Monday, March 19, 2007

Dofus - Sadida Pwner's Manual - Dofus Guide - [ Dofus Kamas ]

The Sadida Pwner's Manual
Written by Kyek. Bow at any time.

I started my Sadida based on SamirPatel's fantastic guide at the original Amakna Square forums -- so what you're about to read is very similar. It is, however, updated, tweaked, with lots added! Also note that I'm not level 100 yet -- I'm just moving my guide here from the SE forums to give us a start on putting a new set of guides online!

So you want to raise a Sadida! Good choice. Our class is one of the biggest damage-dealers in the game when it's built right, but we give up a lot of the "fun" stuff. No teleporting, healing, sheilding, invisibility, buffing, anything like that for us. It's raw power here, but in this game, raw power is the way to go. The exception to this rule are the two lesser builds. Read on!

There are three different Sadida builds. Oo. Ahh.

Least powerful is the Enudida. The Enudida has one main attack, "Tear". Tear requires line of sight (herein referred to as LoS) and can only be cast in straight lines -- doesn't have great range either. But don't let that get you down! Tear is incredibly strong if you dump all your points into Chance, and other spells like Maddoll, The Block, and Wild Grasses help you trap your enemy as well as suck out all of his AP so he can't attack you. Equipped with a Chance-based bow and bow skill, you'll do some incredible damage from a distance until you get close enough to Tear your enemy, and most importantly, your prospecting will be sky-high so you get much better drops than with any other Sadida build. Tip: Obtain 2500 arachnee legs before attempting to make this character. They can be turned into 25 small scrolls of chance, which gives you a 5-level lead on your build. This is almost a requirement to have any decent Enudida, because at 20 chance points, chance is one-for-two. Expect to sink a lot of time into seeking larger chance scrolls and chance gear.

The Ecadida is the Sadida built for PvP. With a hybrid of +damages and Strength gear, this Sadida specializes in attacks similar to the Ecaflip's All Or Nothing spell. By level 48, an Ecadida with 8AP can cast Earthquake, Poisoned Wind, and Silvan Power (becoming a tree) all in one turn. For the following four turns, everything on the map but the Ecadida loses a chunk of HP to both Earthquake and Poisoned, and Poisoned will even shave off 150 int from everyone on the map just for good measure. This build uses the only spells in the class that do not require LoS, and because of the added Strength, spells like Bramble and Manifold Bramble are still useful -- just not as powerful. Recommendations for this class is to cover as much Int as possible with scrolls and a pet, up to about 100 -- giving you more spell options and a small boost to Earthquake. This lets you put more stat points in Strength, which will help you out when you've run out of fire-based options. Tip: before level 48, wear +damage and +life gear while you cast Earthquake to greatly increase your damage and likeliness of surviving your own spells. Also consider a bow with bow skill to give yourself more distance attacks.

The Strength Sadida. This, ladies and gentlemen, is where it's at. The Enudida may get better drops and the Ecadida may put a bigger dent in the PvP crowd, but we, my friend, rape anything that moves. And even some things that don't, just because we're that badass. The Strength Sadida will be the focus of this guide, so if you're ready to solo all the fights that would need at least three of any other class, read on!


ZOMG, where do I put my stats?!?!
Alright, listen up and listen well. You listening? Repeat after me.

I, the newbie Sadida, absolutely refuse to put stat points into any stat but Strength, so help me God, or Kyek will smite me with his mighty Bramble.

I'm serious. If you want to be a big bad hairy monster, you'll boost Strength to 200 or 250 before you ever *think* about touching another stat. And when you DO get it to 200, the only stat you're allowed to touch is Vitality, ya' hear? Good. Write that down.

In the later levels, Vitality becomes very important to us. So I suggest racking up 25 Small Scrolls of Strength if you have a current character able to do so. If not (i.e. if your first character is a Sadida), then dump your stat points into Str from the start and work on some Small Scrolls of Vitality in your free time. Scrolling Strength before you start to level is a huge advantage if you can pull it off -- but unfortunately your fearless leader didn't learn that until it was too late, but scrolling vit is second best!

So here's how it goes. If you don't scroll Strength, you'll have Strength to 50 by level 10. At that point, it costs two stat points for one Strength. It gets real tempting to put two points into Strength and one into Vit, but don't do it! Save that last point so that it only takes you four levels for 10 Strength. By level 70, you'll have 200 Strength. Congratulations! From here, Strength costs three points and Vit is still one, so every level after 70, we'll pump vit.

WTF Kyek?! What about the other stats?!
Every other stat just isn't worth our precious points.

