Browse forums
Ankama Trackers
Guide for Enutrofs
By Disgustus#5831 February 19, 2017, 03:04:18About the author: In the words of Popeye, "I am what I am and that's all that I am." As it regards Dofus Touch, I'm an ex-Dofus player who spent a few years on Zatoishwan and then Rushu before they were merged into Pangea. I've had a lot of fun with Dofus on the PC, but for my preferences I'm having more fun with Dofus Touch on my touch-screen Chromebook. In the years I've spent in the World of 12, I've only ever played as an Enutrof. There've been a few dalliances with the Masqueraider and the Sadida, but the Enutrof captured my heart with its Living Chest the first time I played and I've never looked back.
_________________________________
Roaming hands and rushing fingers - such is the life of a greedy Enutrof who's set for him or herself no other goal than to acquire vast riches and every comfort known in the World of 12. Welcome, Enutrof! Embrace materialism and drink deeply from the cup of life. This is what it means to be an Enutrof - are you up to the challenge?
If so, then you'd better be ready for a challenge because to play an Enutrof successfully will require a strong sense of timing and rhythm, knowledge of how to magnify other classes' strengths and exploit their weaknesses, careful attention to distance, understanding of how to balance cool-down of multiple spells, and an honest appraisal of your own capabilities and how to work with a team. It's not for nothing that the Enutrof is ranked two of three stars in terms of difficulty. Played poorly, you'll endure unending frustration - but played strongly, you'll infuriate your enemies and ingratiate yourself with your allies.
Having said that, though, the Enutrof is a terrific class for new players because of its versatility. Depending on how they're built, Enutrofs are quite capable of dominating early- to mid-game content, and considering how much content there is below level 120, this opens a lot of doors. Approaching late- to end-game content, however, the Enutrof will be required to adapt and overcome. All of which is to say, the game-life of an Enutrof is varied and provides great entertainment.
The Good
Enutrofs are versatile, strong at solo play in early- to mid-game content, have a variety of strategic options for defeating many kinds of enemies, and are very capable of providing heals, shields, map manipulation, and needed buffs to allies - not to mention the benefit of an extra loot-roll from Living Chest after level 100!
The Bad
Enutrofs don't hit as hard as several other classes, and this paired with both per-turn and per-target as well as several minimum-range spell-casting restrictions limits the ability to carry a fight - especially on tight maps with nowhere to go. In late- to end-game levels, Enutrofs will be dependent on harder-hitting allies to complete fights in a timely manner.
The Ugly
Enutrofs are very weak against enemies with strong, long-ranged attacks, and also lack the ability to easily escape from enemies with high lock and powerful close-ranged attacks. Because the Enutrof's character points will be largely invested into wisdom, this leaves little room for vitality to endure sustained damage or initiative to fight ahead of the very enemies the Enutrof needs to avoid. Enutrofs are also fatally weak to range-reduction and are largely incapacitated by the very strategies they use against their enemies.
What Kind of Enutrof Are You?
There are three primary ways to build an Enutrof: Water, Earth, and Fire. The Water build is the most common for the sole reason that the water Enutrof has excellent soft-caps and has the most versatility in terms of offensive capabilities at the earliest levels. The Earth build is less common but still quite capable and gains a very early area-of-effect attack. The Fire build is highly effective in player-vs-player combat, but is also the most difficult way to build an Enutrof and is a poor choice for new players.
If you're a brand-new Entrof without any ability to generate revenue for yourself, then you should play either chance or strength, invest all your character points into your primary characteristic through the end of the 3:1 soft-cap, and put the rest into vitality. Wisdom is generally very important for an Enutrof, but unless you've scrolled your wisdom and have acquired what's usually very expensive gear, you have no real hope of using mp reduction as a strong defense. You can choose to put all your characteristic points into wisdom, but I think you'll find that your vitality, initiative, and elemental damage are pathetically low. In this scenario, it's better to get your wisdom and mp reduction bonuses from gear, trophies, and pets than through characteristic points.
You'll ultimately want to scroll your Enutrof. It's disappointing to not be able to use Clumsiness to its maximum, but if you invest your character points into a single element through the end of the 3:1 soft cap and put the rest into vitality - and equip suitable gear and trophies - then you can easily defeat all the dopples at the 100-110 range. If you give 90% of your experience to your guild, then you'll be able to stay at this range for quite a while until you've gathered 100 points of wisdom scrolls and optionally 100 points of vitality and either chance, strength, or intelligence scrolls. If you've taken the time to learn some professions, then you can use your income to acquire scrolls even faster.
Once you've acquired your scrolls, reset your Enutrof back to zero, scroll your characteristics, and put all your points into wisdom. You'll never invest any points into anything other than wisdom ever again - this is necessary so that you can play your role as a movement-point reducer to the maximum. Your gear and +Power spell bonuses will carry you the rest of the way.
It's my opinion that the Enutrof is best in a support role, but there are plenty of people who also see it as a hitter. If you don't want to put all your points into wisdom, you can keep them in chance or strength through the end of your 3:1 soft cap and put the rest into either vitality or wisdom. This works great for basically everything before Snowfoux, but when you start fighting mobs with multiple monsters having more then 5,000 HP, my opinion is that it's better to focus on crowd control and helping the hitters hit without getting hit back.
There are other ways to play your Enutrof including Water/Earth hybrid and omni-element/Wisdom, but those are advanced builds which require you to invest substantial time, resources, or money into acquiring characteristic scrolls and equipment. If you choose to play an advanced build beyond what I've listed in this tutorial, you're entirely on your own!
Three Easy Steps to Choosing Your Spells
#1) In order from easiest to hardest, pick one set of three attacks:
#2) Pick 10 of the following:
#3) Invest Spell Points
All 13 of the chosen spells should be first raised to level 4. Once they've been raised to Level 4, they may be raised to level 5 according to your preference, and from there to level 6 as they become available. There are two reasons for this strategy. First, the Enutrof depends on a variety of spells to maintain its defensive and offensive capabilities. Second, 13 spells is the magic number which permits each one to be raised to level 6 by the time the player achieves level 200.
Chance / Water Spells
Coins Throwing
At 2 ap, Coins Throwing is the cheapest offensive spell available to the Enutrof and when paired with a +Damage or +WaterDamage set is the fastest way to increase damage output for an Enutrof below level 100. Even after level 100, on a damage/ap ratio, Coins Throwing is highly economical. If you're playing a Chance/Water Enutrof, then this will be your only attack until level 60. Equip a Farmer set or a combination of Bandit and Prespic set, and you'll be dealing damage on par or better than a Cra below level 50 - and that's nothing to sneeze at for a class which is largely defensive and thrives in a support role.
Shovel of Judgement
The good part about SoJ is that it has decent range (with no minimum range like the Masqueraider's Apathy), can remove up to 2 mp from its target, and may be cast on the same target twice per turn. The bad part about SoJ is that it just doesn't deal a lot of damage. Despite this, it's a solid spell and will be a staple weapon in the Chance Enutrof's arsenal. To make the most out of this spell, the Enutrof should have at least 30 mp reduction per 50 levels, so this is probably going to necessitate that character points be diverted from Chance into Wisdom. Choose appropriate gear, trophies, and pet or mount to provide necessary +Chance for adequate damage.
Slaughtering Shovel
This is the Enutrof's hardest-hitting spell, and nothing else even comes close. The downside to SS is that it has a minimum range which prevents it from being used in close-ranged combat against the very enemies the Enutrof would most like to avoid. And of course, at 5 ap per cast, it's also the most expensive offensive spell in the Enutrof's arsenal. Fortunately, it has a very long range and is capable of significant damage on an individual target. Be mindful of its ap cost and you'll never go wrong.
