsters at the end of a fight.
A system of alignment makes it possible to take part in a war between the cities Bonta (City
of the Angels) and that of Brakmar (City of the Demons), in the form of a players versus
players mode (PvP). Since the 1.13 update, points can be gained from these fights, and
hence a PvP scene developed. The third alignment, named Sériane-Kern (represented by
wings made of wood and fabric), makes it possible to remain neutral and to carry out
contracts provided by other players. However, this alignment is only available on the first
server, Jiva.
A new update in the game makes it possible to breed Dragoturkeys. This makes it possible to
go twice as fast compared to running. As such, there are breeding enclosures available to
players to breed their mounts.
Classes
There are twelve different classes. The choice of class determines which spells your
character will receive, as well as how much characteristic upgrades will cost. The class
names are inside jokes amongst the developers, often (but not always) referring in some way
to the abilities of the class. For example, the Xelor class which uses time magic in combat,
derives its name from Rolex, a watch manufacturer.
* Sadida's Boots ("Adidas" backwards) - Nature-influenced direct damage and voodoo doll
summoning.
* Eniripsa's Hands (Aspirine, the French spelling of "Aspirin") - Specialized in healing and
invoking spells to increase the abilities of their allies.
* Iop's Heart (named for Yop yogurt drink, a developer in-joke) - Attack-based class with
many powerful spells, however they have short range.
* Cra's Range (Arc, French for "bow") - Archer class specializing in bow and arrow attacks
that have long range to attack enemies from far away.
* Feca's Shield (café, French for coffee, another inside joke) - Defensive magic user, usually
the last man standing in a fight.
* Sacrier's Blood (sacrifice + crier; the French name is sacrieur, sacrifice + rieur, "one who
laughs") - Attacks based on sacrifice and self-damage to deal more powerful attacks.
* Osamodas' Whip (Sado-Maso{chism}) - Summoner class that can call creatures to its aid.
* Ecaflip's Coin ("pilface" is a shortened form of "pile ou face", which means "tails or heads") -
Gambler class whose attacks are powerful but can backfire and harm the player.
* Enutrof's Fingers (Fortune) - Treasure seeker class that starts off weaker in battle but
finds dropped items at a faster rate.
* Xelor's hourglass (Rolex) - Masters of time, able to delay or speed up units in battle by
taking or adding Action Points (AP) to enemies and/or allies.
* Sram's Shadow (Mars Bar, yet another inside joke) - thief/assassin class, specializing in
different types of hidden traps, invisibility and powerful close combat.
* Pandawa's pint (Padawan or Panda Warrior) - While sober, they're a support class, carrying
allies around the battlefield and lowering enemies' elemental resistance. When drunk, they
become formidable close-range fighters, with reduced movement but powerful attacks and
damage reduction. This class is available only for paid players(p2p).
According to a post on this topic on the official forums, Feca, Iop, and Sram were the first
three classes created, so the developers named them after their favorites among the various
snacks they enjoyed while making the game, and the names have nothing to do with the
classes themselves.