Chance is nice to have, because it gives us Prospecting, and we likes Prospecting, for it gives us Drops. Scroll this up when you get the chance, but don't prioritize it.
Int doesn't do anything for us. At all. Unless you're an Ecadida, Int is a waste -- but that's a good thing, because much of the great +Str equipment you'll find also has -Int on it. And we just couldn't care less
Agility is nice and all, but it just doesn't matter for Sadidas. Points better spent elsewhere
Wisdom is where it's at. More wisdom = more exp from battles, and that's great because Sadidas are leveling whores, just like Ecas. This is way too stat-point expensive, but the scroll isn't hard to get.

For information on how to get scrolls, check out the Parchment section of the Dofus Wikia at http://dofus.wikia.com/wiki/Parchment.


The Spells!

Bramble (Level 1): This is your main attack, and how convenient that you get it at level 1! Until this is level 5, don't level any other spell. Requires LoS, has decent range, and hits quite nicely.

Earthquake (Level 1): So I don't understand why Earthquake is a fire spell, but just recognize that this spell is worthless and move on. Only, *only* use this spell in cases where you only have 2AP left, and your enemy has less than 8hp. You cast this, and everyone on the map loses a very small chunk of hp at the start of their turn.

The Maddoll (Level 1): This one is controversial. It helps in the lower levels, but usually keeping it at level 1 is enough. Basically what you got is a doll with no HP or IQ that toddles around either casting a really crappy unbewitchment, -1 AP, or -1 MP on an enemy. Level 3 takes 2 ap/mp off, level 5 takes 3. You'll regret leveling this early, though, because much better spells are on the way!

Paralyzing Poison (Level 3): Another worthless spell. Just don't touch it.

Tear (Level 6): You will not touch Tear. Swear to God, just don't do it. The damage looks like it would be awesome, and you may think that it's not too late to switch to an Enudida -- but I'm friggin serious. This spell sucks. Use it at level one for as long as it does more damage than Bramble, but as soon as Bramble gets better, never touch it again!

The Block (Level 9): So here's a doll that wobbles toward your enemy, and has crazy high AGI to stop them from winning the dodge roll. Nice, right? Just stands in front of your enemy so he can't hit you -- cool, right? Are you forgetting we need LoS for every ^#@$*!! attack!? This spell sucks, leave it at 1. The only time you'll use it is in low levels, while praying that the enemy attacks it instead of you so that you can run away.

Soothing Bramble (Level 13): This spell is wholesome goodness. Insanely useful, AND we don't have to level it! It takes away all your enemy's MP (up to 4) for two turns, in exchange for healing them so little that it doesn't even matter. This sucker's only 2AP at level 1, which means you can level 5 Bramble and level 1 Sooth in the same turn. Your fighting style at this point is Bramble and move until your enemy catches up, sooth him, and then run away while Brambling. Perfection!

Silvan Power (Level 17): This spell (with our build) is only, only useful for fighting Ecaflips. What happens is, you cast this and turn into a tree for two turns. As a tree, you can't do anything -- but you can't take any damage, either. What you CAN take, are heals! So when an Ecaflip casts AoN and crits, let it hit you once or twice and then turn into a tree. The Eca's AoN will heal you up, then you can come back and attack the Eca, whose own AoN wore him down! Genius! Leave this at level 1, though, or you'll regret it!

The Sacrificed Doll (Level 21): By this point, you have 10 spell points saved up. Use it to max out Sac Doll IMMEDIATELY! This spell is **pwnage**. If my memory serves me correctly, at level 21 you'll be hitting for 60+. What you have is a doll with some HP and 3MP. So if there are a maximum 4 squares between you and the enemy, cast this, it'll walk three squares to your enemy, explode like a bomb, and your enemy will phear the almighty Sadida! Strategy tip: You can only cast this spell every other turn, and that's just not good enough sometimes. When you're far away from your enemy, check out how much MP he has. Sometimes, if you drop the doll behind you or to your side, it will walk its 3MP, your enemy will walk up and come within 3 squares of the doll, and on the next turn you can bramble AND your doll will hit! Just make sure your enemy doesn't get a chance to hit your dol first, though, because it'll be a one-hit kill most times.

Dolly Sacrifice (Level 26): This one's simple. Hurts a summon, and heals you. But it heals you for so very little that it's hardly ever worth it, so keep it at level one. Once we get the Tree spell, I'll throw a strategy at you for healing yourself when you're fighting a Cra!