Strength / Earth
Shovel Throwing
If you choose to play strength, then Shovel Throwing is going to be a waste of your time until you have 8 ap. Until then, Mound (at 3 ap per cast) is going to be your primary offensive spell. Having said that, though, Shovel Throwing is a very strong offensive spell for the earth Enutrof and benefits greatly from the +Power buff provided by Fortune and Greed. Once you have a gear combination which provides at least 8 ap, you'll appreciate Shovel Throwing's range and damage out-put. If you don't have equipment which provides at least 8 ap, then you may choose to leave this spell un-leveled and put the points instead into Mound.
Prime of Life
Among the Enutrof's three hardest-hitting spells, Prime of Life is the second-most useful because it not only deals a hefty whack of damage and reduces the target's defense against mp-reduction, but its range cannot be reduced. Granted, it doesn't have a lot of range to begin with, but because the Enutrof's primary strategy is to simply keep away and peck enemies to death from a distance, Prime of Life is primarily a defensive spell used against enemies which get too close.
It can also be paired with Shovel of Judgement for a frustrating one-two punch, so even if you're playing a Chance Enutrof, you should consider keeping this in your battle menu to use against enemies which stubbornly resist mp loss.
And here's a pro tip: Prime of Life's ability to reduce resistance to MP loss pairs nicely with Pandora's Box which imposes a malus on MP reduction. Use these two in tandem and you'll never go wrong.
Mound
If you choose to play strength, then Mound will be your primary attack until you have 8 ap. Before then, with 6-7 ap, Mound will be your primary attack and is a natural fit with Greed. Start your turn with Greed, hit with Mound once, and on your next turn hit with Mound twice. This is a very effective way to generate a high total amount of damage against large mobs of enemies in early- to mid-game levels. At late- to end-game levels, Mound will still be useful - especially for hitting around and through obstacles which would normally block line of sight - but it must be augmented by gear with strong +Damage or +EarthDamage bonuses. At level 6, Mound is especially good for harassing targets at range and generally denying their ability to benefit from easy cover.
Intelligence / Fire
Ghostly Shovel
Among the earliest spells an Enutrof receives, Ghostly Shovel hits the hardest. Unfortunately, it can only be cast against a target once per turn, and this is even further limited by the Enutrof's terrible Intelligence soft-caps. If you want to play with fire, then you should read my remarks elsewhere in the guide about how to do so, but even if you're not playing a fire-built Enutrof you should keep this spell accessible in your battle menu because its ability to de-buff both allies and enemies is very useful. Remember: Ghostly Shovel doesn't harm allies! Even though it only removes one turn's duration of effects, this is deeply frustrating for Sacriers, Masqueraiders, and Fecas (among others) who depend on their buffs to succeed in combat.
Shovel Kiss
As mentioned before, Enutrofs have pitiful soft-caps for Intelligence. This is compounded by the fact that Shovel Kiss is a lackluster spell: its range is mediocre and its damage is poor. Its ability to hit without a line of sight is very useful, but at 3 ap per cast this makes it a less economical choice than Leek Pie. If you're going to play Intelligence, you'd do well to acquire a Leek Pie scroll before you ever start. Shovel Kiss isn't worthless, but if you're going to make the most of it then you need to pair it with a strong +Damage or +FireDamage set because it just doesn't have a high enough base damage to meaningfully benefit from Fortune or Greed.
Unsummoning
Ah... unsummoning... few attacks in the Enutrof's arsenal are so infuriating as Unsummoning and the ability to deal wicked damage to enemy summons and turrets. One of the Enutrof's greatest weaknesses is managing large mobs of enemies, and this weakness reveals itself acutely in player-vs-player combat against Osamodases and Foggernauts. Excepting the Osamodas's Wyrmling, Unsusummoning is a foil to most summons and especially to turrets - many of which can be killed or put on death's doorstep with one shot.
The downside to Unsummoning is that it doesn't have terrific range, it can be cast in a straight line only, and a few summons you would most want to eliminate (the Ecaflip's kitten, or the Osamodas's Wyrm) are resistant to fire. Fortunately, Unsummoning is only 4 ap to cast and can be cast twice per turn (though not against the same target.)
What needs to mentioned here is that even though Unsummoning can do spectacular damage against summons, that's still damage against summons. The summoner him or herself is still probably somebody that the team's primary hitter is going to deal with, so remember your place: even with your ability to dispatch summons, you're still in a support role and should respect your limitations.
Defensive, Strategic, and Support Spells
Living Bag
This is the Enutrof's primary means of survival. The living bag provides a much-needed shield to help the Enutrof endure damage, but in a support capacity also permits the Enutrof to shield allies. To make the most out of the living bag (especially against enemies with ranged attacks), Enutrofs should balance its cool-down to re-cast against the cool-down to re-cast of Reducing Key. This combination of alternating range-denial and shielding provides the maximum defense. Such a rhythm isn't always possible, but when it is possible, it should be practiced. As a side note, Enutrofs below level 100 should have a gear combination which provides a minimum of 2 summons - 1 for Living Bag, and another for Living Shovel (which will be discussed shortly.)
Acceleration
This is a critical spell for the Enutrof and is very versatile. Unlike other classes' +MP spells, Acceleration can be cast on both the Enutrof and his or her allies, is both long-distance and non-linear, and doesn't require a line of sight. Naturally, the Enutrof will want to keep this for him or herself, but so many of the Enutrof's spells are intended to support group-play, and this is one of them. The Enutrof will primarily use this spell on him or herself to either escape battle and move away from enemies, help allies enter or escape combat, or to enter combat and provide close-ranged support to allies. Since Acceleration and most of the Enutrof's spells are medium to long-ranged, this gives you an idea how Acceleration is most effectively used: on other players at medium- to long-range.
Pandora's Box
Of all the Enutrof's spells, Pandora's Box is among the more problematic. The good news is that it's a %Heal which works as well no matter the Enutrof's intelligence (which usually determines the quality of heals), but the bad news is that it's a rather low %Heal, has a relatively long cool-down to re-cast below level 6, and negatively impacts the Enutrof's strongest strategic ability to reduce movement points. Even worse, the %Heal of Pandora's Box is usually wasted on the Enutrof itself who is typically required to invest the bulk of its character points into Wisdom (and not vitality.)
But then, if you look at the Enutrof in terms of support, this %Heal is quite decent when used on a Sacrier, Iop, Ecaflip, Masqueraider, or other class which typically has a large number of hit-points. Pandora's Box reveals its true strength only in late- to end-game combat when used to support allies with over 3,000 hit-points. Pandora's Box is one of those spells in Dofus that is either/or: either you have it maxed at level 6, or you don't bother with it at all.
Pandora's Box can be a literal life-saver so long as it's at level 6 and is used every turn that it's available. Despite its drawbacks, it's one of the spells that I keep at level 6, I use it every fight, and I almost entirely overcome its MP-reduction malus by using Prime of Life to reduce targets' resistance to MP loss. If you can do a better battle strategy without Pandora'x Box, then you should, but I don't know how I'd get by without it.
Reducing Key
Among the Enutrof's defensive spells, Reducing Key is mandatory because it provides a measure of defense against the Enutrof's greatest threat: enemies with strong ranged attacks. For best defense against such enemies, the use of Reducing Key should be timed according to Living Bag's cool-down to re-cast in order to provide a constant defense.
