Guilds/Collectors

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Contents

Collector's Characteristics

As members contribute experience to their guild, it will gain levels and make its Collectors more powerful. A Collector has (Guild's level)*100 Vitality and (Guild's level) % resist to all elements. In addition, for each level the guild gains one of the Collectors' abilities can be improved. Points can be spent to raise any of the following:

  •  % taxes on kama exchange
  •  % drop of object
  • 0-25% drop of resources
  • 0-25% of experience
  • Collector's spell levels

A collector has offensive and defensive spells. Spending points on spells increases the effectiveness of those spells.

Collector's Spells

Spell Level 1 Level 2 Level 3 Level 4 Level 5
Aqueous Armor AP:
Range:
(Infinite) Damage reduce
5
0
by 10
4
0
by 13~14
4
0
by 15~17
3
0
by 17~20
2
0
by 21~25
Glowing Armor AP:
Range:
(Infinite) Damage reduce
5
0
by 10
4
0
by 13~14
4
0 RA
by 15~17
3
0
by 17~20
2
0
by 21~25
Armor of Earth AP:
Range:
(Infinite) Damage reduce
5
0
by 10
4
0
by 13~14
4
0
by 15~17
3
0
by 17~20
2
0
by 21~25
Wind Armor AP:
Range:
(Infinite) Damage reduce
5
0
by 10
4
0
by 13~14
4
0
by 15~17
3
0
by 17~20
2
0
by 21~25
Flame AP:
Range:
(Fire) Damage:
4
1~8
11~15
4
1~8
16~20
4
1~8
21~25
4
1~9
31~35
4
1~9
46~50
Cyclone AP:
Range:
(Air) Damage:
4
2~6
11~20
4
2~7
11~23
4
2~8
11~27
4
2~9
11~33
4
2~10
11~40
Wave AP:
Range:
(Water) Damage:
5
1~5
6~15
5
1~5
11~20
5
1~5
16~25
5
1~5
21~30
5
1~6
31~40
Rock AP:
Range:
(Earth) Damage:
5
1~5
21~25
5
1~5
21~30
5
1~6
21~35
5
1~6
21~40
5
1~7
21~50
Healing Word AP:
Range:
Heals:
5
3
10 HP
5
3
13~14 HP
5
3
15~17 HP
5
3
17~20 HP
5
3
21~25 HP
Unbewitchment AP:
Range:
Dispells magic effects
6
1~5
 
6
1~6
 
6
1~7
 
6
1~8
 
4
1~9
 
Mass Compulsion AP
Range
(10 turns) Damage:
4
0
+2~3
4
0
+3~5
4
0
+4~7
4
0
+5~9
4
0
+6~11
Destabilization AP:
Range:
(5 turns) Critical Failure:
2
1~6
+3
2
1~6
+4
2
1~6
+5
2
1~6
+6
2
1~6
+8

Like all summons, Collector spell use can be somewhat erratic. In battles where many defenders are present, they will often move away from an enemy or simply pass their turn without acting. This can be especially frustrating if the Collector has an ability such as Unbewitchment that would be helpful if used.

Fighting a Collector

Fighting Collectors is difficult, but far from impossible. They have a large number of health points (exact number varies by level) and elemental resistances too. They can have an area of effect attack, which they will use on groups if possible, so either avoid standing in clumps, or have a group of Feca and/or Sacriers stand close together to soak the damage. It is also a wise idea to ask high level players for information on which guilds are weak, and which are strong.

In addition, when a Collector is attacked, the members of the guild have an opportunity to join the fight and help defend it. Guild members are almost always mid- to high-level (because of the difficulty involved in founding a guild), so these characters are very powerful. However, the Collector acts as a summoner: when it is killed, the fight is over. Ignoring the guild members would be a crucial mistake, however--unless you can eliminate the Collector faster than the guild members. Attacks which only affect summoned creatures do not work on guild members defending a Collector, even though they have been summoned.

Losing a fight against a Collector costs 3000 energy in addition to normal energy loss.

There is no experience award for defeating a Collector. However, any items a Collector is carrying (objects and resources) will be disbursed to the victorious party. In addition, a defeated Collector leaves the map. Therefore, that map doesn't "belong" to the Collector guild any longer. So unless you are a high level or in a good group, attacking is not the best of ideas because if you lose you will lose 3000 points of energy.

Defending a Collector

When your Collector is attacked, you will be warned by a purple message in your chat window, along with a link your Collector's name and location. Clicking that will automatically open your guild window. There you can see who's attacking by hovering over the progress bar in the "Att." column. To defend the collector, click one of the player slots on the right. You can join the fight to defend him only if you are not actually in a fight or otherwise occupied. Don't close the guild window, or you won't join the defenders of your Collector.

If you lose the battle to defend a collector, the collector will be destroyed and the attacking team will divide any items the collector contained. If you defended with a pet equipped it will not lose a health point, and you won't lose any energy. You will be sent to your last save point. Note that if you were in a dungeon when you joined the defense, this can effectively kick you out of the dungeon before you complete it.

Removing a Collector

Guild members with the right to place a collector can also remove it. This can be useful if the guild is at its collector limit and wants to place a collector elsewhere. Removing a collector does not return the kamas spent to place the collector.

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