The Knowledge of Dolls (Level 31): Welcome to our one and only buff spell! All this does is add +1 to summonable at level 1 (meaning we can have one more summon on screen than what we usually can), but boy is that useful! You won't think so right now, but when we get to The Inflatable, you'll be thankful for this! Don't think about leveling this, though, because all your gear after the 70s or 80s will give you *plenty* of summonables.

Manifold Bramble (Level 36): Hot damn! Here it is! We're a $%&(@# Powerhouse now! If you can fight strategically, you can now PWN any Gobball mob, no matter how large! Max this IMMEDIATELY with your saved points. I'lll try to put a screenshot in here later, but this is what you get: You click the spell, and you see that this is a LoS spell that you need a straight line for -- but it doesn't matter, because you don't actually need to hit an enemy with it! Anywhere you click along the line will bramble all the enemies within FOUR SQUARES of that point. Four squares!! That means you can crack every enemy on the map (if they're close together) with a bramble, all at the same time!!! What's better is, this one's 3AP! So if you're wearing Gob Set, you can Manifold and Bramble all in one turn, or if you still have 6AP, you can Manifold and Sac Doll all in one turn. Pwned!

Tree (Level 42): This one's useful sometimes, but there's not a lot of application for it. This spell summons an unmoving tree with mid-range hp directly next to you. Kindof like a meat sheild, but.. it's wood. This is extremely useful when fighting crows because it's the only decent block for their distance attack. Useful for fighting distance shooters in PvP, too. Tip: If you cast Tree, you can cast Dolly Sacrifice on it turn after turn to help heal yourself! Thsi is especially useful when PvPing with a Cra, because unless the Cra shoots through your tree with Fire Arrow, you'll be safe until you're healed!

Poisoned Wind (Level 48 ): Like Earthquake, another mini-AoN. But this one is Strength based! Still not useful until you hit level 90, so don't even think about leveling it yet -- but since it hurts everyone on the map for the next few rounds AND subtracts a good 50 int from them at level 1, it's nice when you're fighting mostly int-based chars. But really, you'll rarely ever use this until you get higher up there.

The Inflatable Doll (level 54): Whoohoo!!! This doll is a Godsend, especially if you're wearing the tree set by now! If you're any more than 10hp from your max, it'll heal you. Otherwise, it'll cast Dollish Accelleration, which gives you MP! 1MP at level 1, 2MP at level 3, 3MP at level 5, generally. Should you max it? Well, that one's controversial. My personal opinion is yes, by all means! When this is maxed, you can cast it every other turn, and the MP lasts for 3 turns. This is good for two reasons -- One, when you're looking ahead in a fight and realize you're in big doodoo, you can cast a doll, attack the next turn, cast another doll the turn after that, and you'll have enough MP to move clear across the map from your enemy! Secondly, tree set combined with your Knowledge of Dolls spell lets you summon 3 of these suckers, which makes for a pretty decent heal every turn! So it's your call, but I definitely maxed this.

Aggressive Brambles (Level 60): Sweet Jesus, two amazing spells in a row! Max this ASAP! It has a base-range of six (Tree set wearers will have 7) and can hit your enemy for 300 DAMAGE WITHOUT FREAKING CRITTING. How insane is that!?!? The catch here is that the base damage is 6-50 -- so while it can hit for 300, it can also hit for, like.. 12. But no matter, because this spell is a life-saver, a powerhouse, and a PvP death-bringer all rolled into one, even if it is LoS and straight-line only. (Author's note: I say this because my luck is amazing, all the time. If you can't take spells you can't rely on, save these points for another weapon skill or one of the AoN-style attacks ;-))

Wild Grasses (Level 70): What do you get when you combine Soothing Bramble, Manifold Bramble, and Earthquake? You get an AoE -MP distance spell that does horrible damage! Don't take that negatively, though -- this spell, even though the -MP can be dodged, was worth every point I put into it. I 5ed it and know other Sadidas that 5ed theirs, but many other swear by keeping this at level 3. What this spell comes down to is your playing style. If you fight in a group and like to roar while hitting things, this spell isn't for you. If you find yourself soloing a lot and like the strategy aspect of the game, you can't get by without this!

At this point, you should have a firm grip on what spells you want and which you don't. There are a lot of options in these next 30 levels, so I'll let you figure it out from there!

Weapon skills!

ZOMG Kyek, what weapon should I use?! Should I have a skill?! LIKE, TELL ME NOW!

Ok, so no matter what weapon you get, if you can hit hard with it, GET THE SKILL. You won't regret it!