Living Shovel
The Enutrof is considered a summoner class and is among the few classes which has three or more summons. And among the Enutrof's summons, the Living Shovel is among the most difficult to use. Living Shovel pushes enemies and also reduces their resistance to mp loss, but if you don't understand how its algorithm determines its behavior, you're better off not using it at all. In case you want to learn how the Living Shovel behaves, I've figured it out for you:
Because the Living Shovel has a lot of hit-points and strong resistances, it will usually stick around a lot longer than you want it to. And, in player-vs-player combat, players who know how the Living Shovel operates will usually position themselves to either side of it or between it and the Enutrof in order to benefit from what is essentially a free mp buff. If you're playing Chance, then you can frequently find yourself in the position that the Living Shovel will block your line of sight and offer a free shield to your enemy, but if you're playing a Strength or Intelligence Enutrof, you can use either Mound or Shovel Kiss to by-pass line of sight restrictions.
No matter the situation - player-vs-player or player-vs-monster - be exceedingly careful and attentive to how you use Living Shovel and don't be afraid to use Clumsiness or Shovel of Judgement against it in order to control its movement. You can also use Unsummoning against your Living Shovel to get rid of it when its no longer useful. If you do this, then you can very successfully use Living Shovel to foil enemies' positioning. If you don't do this, then you're shooting yourself in the foot.
The only upside to Living Shovel not mentioned already is that its casting range is fixed and can't be reduced. So if you happen to be wearing the class set, then you'll get +6 range to Living Shovel for a maximum casting range of 12 cells. This can be very useful for bunging up an enemy team's positioning when they think they're safe, but for reasons already stated above you've got to be EXCEEDINGLY CAREFUL how, where, and when you use it in a fight or I promise you'll regret it.
Greed
This is the quintessential Enutrof spell! Not only is Greed a terrific boost in any group play, but it's a necessary boost for Enutrofs who require the extra power to meaningfully participate in combat. As useful as Greed is, though, it must be used carefully and with a sense of timing. If you're playing an Intelligence Enutrof, then you don't have to worry about this too much since your primary attack (Ghostly Shovel) will quickly remove this buff from your enemies, but if you're not then pay attention to your enemies' ability to hit at a distance and ensure that you or your team have the upper hand before you cast it. Because Greed provides a +Power buff, it's going to provide the best help to the hardest-hitting attacks. A useful strategy for using Greed is to time its cool-down to re-cast against the cool-down to re-cast of Fortune. When timed appropriately, this can provide three turns of very hard hits.
Clumsiness
You might be thinking that I'd have called Clumsiness the quintessential Enutrof spell, but the truth is that there are several other classes with very effective spells to remove mp. Still, no other class has so many spells which work together to reduce mp or lower resistance to mp loss. Below level 100, Clumsiness is probably not going to be useful for the sole reason that it's actually quite difficult to reduce mp.
For those who aren't aware, mp-reduction is determined according to wisdom: 10 wisdom = 1 mp reduction. Now, that's not a bad ratio, but of course wisdom requires three character points to increase by one unit. What this means is that if you don't invest the majority or all of your character points into wisdom, you'll find that Clumsiness (and Shovel of Judgement) is ineffective at reducing mp. If you want to use mp-reduction as a primary combat strategy, then as a rule of thumb you should aim for at least 30 mp-reduction every 50 levels (30 at 50; 60 at 100; 90 at 150; and 120 at 200.)
98 MP-reduction is considered competitive for late- to end-game play, but more is always better and 30 MP-reduction per 50 levels is the bar you should aim for in order to use Clumsiness and MP-reduction as a primary strategy. Achieving 30 MP-reduction per 50 levels will probably require that you invest all your character points into wisdom and use both Friction and Shackler trophies.
If you're willing to invest the time and effort into doing so, you'll ultimately scroll your wisdom to 100, invest all your points into wisdom, and let your gear and trophy bonuses provide everything else. If you don't have the resources to scroll your Enutrof, then don't despair - you can still be very effective in combat even without doing so - but your focus will be on buffs, shields, heals, range reduction, and focusing on smaller targets while the hitters deal with the big ones.
Mass Clumsiness
Of all the Enutrof's spells, Mass Clumsiness is the odd one out. It's expensive to cast, it has a very long cool-down to re-cast, it doesn't reduce very many ap per target, and it doesn't have synergy with any of the Enutrof's other spells. If you like Mass Clumsiness, then you can use it, but based on my experience it's a waste of spell points and not worth using. If you think it's frustrating to fail at reducing mp with Clumsiness at 1 ap per cast, then you're going to be very frustrated when you spend 5 ap and fail to remove any ap from any of the enemies within the area of effect. Just as you're going to need 30 mp reduction per 50 levels to be effective, so too will you need 30 ap reduction per 50 levels to be effective. If you don't have that, then don't even bother with Mass Clumsiness - just leave the ap-reduction to the Xelors.
Fortune
The first thing I'll say about Fortune is that it's a mandatory spell for any Enutrof. The second thing I'll say about Fortune is that it just doesn't provide enough dodge to escape the very enemies it's supposed to help you avoid. At level 6, Fortune provides +40 dodge, but if you do the numbers that's only the equivalent of 400 agility, and the reality is that at late- to end-game levels many monsters and agility-built players will regularly have over 600 agility. Which is to say, you can't depend on Fortune to get you out of a tight spot - that's what Release is for. But that doesn't mean Fortune is useless. In fact, it's quite useful because unlike other classes' +Power buffs Fortune has good range, can be cast on allies, and kicks in on the second turn which means that it can be timed with other buffs to make the most of available action points.
Because Fortune provides +Dodge on the first turn and +Power on the second turn, it's most effectively paired with Pandora's Box: when cast at the same time, the Enutrof gains %Heal and +Dodge on the first turn, and on the second turn when the mp-reduction malus appears, the Enutrof gains a large +Power bonus to compensate for the decreased ability to keep enemies away.
Bribery
Among the spells which make the Enutrof unique is Bribery. At 7 ap, this is the Enutrof's single most expensive spell, but considering its effects I don't think that's unreasonable. Bribery's primary effect is to force the target to skip its turn, but its secondary effect is to heal the target. When cast against an enemy, it will heal 20% of hit-points, and when cast against an ally, it will heal 40% of hit-points. It will also impose an irremovable state in which the Enutrof may not use close-combat weapons for two turns, but as ill advisable as it is for an Enutrof to enter close combat, this isn't such a big deal. Although, if you're using a healing weapon such as an Archetypal Bow, Bribery will limit your ability to heal your teammates. Choices, choices...
Something else to remember about Bribery is that even when raised to level 6 and with a 5-turn cool-down to re-cast, this is the kind of spell that probably won't ever be used more than twice per fight. In practice, you'll typically use Bribery once early in the fight against a powerful enemy, and once toward the end of the fight to heal a weakened ally.
Living Chest
Yes... this is the reason you became an Enutrof, isn't it? There is nothing so sweet as getting a prospection bonus and two loot rolls in a fight. Apart from the extra loot, Living Chest is useful for obscuring enemies' line of sight, revealing invisible enemies and traps, and distracting monsters while you make a quick get-away. The case can be made the Living Shovel is a waste of spell points, but no matter how you slice it, Living Chest is a necessity.
Pull-Out
Like Bribery, Pull-Out is one of those spells which is very useful once per fight. Because the effects of Pull-Out aren't enhanced as the spell's level is increased, and there are other spells which would benefit more from the investment of spell points, there is no reason to invest spell points into Pull-Out.
Release
Even if you don't put any spell points into it, Release is going to be a necessary spell for any Enutrof for the sole reason that Fortune doesn't provide enough of a +Dodge buff to escape enemies with greater than 400 agility. Release is comparatively expensive in terms of its casting cost and at low levels has a long cool-down to re-cast, but if you're playing your Enutrof correctly, you won't need to use this more than once or twice per fight. Consider Release your final line of defense against enemies whose primary strategy is to lock and trap you.
Weapon Skill
Because the Enutrof is primarily a ranged fighter whose battle strategy relies on keeping away from enemies, Weapon Skill may or may not be something that you want to invest any spell points into. In late- to end-game situations, you might have a close-combat weapon capable of making enemies defecate themselves and which would benefit from the +Power buff of Weapon Skill, but generally speaking you're going to be putting your spell points elsewhere.
Having said that, though, Strength Enutrofs are quite capable of standing their ground in close combat and will benefit from the plentiful and usually well-maged equipment available for Earth/Strength fighters. In this situation, it would make sense to remove points from other spells and put them into Weapon Skill, but for such an Enutrof to be successful he or she would have to sacrifice some points in wisdom and put them into vitality so he or she could take as well as he or she gives.
Cawwot
If you so desire, you can enhance your defensive line and healing abilities with Cawwot. There are a few ways to use Cawwot: the first and most obvious way is to use it for healing, but there's a second use for Cawwot: blocking lines of sight. Excepting Shovel Kiss, Enutrofs typically require a line of sight to hit their targets, but then - almost everybody other class also requires a line of sight to hit you. If you're in a tough spot and don't have anywhere to hide, you can plant a Cawwot (and shield it with Living Bag) to block lines of sight and close avenues of approach. This doesn't sound like much, but if you can strategically use a Cawwot to make an enemy team waste one or more turns navigating around it or wasting action points to destroy it, this can give your team all the time you need to heal, buff, and get into position for a better offense. Choose wisely.
What Gear Should You Wear?
There're so many combinations of gear, trophies, weapons, pets, and mounts to can be tweaked to your preferred play style that it's impossible for me to provide one-size-fits-all templates. The short answer is to pick gear to augment your primary characteristic. If you're playing chance, pick strong water gear with an emphasis on +WaterDamage. If you're playing strength, pick strong earth gear with an emphasis on +Damage, +EarthDamage, or %Power. If you're playing intelligence, pick strong fire gear with an emphasis on +FireDamage.
Enutrofs of any build can thrive on only 8 ap below level 100, and while this isn't much of an issue for chance Enutrofs, strength and intelligence Enutrofs will also benefit from +Range equipment. Where possible, strive to reach 5 mp - the moment you can't move in a fight, you're dead. Work to maintain freedom of movement on the battlefield. If you want an easy way to play around with gear combinations, I recommend Dofus Planner. If you use this tool, be aware that it includes gear present in Dofus but not present in Touch. When in doubt, compare gear on Dofus Planner to gear in the Dofus Touch website's encyclopedia to be sure.
Having said that, though, here are some places to start building your gears:
Below lvl 50:
Level 50+
Special note: There are several terrific sets available for purchase in the Dofus Touch store. If they're available, the Percimol set is terrific for Chance and the Gadget set is terrific for Strength. If you're not picky about boosting your primary element, then an Eider set paired with Lucky Dice and a Gelano can carry you to 100. Fill out the missing pieces with trophies and other suitable gear and you'll do very well for yourself.
Level 100+:
This list is NOT exhaustive. There is a LOT of gear in Dofus and if you're clever you'll manage to combine pieces of gear from unrelated sets to get a stronger bonus than you would from a single set. Research the gear and weapons available to you at each level in the Encyclopedia and you'll save yourself a lot of time and frustration.
HOW TO GAIN XP
Below level 50, the best way to gain experience is to complete ALL the Incarnum and Astrub quests. Yes, they're dull, but they are in fact better xp per minute than anything you could do on your own or even in a group at this level. Even if you sacrifice your dignity and beg for a high-level player to feed you experience, unless you're full-wisdom and wearing +Wisdom gear (which means you'll be pretty much useless in combat on your own) you seriously won't get enough experience to make it worthwhile.
Also keep your eyes open for daily quests in Astrub with Kerub Crepin (east of the Bank); Captain Amakna (at the Kanojedo east of the Village zaap); one map north of the zaap in Sufokia for hunting Jellies; the Grocery Store in Sufokia for gathering pearls and hunting scarabugs; Almanax offerings; the Rabmarac joke quests inside the Almanax temple; and Dopples who also provide doploons for buying scrolls to improve your character or finance your gear.
Above level 50, some areas are better than others:
Above level 50, you can also make terrific experience by completing all the Wabbit Island quests. Yes, they're repetetive and can be irritating, but the quest rewards are quite good - and will also earn you a Cawwot dofus for your troubles. Don't forget that Cawwots are very valuable - anywhere from 2,000 to 3,000 kamas apiece - and can be crafted into Cawacola transport potions or used to purchase and re-sell Cawwot spell scrolls. Almost all wabbits - but especially Gwandpa and Wo wabbits - drop valuable resources, so you can acrue achievement points from wabbit quests at the same time you get rich on the resource market.
Above level 100, Frigost is an option if you have hunting partners. If not, look at the map to see the averaged level of monsters present in that area. If you're fighting solo, choose an area with an averaged monster level equal to your character level divided by three for fast fights that won't be too dangerous. For example, if your character level is 15, then you should hunt in an area with an averaged monster level of 5. Or if you're level 100, you should fight in an area with an averaged monster level between 30 and 35. Or if you're 150, you should fight in an area with an averaged monster level of 50.
The reason for selecting an area with averaged monster level of 1/3 your own level is because on every map there are three mobs (small, medium, and large) and the smallest mob is never composed of more than three monsters. If you follow this advice, you'll always have at least one mob on the map that you know you can fight that's close to your level cap for the best experience. Fast fights against small mobs isn't as exciting as a long, epic fight against one strong monster, but it makes for fast progress in terms of xp gained per minute.
And above all else, don't get locked into the belief that you have to hunt in Frigost to level your character! There are so many excellent areas and so many fun monsters to fight, so don't limit yourself. If you're not sure where to start, open your Achievements menu and look at all the ways you can gain experience from simply exploring new territories, completing challenges against monsters and dungeon bosses, raising your professions, gaining achievement-points, and more. The opportunities are nearly unlimited.
FINAL REMARKS
I love playing an Enutrof. I find it to be a deeply rewarding class, and I really enjoy the strategy of its game play style. One of the things I've learned about the Enutrof is that it really shines in a support role and its role in combat isn't best measured by what it can accomplish against a single target or in support of a single ally, but instead against an enemy team or in support of an allied team. Cosider, for example, that in a fight the Enutrof isn't fighting 4 enemies with 3 MP / 6 AP and 500 HP each, but one enemy with 12 MP, 24 AP, and 2,000 HP. Because the Enutrof his highly efficient at removing MP, consider that an Enutrof with 11 AP and max-level Shovel of Judgement and Clumsiness can remove potentially 13 AP per turn from a total of five different targets.
Or consider the Masqueraider's Ardour: +150% Power is nearly the same as the Enutrof's Greed. But unlike Ardour which can only buff a single target for a total of +150% power, in a team of eight fighters the Enutrof's Greed can buff fighters for a combined total of +1,200% power.
Or, consider Mass Clumsiness. At max level on a critical hit, at -2 AP per target for 4 turns, this means that against a team of 8 enemies all caught within the area of effect, this is potentially a combined total of 64 AP removed from up to 8 different targets over 4 turns. I dare you to find a Xelor who can provide the same volume of AP reduction over the same number of turns.