As a Sadida, you have two common options as far as weapons go. First and foremost, you have the Staff. The staff hits 3 squares at once, and since Sadidas get a 50% natural damage bonus with Staff, we hit hard with it too. Tack on level 5 staff skill and the 60% damage bonus, and the staff gets INSANE. I got and maxed this directly after I got the Inflatable, because then I had the MP and Tree set to walk right up to my enemy and bash him TWICE with Tree Staff. Not only does it do about 110-120 damage per hit with the skill, it also subtracts 1AP from your enemy with almost every hit! This is a MUST for soloing perc battles, because the perc won't have enough AP to cast Rock on you!

The other way to go is a nice Strength-based bow, and Bow Skill. I've seen this done and it works well, but I know practically nothing about it -- so I'll leave that field for you to explore


Gear and Leveling

First and foremost, this is based on what I did, and what I thought was best for my character. What I did may not be the best thing for you, so use this as a guideline only .

Level 1: Here we go, noobness
- Gear: The best thing for you here is adventurer set, but *only if you already have one*. If you don't, don't waste your time or money. It takes maybe an hour to get to level 10, and at that point, you can wear most of the gob set! So, in short, advent set if you have it, and if you don't, look for gob set while you level. Tip from Lanugo: If you can get two Rings of Satisfaction (+1AP, but subtracts tons from every stat!) at low levels, you can get in more attacks and use your level 1 Tear twice, when you get it, to pick off gobballs. Great idea, Lan!
- Spells: Put all your spell points into Bramble, up until level 10, when it's maxed. Then save them up!
- Mobs: Start out with weak solo tofus, and work your way up through the tofu levels until they're no longer a challenge. Then, do the same with gobs Just don't go past level 6 gobs, because then the gobs will have 4MP and will catch up with you and kill you!

Level 13: It ain't just baby steps anymore.
- Gear: Still Advent set if you have it, but be looking for a Gob set with strength points on it.
- Spells: You get Soothing Bramble here, which means you can subtract up to 4MP from an enemy for 2 turns at level 1. KEEP this at level 1, no matter how tempted you are to put one of your points into it! This spell will let you kill off those lvl9+ Gobs that you couldn't take on before!
- Mobs: Level 9-15 gobballs, or gobball warcheifs if you're feeling really lucky!

Level 21: Getting some power behind all that hair!
- Gear: Full Gob set, all the way. If you're missing any (or all) of the pieces and don't have the kamas for it, head to -3, 0 and join in on the gobball warcheif fights until you pick them up! Or better yet, you're in Superlative Exemplar, fool! Get 7 others to hunt Warcheif mobs in the Gobball corner (or take on the dungeon!) and you'll have your pieces in no time.
- Spells: Sac doll sac doll sac doll! Level this to 5 immediately with all your saved points, and enjoy your first high-powered attack!
- Mobs: At this point, you know what kinds of gobballs you can take, and which you can. Head to the Gobball Corner and kill all the ones you can . If you haven't scrolled to 25 base wisdom yet, this is a great time to collect Gob horns! Alternative mobs are solo Dark Smiths, to the East of the cemetary island in Amakna. Only do this is you have Gob set! Gob set gives you 7AP, so you can Bramble the Smith until he gets within 4 squares, Bramble and Sac doll every other turn until he gets 2 squares away, and then Sooth him and do it all over again!

Level 36: Pwnership. Pure and simple.
- Gear: If you don't have Gob set by now, you are a sham of a Sadida. You *need* that +1AP, and gob set is the only logical way to do it at your level. So seriously, get yourself some gob set
- Spells: Manifold Bramble, baby! You're officially a pwning Sadida! Level this 5 immediately with your saved points so you don't have to deal with all the crappy levels of this spell. With Gob set, you can Bramble & Manifold Bramble all in one turn, EVERY TURN! When you're closer or fighting fewer enemies, swap in your Sac Doll for even more damage!
- Mobs: For exp, you have a few options. But you don't care about that yet. First, let's show your pure power. Go back to Gob Corner and find a mob of 8 gobs. If you REALLY have guts, try one with a warcheif in it-- but to start, that's rough ;-). Cast Manifold on them two turns in a row, and watch them die. Dude, you just soloed 8 gobs at level 36! But right -- getting to the xp. Dark Smiths/Miners/Bakers are still good, but for some REALLY nice exp, hit up solo Lousy Pig Knights in the Rocky Plains section of Cania Plains. Start with level 30 and work your way up -- for those with a lot of guts, try a level 50 pig. It's not impossible, but boy is it hard! The exp is worth it . White Scaras and the occasionnal Treechnid mob are good too.. just try a few things and find your favorite!