Or, just in terms of damage, look at Mound. Assuming a level 150 Enutrof equipped with nothing but a Moowolf set and with only 100 points invested into Strength buffed by both Greed and Fortune for base +450 power on a non-linear ranged attack up to 11 cells in any direction with a cross of arms seven cells long each cast twice with a hypothetical base damage of 202-229 per target in the area of effect, against four targets this is a combined 1,616-1,832 damage. Chopping nearly 1,900 hit points off the enemy team's combined total vitality is nothing to sneeze at.
Or consider Ghostly Shovel. The Sadida, for example, has Insolent Bramble which can remove up to 4 turns' duration of effects, but this comes with limitations: it's 3 ap to cast, can be cast only once every three turns, can be cast in a straight line only, and at best removes 4 turns' duration of effects. But the Enutrof's Ghostly Shovel - albeit also at 3 AP per cast - is non-linear and can be cast twice per turn which means that over the same span of the 3 turns where the Sadida can only remove 4 turns' duration of effects from one target, the Enutrof can remove a combined total of 6 turns' duration of effects from among 6 targets.
And so on. There are more examples I can give about how the Enutrof is strongest not in terms of overall, combined team output, but suffice it to say: Don't look at the micro, look at the macro, and I promise you'll gain a whole new apprecation for what it means to be an Enutrof.
GOOD LUCK!
_________________________________
Roaming hands and rushing fingers - such is the life of a greedy Enutrof who's set for him or herself no other goal than to acquire vast riches and every comfort known in the World of 12. Welcome, Enutrof! Embrace materialism and drink deeply from the cup of life. This is what it means to be an Enutrof - are you up to the challenge?
If so, then you'd better be ready for a challenge because to play an Enutrof successfully will require a strong sense of timing and rhythm, knowledge of how to magnify other classes' strengths and exploit their weaknesses, careful attention to distance, understanding of how to balance cool-down of multiple spells, and an honest appraisal of your own capabilities and how to work with a team. It's not for nothing that the Enutrof is ranked two of three stars in terms of difficulty. Played poorly, you'll endure unending frustration - but played strongly, you'll infuriate your enemies and ingratiate yourself with your allies.
Having said that, though, the Enutrof is a terrific class for new players because of its versatility. Depending on how they're built, Enutrofs are quite capable of dominating early- to mid-game content, and considering how much content there is below level 120, this opens a lot of doors. Approaching late- to end-game content, however, the Enutrof will be required to adapt and overcome. All of which is to say, the game-life of an Enutrof is varied and provides great entertainment.
The Good
Enutrofs are versatile, strong at solo play in early- to mid-game content, have a variety of strategic options for defeating many kinds of enemies, and are very capable of providing heals, shields, map manipulation, and needed buffs to allies - not to mention the benefit of an extra loot-roll from Living Chest after level 100!
The Bad
Enutrofs don't hit as hard as several other classes, and this paired with both per-turn and per-target as well as several minimum-range spell-casting restrictions limits the ability to carry a fight - especially on tight maps with nowhere to go. In late- to end-game levels, Enutrofs will be dependent on harder-hitting allies to complete fights in a timely manner.
The Ugly
Enutrofs are very weak against enemies with strong, long-ranged attacks, and also lack the ability to easily escape from enemies with high lock and powerful close-ranged attacks. Because the Enutrof's character points will be largely invested into wisdom, this leaves little room for vitality to endure sustained damage or initiative to fight ahead of the very enemies the Enutrof needs to avoid. Enutrofs are also fatally weak to range-reduction and are largely incapacitated by the very strategies they use against their enemies.
What Kind of Enutrof Are You?
There are three primary ways to build an Enutrof: Water, Earth, and Fire. The Water build is the most common for the sole reason that the water Enutrof has excellent soft-caps and has the most versatility in terms of offensive capabilities at the earliest levels. The Earth build is less common but still quite capable and gains a very early area-of-effect attack. The Fire build is highly effective in player-vs-player combat, but is also the most difficult way to build an Enutrof and is a poor choice for new players.
If you're a brand-new Entrof without any ability to generate revenue for yourself, then you should play either chance or strength, invest all your character points into your primary characteristic through the end of the 3:1 soft-cap, and put the rest into vitality. Wisdom is generally very important for an Enutrof, but unless you've scrolled your wisdom and have acquired what's usually very expensive gear, you have no real hope of using mp reduction as a strong defense. You can choose to put all your characteristic points into wisdom, but I think you'll find that your vitality, initiative, and elemental damage are pathetically low. In this scenario, it's better to get your wisdom and mp reduction bonuses from gear, trophies, and pets than through characteristic points.
You'll ultimately want to scroll your Enutrof. It's disappointing to not be able to use Clumsiness to its maximum, but if you invest your character points into a single element through the end of the 3:1 soft cap and put the rest into vitality - and equip suitable gear and trophies - then you can easily defeat all the dopples at the 100-110 range. If you give 90% of your experience to your guild, then you'll be able to stay at this range for quite a while until you've gathered 100 points of wisdom scrolls and optionally 100 points of vitality and either chance, strength, or intelligence scrolls. If you've taken the time to learn some professions, then you can use your income to acquire scrolls even faster.
Once you've acquired your scrolls, reset your Enutrof back to zero, scroll your characteristics, and put all your points into wisdom. You'll never invest any points into anything other than wisdom ever again - this is necessary so that you can play your role as a movement-point reducer to the maximum. Your gear and +Power spell bonuses will carry you the rest of the way.
It's my opinion that the Enutrof is best in a support role, but there are plenty of people who also see it as a hitter. If you don't want to put all your points into wisdom, you can keep them in chance or strength through the end of your 3:1 soft cap and put the rest into either vitality or wisdom. This works great for basically everything before Snowfoux, but when you start fighting mobs with multiple monsters having more then 5,000 HP, my opinion is that it's better to focus on crowd control and helping the hitters hit without getting hit back.
There are other ways to play your Enutrof including Water/Earth hybrid and omni-element/Wisdom, but those are advanced builds which require you to invest substantial time, resources, or money into acquiring characteristic scrolls and equipment. If you choose to play an advanced build beyond what I've listed in this tutorial, you're entirely on your own!
Three Easy Steps to Choosing Your Spells
#1) In order from easiest to hardest, pick one set of three attacks:
- * Water) Coins Throwing; Shovel of Judgement; Slaughtering Shovel
- ** Earth) Prime of Life; Shovel Throwing; Mound
- *** Fire) Unsummoning; Shovel Kiss; Ghostly Shovel
#2) Pick 10 of the following:
- Living Bag
- Acceleration
- Pandora's Box
- Reducing Key
- Living Shovel
- Greed
- Clumsiness
- Mass Clumsiness
- Fortune
- Bribery
- Living Chest
- Pull Out
- Weapon Skill
- Release
- Cawwot
#3) Invest Spell Points
All 13 of the chosen spells should be first raised to level 4. Once they've been raised to Level 4, they may be raised to level 5 according to your preference, and from there to level 6 as they become available. There are two reasons for this strategy. First, the Enutrof depends on a variety of spells to maintain its defensive and offensive capabilities. Second, 13 spells is the magic number which permits each one to be raised to level 6 by the time the player achieves level 200.
Chance / Water Spells
Coins Throwing
At 2 ap, Coins Throwing is the cheapest offensive spell available to the Enutrof and when paired with a +Damage or +WaterDamage set is the fastest way to increase damage output for an Enutrof below level 100. Even after level 100, on a damage/ap ratio, Coins Throwing is highly economical. If you're playing a Chance/Water Enutrof, then this will be your only attack until level 60. Equip a Farmer set or a combination of Bandit and Prespic set, and you'll be dealing damage on par or better than a Cra below level 50 - and that's nothing to sneeze at for a class which is largely defensive and thrives in a support role.
Shovel of Judgement
The good part about SoJ is that it has decent range (with no minimum range like the Masqueraider's Apathy), can remove up to 2 mp from its target, and may be cast on the same target twice per turn. The bad part about SoJ is that it just doesn't deal a lot of damage. Despite this, it's a solid spell and will be a staple weapon in the Chance Enutrof's arsenal. To make the most out of this spell, the Enutrof should have at least 30 mp reduction per 50 levels, so this is probably going to necessitate that character points be diverted from Chance into Wisdom. Choose appropriate gear, trophies, and pet or mount to provide necessary +Chance for adequate damage.
Slaughtering Shovel
This is the Enutrof's hardest-hitting spell, and nothing else even comes close. The downside to SS is that it has a minimum range which prevents it from being used in close-ranged combat against the very enemies the Enutrof would most like to avoid. And of course, at 5 ap per cast, it's also the most expensive offensive spell in the Enutrof's arsenal. Fortunately, it has a very long range and is capable of significant damage on an individual target. Be mindful of its ap cost and you'll never go wrong.
Strength / Earth
Shovel Throwing
If you choose to play strength, then Shovel Throwing is going to be a waste of your time until you have 8 ap. Until then, Mound (at 3 ap per cast) is going to be your primary offensive spell. Having said that, though, Shovel Throwing is a very strong offensive spell for the earth Enutrof and benefits greatly from the +Power buff provided by Fortune and Greed. Once you have a gear combination which provides at least 8 ap, you'll appreciate Shovel Throwing's range and damage out-put. If you don't have equipment which provides at least 8 ap, then you may choose to leave this spell un-leveled and put the points instead into Mound.
Prime of Life
Among the Enutrof's three hardest-hitting spells, Prime of Life is the second-most useful because it not only deals a hefty whack of damage and reduces the target's defense against mp-reduction, but its range cannot be reduced. Granted, it doesn't have a lot of range to begin with, but because the Enutrof's primary strategy is to simply keep away and peck enemies to death from a distance, Prime of Life is primarily a defensive spell used against enemies which get too close.
It can also be paired with Shovel of Judgement for a frustrating one-two punch, so even if you're playing a Chance Enutrof, you should consider keeping this in your battle menu to use against enemies which stubbornly resist mp loss.
And here's a pro tip: Prime of Life's ability to reduce resistance to MP loss pairs nicely with Pandora's Box which imposes a malus on MP reduction. Use these two in tandem and you'll never go wrong.
Mound
If you choose to play strength, then Mound will be your primary attack until you have 8 ap. Before then, with 6-7 ap, Mound will be your primary attack and is a natural fit with Greed. Start your turn with Greed, hit with Mound once, and on your next turn hit with Mound twice. This is a very effective way to generate a high total amount of damage against large mobs of enemies in early- to mid-game levels. At late- to end-game levels, Mound will still be useful - especially for hitting around and through obstacles which would normally block line of sight - but it must be augmented by gear with strong +Damage or +EarthDamage bonuses. At level 6, Mound is especially good for harassing targets at range and generally denying their ability to benefit from easy cover.
Intelligence / Fire
Ghostly Shovel
Among the earliest spells an Enutrof receives, Ghostly Shovel hits the hardest. Unfortunately, it can only be cast against a target once per turn, and this is even further limited by the Enutrof's terrible Intelligence soft-caps. If you want to play with fire, then you should read my remarks elsewhere in the guide about how to do so, but even if you're not playing a fire-built Enutrof you should keep this spell accessible in your battle menu because its ability to de-buff both allies and enemies is very useful. Remember: Ghostly Shovel doesn't harm allies! Even though it only removes one turn's duration of effects, this is deeply frustrating for Sacriers, Masqueraiders, and Fecas (among others) who depend on their buffs to succeed in combat.
Shovel Kiss
As mentioned before, Enutrofs have pitiful soft-caps for Intelligence. This is compounded by the fact that Shovel Kiss is a lackluster spell: its range is mediocre and its damage is poor. Its ability to hit without a line of sight is very useful, but at 3 ap per cast this makes it a less economical choice than Leek Pie. If you're going to play Intelligence, you'd do well to acquire a Leek Pie scroll before you ever start. Shovel Kiss isn't worthless, but if you're going to make the most of it then you need to pair it with a strong +Damage or +FireDamage set because it just doesn't have a high enough base damage to meaningfully benefit from Fortune or Greed.
Unsummoning
Ah... unsummoning... few attacks in the Enutrof's arsenal are so infuriating as Unsummoning and the ability to deal wicked damage to enemy summons and turrets. One of the Enutrof's greatest weaknesses is managing large mobs of enemies, and this weakness reveals itself acutely in player-vs-player combat against Osamodases and Foggernauts. Excepting the Osamodas's Wyrmling, Unsusummoning is a foil to most summons and especially to turrets - many of which can be killed or put on death's doorstep with one shot.
The downside to Unsummoning is that it doesn't have terrific range, it can be cast in a straight line only, and a few summons you would most want to eliminate (the Ecaflip's kitten, or the Osamodas's Wyrm) are resistant to fire. Fortunately, Unsummoning is only 4 ap to cast and can be cast twice per turn (though not against the same target.)
What needs to mentioned here is that even though Unsummoning can do spectacular damage against summons, that's still damage against summons. The summoner him or herself is still probably somebody that the team's primary hitter is going to deal with, so remember your place: even with your ability to dispatch summons, you're still in a support role and should respect your limitations.
Defensive, Strategic, and Support Spells
Living Bag
This is the Enutrof's primary means of survival. The living bag provides a much-needed shield to help the Enutrof endure damage, but in a support capacity also permits the Enutrof to shield allies. To make the most out of the living bag (especially against enemies with ranged attacks), Enutrofs should balance its cool-down to re-cast against the cool-down to re-cast of Reducing Key. This combination of alternating range-denial and shielding provides the maximum defense. Such a rhythm isn't always possible, but when it is possible, it should be practiced. As a side note, Enutrofs below level 100 should have a gear combination which provides a minimum of 2 summons - 1 for Living Bag, and another for Living Shovel (which will be discussed shortly.)
Acceleration
This is a critical spell for the Enutrof and is very versatile. Unlike other classes' +MP spells, Acceleration can be cast on both the Enutrof and his or her allies, is both long-distance and non-linear, and doesn't require a line of sight. Naturally, the Enutrof will want to keep this for him or herself, but so many of the Enutrof's spells are intended to support group-play, and this is one of them. The Enutrof will primarily use this spell on him or herself to either escape battle and move away from enemies, help allies enter or escape combat, or to enter combat and provide close-ranged support to allies. Since Acceleration and most of the Enutrof's spells are medium to long-ranged, this gives you an idea how Acceleration is most effectively used: on other players at medium- to long-range.
Pandora's Box
Of all the Enutrof's spells, Pandora's Box is among the more problematic. The good news is that it's a %Heal which works as well no matter the Enutrof's intelligence (which usually determines the quality of heals), but the bad news is that it's a rather low %Heal, has a relatively long cool-down to re-cast below level 6, and negatively impacts the Enutrof's strongest strategic ability to reduce movement points. Even worse, the %Heal of Pandora's Box is usually wasted on the Enutrof itself who is typically required to invest the bulk of its character points into Wisdom (and not vitality.)