Level 45: The force to be reckoned with.
- Gear: Ladies and gentlemen, announcing.. the Tree set Sporting insane Strength and Vitality, the Tree set offers 8AP and a wide range of neutral and elemental resists, while simultaneously adding 20-30 damage to all of your earth spells! All this, ladies and gentlemen, for the low, low cost of 1MP! And in 9 levels, MP will no longer be a worry in your life, with the introduction of The Inflatable Doll! Do Not Pass Up This Deal! Also on your equipment to-get list is a Tont'Ata Staff, giving a maximum of +30 Wisdom. It will drop your tree set to 7AP instead of 8, but it's worth it for leveling! Switch back to tree staff when you're grouping, or not going for exp anymore; then you're a crazy powerhouse again
- Spells: Start seriously considering Staff Skill here. Even Bow Skill, if you'd rather go that route! The lvl 4x spells are horrible anyway
- Mobs: Sadly, the same mobs that you started fighting at our last checkpoint, only maybe higher levels or bigger groups. The biggest flaw in this game is that the only way to get more xp.. is to get more Wisdom. There's just no other mobs to advance to that give significantly more xp! Bummer.

Greater than level 45: At this point, you have a pretty firm grasp on what to fight and how to pick out gear. As a final tip for gear, you'll be keeping tree set for quite some time -- but you'll be looking for more ways to get wisdom. Keep in mind that even while you're wearing the Tree set, you have a spare ring spot. At level 48, the Dark Treering is great for some wisdom as well as other stats, and at level 56, Young Vald's Ring is even better. You may even want to invest in a +1AP Kam Assutra amulet, or +1AP Gelano ring for building a wisdom set. Just follow the guidelines on what spells to level and which to trash, and you'll be set!

Add-ons!

So I needed a section to add on tidbits of information that don't really fit anywhere else. And here it is

Kyek's Mid-60s Wisdom Set. By the time you get up in your 60s, you *need* a wisdom set before you can even think about racking up more levels. But we've never really needed once before -- so let me start you off with my first wisdom set, and as you gain levels, you'll find even more good Wis gear to wear!

Head: Daudgee (Wis and Life)
Amulet: Kam Assutra (+1 AP.. we need this!)
Belt: Adelus (Wis and +Damages)
Ring 1: Dark Treering (Lots of stats, including Wis)
Ring 2: Young Vald's ring (Dark treering on CRACK. Has Wis.)
Feet: Treeboots (Strength)
Cape: Treecapa (Life and Strength)
Weapon: Tont'Ata Staff (Wis, max is 30 and not too expensive!)
Pet: Anything that gives Strength.

Together, my 25 base wis from gob horns and all that comes out to 120 wisdom. And if I get a nice Cawwot Dofus someday, even more . Anyway, this setup gives you decent wis as I've mentioned, and with the two treeset items and pet, leaves you with enough strength to solo some good XP mobs. So what are you waiting for?! Go get a wis set!

Congratulations, you're a kickass Sadida!


Anyone poor person (like me) can use my wis set

Perfect Prespic Set - 80 wis
Cawwot Dofus - 21 wis
Tont'Ata Staff - 30 wis
Silimelle's Wedding Ring - 25 wis
Kam Assutra's Amulet
Jelloboots
(25 scrolled)

Total: 80 + 21 + 30 + 25 + 25 = 181

This is the set I've been using from level 60 - 80 (trained at wabbits because I wanna get the Cawwot spell >.<).

and oh.. if you use Amulet of Luck instead of Kam Ammy...

181 + 35 (assuming you have perfect wis) = 216

Perfect Prespic Set - 80 wis
Cawwot Dofus - 21 wis
Tont'Ata Staff - 30 wis
Silimelle's Wedding Ring - 25 wis
Kam Assutra's Amulet
Jelloboots
(25 scrolled)


And another... using Aedelus and another Silimelle's Wedding Ring instead of complete prespic set and Amulet of Luck...

Perfect Prespic Cloak/Lining - 50 wis
Cawwot Dofus - 21 wis
Tont'Ata Staff - 30 wis
Silimelle's Wedding Ring - 25 wis
Silimelle's Wedding Ring - 25 wis
Amulet of Luck - 35 wis
Aedelus Belt - 25
Jelloboots
(25 scrolled)

Total: 50 + 21 + 30 + 25 + 25 + 35 + 25 + 25 = 236

(not recommended though)

And oh.. you can use Ragalde's boots/wis boots too