But then, if you look at the Enutrof in terms of support, this %Heal is quite decent when used on a Sacrier, Iop, Ecaflip, Masqueraider, or other class which typically has a large number of hit-points. Pandora's Box reveals its true strength only in late- to end-game combat when used to support allies with over 3,000 hit-points. Pandora's Box is one of those spells in Dofus that is either/or: either you have it maxed at level 6, or you don't bother with it at all.
Pandora's Box can be a literal life-saver so long as it's at level 6 and is used every turn that it's available. Despite its drawbacks, it's one of the spells that I keep at level 6, I use it every fight, and I almost entirely overcome its MP-reduction malus by using Prime of Life to reduce targets' resistance to MP loss. If you can do a better battle strategy without Pandora'x Box, then you should, but I don't know how I'd get by without it.
Reducing Key
Among the Enutrof's defensive spells, Reducing Key is mandatory because it provides a measure of defense against the Enutrof's greatest threat: enemies with strong ranged attacks. For best defense against such enemies, the use of Reducing Key should be timed according to Living Bag's cool-down to re-cast in order to provide a constant defense.
Living Shovel
The Enutrof is considered a summoner class and is among the few classes which has three or more summons. And among the Enutrof's summons, the Living Shovel is among the most difficult to use. Living Shovel pushes enemies and also reduces their resistance to mp loss, but if you don't understand how its algorithm determines its behavior, you're better off not using it at all. In case you want to learn how the Living Shovel behaves, I've figured it out for you:
- The Living Shovel tends to prefer summoners over summons.
- The Living Shovel will always move to push the enemy within closest range of its movement points which can be pushed the furthest.
- The Living Shovel prefers to push more than one enemy per turn, and will repeat the the previous step after pushing one enemy but before choosing the next enemy.
- The Living Shovel will choose the most direct path even if this carries it through glyphs, traps, and fire-walls, and will also avoid positioning itself between two enemies at a time.
- If the Living Shovel is between the Enutrof and a target, it will push the target away from the Enutrof.
- If the Living Shovel is separated by an enemy from the Enutrof, then the Living Shovel will push the enemy toward the Enutrof.
- If the Living Shovel is the same distance away from the Enutrof as the enemy, it will push the enemy to the side.
- If the Living Shovel is surrounded by multiple enemies, it will usually push the enemy which can be moved the furthest.
Because the Living Shovel has a lot of hit-points and strong resistances, it will usually stick around a lot longer than you want it to. And, in player-vs-player combat, players who know how the Living Shovel operates will usually position themselves to either side of it or between it and the Enutrof in order to benefit from what is essentially a free mp buff. If you're playing Chance, then you can frequently find yourself in the position that the Living Shovel will block your line of sight and offer a free shield to your enemy, but if you're playing a Strength or Intelligence Enutrof, you can use either Mound or Shovel Kiss to by-pass line of sight restrictions.
No matter the situation - player-vs-player or player-vs-monster - be exceedingly careful and attentive to how you use Living Shovel and don't be afraid to use Clumsiness or Shovel of Judgement against it in order to control its movement. You can also use Unsummoning against your Living Shovel to get rid of it when its no longer useful. If you do this, then you can very successfully use Living Shovel to foil enemies' positioning. If you don't do this, then you're shooting yourself in the foot.
The only upside to Living Shovel not mentioned already is that its casting range is fixed and can't be reduced. So if you happen to be wearing the class set, then you'll get +6 range to Living Shovel for a maximum casting range of 12 cells. This can be very useful for bunging up an enemy team's positioning when they think they're safe, but for reasons already stated above you've got to be EXCEEDINGLY CAREFUL how, where, and when you use it in a fight or I promise you'll regret it.
Greed
This is the quintessential Enutrof spell! Not only is Greed a terrific boost in any group play, but it's a necessary boost for Enutrofs who require the extra power to meaningfully participate in combat. As useful as Greed is, though, it must be used carefully and with a sense of timing. If you're playing an Intelligence Enutrof, then you don't have to worry about this too much since your primary attack (Ghostly Shovel) will quickly remove this buff from your enemies, but if you're not then pay attention to your enemies' ability to hit at a distance and ensure that you or your team have the upper hand before you cast it. Because Greed provides a +Power buff, it's going to provide the best help to the hardest-hitting attacks. A useful strategy for using Greed is to time its cool-down to re-cast against the cool-down to re-cast of Fortune. When timed appropriately, this can provide three turns of very hard hits.
Clumsiness
You might be thinking that I'd have called Clumsiness the quintessential Enutrof spell, but the truth is that there are several other classes with very effective spells to remove mp. Still, no other class has so many spells which work together to reduce mp or lower resistance to mp loss. Below level 100, Clumsiness is probably not going to be useful for the sole reason that it's actually quite difficult to reduce mp.
For those who aren't aware, mp-reduction is determined according to wisdom: 10 wisdom = 1 mp reduction. Now, that's not a bad ratio, but of course wisdom requires three character points to increase by one unit. What this means is that if you don't invest the majority or all of your character points into wisdom, you'll find that Clumsiness (and Shovel of Judgement) is ineffective at reducing mp. If you want to use mp-reduction as a primary combat strategy, then as a rule of thumb you should aim for at least 30 mp-reduction every 50 levels (30 at 50; 60 at 100; 90 at 150; and 120 at 200.)
98 MP-reduction is considered competitive for late- to end-game play, but more is always better and 30 MP-reduction per 50 levels is the bar you should aim for in order to use Clumsiness and MP-reduction as a primary strategy. Achieving 30 MP-reduction per 50 levels will probably require that you invest all your character points into wisdom and use both Friction and Shackler trophies.
If you're willing to invest the time and effort into doing so, you'll ultimately scroll your wisdom to 100, invest all your points into wisdom, and let your gear and trophy bonuses provide everything else. If you don't have the resources to scroll your Enutrof, then don't despair - you can still be very effective in combat even without doing so - but your focus will be on buffs, shields, heals, range reduction, and focusing on smaller targets while the hitters deal with the big ones.
Mass Clumsiness
Of all the Enutrof's spells, Mass Clumsiness is the odd one out. It's expensive to cast, it has a very long cool-down to re-cast, it doesn't reduce very many ap per target, and it doesn't have synergy with any of the Enutrof's other spells. If you like Mass Clumsiness, then you can use it, but based on my experience it's a waste of spell points and not worth using. If you think it's frustrating to fail at reducing mp with Clumsiness at 1 ap per cast, then you're going to be very frustrated when you spend 5 ap and fail to remove any ap from any of the enemies within the area of effect. Just as you're going to need 30 mp reduction per 50 levels to be effective, so too will you need 30 ap reduction per 50 levels to be effective. If you don't have that, then don't even bother with Mass Clumsiness - just leave the ap-reduction to the Xelors.
Fortune
The first thing I'll say about Fortune is that it's a mandatory spell for any Enutrof. The second thing I'll say about Fortune is that it just doesn't provide enough dodge to escape the very enemies it's supposed to help you avoid. At level 6, Fortune provides +40 dodge, but if you do the numbers that's only the equivalent of 400 agility, and the reality is that at late- to end-game levels many monsters and agility-built players will regularly have over 600 agility. Which is to say, you can't depend on Fortune to get you out of a tight spot - that's what Release is for. But that doesn't mean Fortune is useless. In fact, it's quite useful because unlike other classes' +Power buffs Fortune has good range, can be cast on allies, and kicks in on the second turn which means that it can be timed with other buffs to make the most of available action points.
Because Fortune provides +Dodge on the first turn and +Power on the second turn, it's most effectively paired with Pandora's Box: when cast at the same time, the Enutrof gains %Heal and +Dodge on the first turn, and on the second turn when the mp-reduction malus appears, the Enutrof gains a large +Power bonus to compensate for the decreased ability to keep enemies away.
Bribery
Among the spells which make the Enutrof unique is Bribery. At 7 ap, this is the Enutrof's single most expensive spell, but considering its effects I don't think that's unreasonable. Bribery's primary effect is to force the target to skip its turn, but its secondary effect is to heal the target. When cast against an enemy, it will heal 20% of hit-points, and when cast against an ally, it will heal 40% of hit-points. It will also impose an irremovable state in which the Enutrof may not use close-combat weapons for two turns, but as ill advisable as it is for an Enutrof to enter close combat, this isn't such a big deal. Although, if you're using a healing weapon such as an Archetypal Bow, Bribery will limit your ability to heal your teammates. Choices, choices...
Something else to remember about Bribery is that even when raised to level 6 and with a 5-turn cool-down to re-cast, this is the kind of spell that probably won't ever be used more than twice per fight. In practice, you'll typically use Bribery once early in the fight against a powerful enemy, and once toward the end of the fight to heal a weakened ally.
Living Chest
Yes... this is the reason you became an Enutrof, isn't it? There is nothing so sweet as getting a prospection bonus and two loot rolls in a fight. Apart from the extra loot, Living Chest is useful for obscuring enemies' line of sight, revealing invisible enemies and traps, and distracting monsters while you make a quick get-away. The case can be made the Living Shovel is a waste of spell points, but no matter how you slice it, Living Chest is a necessity.
Pull-Out
Like Bribery, Pull-Out is one of those spells which is very useful once per fight. Because the effects of Pull-Out aren't enhanced as the spell's level is increased, and there are other spells which would benefit more from the investment of spell points, there is no reason to invest spell points into Pull-Out.
Release
Even if you don't put any spell points into it, Release is going to be a necessary spell for any Enutrof for the sole reason that Fortune doesn't provide enough of a +Dodge buff to escape enemies with greater than 400 agility. Release is comparatively expensive in terms of its casting cost and at low levels has a long cool-down to re-cast, but if you're playing your Enutrof correctly, you won't need to use this more than once or twice per fight. Consider Release your final line of defense against enemies whose primary strategy is to lock and trap you.
Weapon Skill
Because the Enutrof is primarily a ranged fighter whose battle strategy relies on keeping away from enemies, Weapon Skill may or may not be something that you want to invest any spell points into. In late- to end-game situations, you might have a close-combat weapon capable of making enemies defecate themselves and which would benefit from the +Power buff of Weapon Skill, but generally speaking you're going to be putting your spell points elsewhere.
Having said that, though, Strength Enutrofs are quite capable of standing their ground in close combat and will benefit from the plentiful and usually well-maged equipment available for Earth/Strength fighters. In this situation, it would make sense to remove points from other spells and put them into Weapon Skill, but for such an Enutrof to be successful he or she would have to sacrifice some points in wisdom and put them into vitality so he or she could take as well as he or she gives.
Cawwot
If you so desire, you can enhance your defensive line and healing abilities with Cawwot. There are a few ways to use Cawwot: the first and most obvious way is to use it for healing, but there's a second use for Cawwot: blocking lines of sight. Excepting Shovel Kiss, Enutrofs typically require a line of sight to hit their targets, but then - almost everybody other class also requires a line of sight to hit you. If you're in a tough spot and don't have anywhere to hide, you can plant a Cawwot (and shield it with Living Bag) to block lines of sight and close avenues of approach. This doesn't sound like much, but if you can strategically use a Cawwot to make an enemy team waste one or more turns navigating around it or wasting action points to destroy it, this can give your team all the time you need to heal, buff, and get into position for a better offense. Choose wisely.
What Gear Should You Wear?
There're so many combinations of gear, trophies, weapons, pets, and mounts to can be tweaked to your preferred play style that it's impossible for me to provide one-size-fits-all templates. The short answer is to pick gear to augment your primary characteristic. If you're playing chance, pick strong water gear with an emphasis on +WaterDamage. If you're playing strength, pick strong earth gear with an emphasis on +Damage, +EarthDamage, or %Power. If you're playing intelligence, pick strong fire gear with an emphasis on +FireDamage.
Enutrofs of any build can thrive on only 8 ap below level 100, and while this isn't much of an issue for chance Enutrofs, strength and intelligence Enutrofs will also benefit from +Range equipment. Where possible, strive to reach 5 mp - the moment you can't move in a fight, you're dead. Work to maintain freedom of movement on the battlefield. If you want an easy way to play around with gear combinations, I recommend Dofus Planner. If you use this tool, be aware that it includes gear present in Dofus but not present in Touch. When in doubt, compare gear on Dofus Planner to gear in the Dofus Touch website's encyclopedia to be sure.
Having said that, though, here are some places to start building your gears:
Below lvl 50:
- General purpose: Adventurer Set
- Pet: Little Black Bow Wow is cheap to obtain and easy to feed with any variety of fish for +50 power.
- Chance: Moskito, Farmer, Bandit, and Prespic sets. Combine pieces for the best +Damage bonus. In particular, the entire Farmer set can be dropped from the Famished Sunflower in Field dungeon.
- Bow Meow: Cheap to obtain and easy to feed with Trout for +80 chance.
- Strength: Ronin Chafer set + Lucky Dice + Gelano for early 8ap/4mp
- Pet: Little Black Bow Wow is cheap to obtain and easy to feed with any variety of fish for +50 power. A Wabbit or Bwak is useful as well, but is either slower to feed or more expensive to obtain.
- Intelligence: Gobball set + Mental ring
- Pet: Bow Meow: Cheap to obtain and easy to feed with Gudgeon for +80 intelligence.
Level 50+
Special note: There are several terrific sets available for purchase in the Dofus Touch store. If they're available, the Percimol set is terrific for Chance and the Gadget set is terrific for Strength. If you're not picky about boosting your primary element, then an Eider set paired with Lucky Dice and a Gelano can carry you to 100. Fill out the missing pieces with trophies and other suitable gear and you'll do very well for yourself.
- Chance: Indigo blop, Akwadala sets
- Strength: Pippin Blop set, Terrdala sets
- Boowolf set isn't great for +Strength, but it does give some agility and can be recycled into your Moowolf set at 150.
- Intelligence: Morello Cherry Blop, Feudala sets.
- Mount: Get a +Range, +MP, or +Element mount depending on what your other equipment lacks. Beyond level 50, 4 MP is a bare minimum. You MUST have 4 mp or else be prepared to suffer death over and over again.
- Trophies: Friction and Shackler are mandatory for MP reduction. Depending on your needs, you can also equip a Twitcher for +Range or a Voyager for +MP. A +Element trophy will help your initiative and damage output, but a Cawwot Dofus will improve your MP reduction. Consider also a Survivor for +Vitality.
Level 100+:
- Chance: Ancestral (maged for water), Royal Mastogob set, Minotot set, Sovereign set
- Strength: Ancestral (maged for strength), Royal Pingwin set, Moowolf set
- Intelligence: Soft Oak, Obsidemon set
This list is NOT exhaustive. There is a LOT of gear in Dofus and if you're clever you'll manage to combine pieces of gear from unrelated sets to get a stronger bonus than you would from a single set. Research the gear and weapons available to you at each level in the Encyclopedia and you'll save yourself a lot of time and frustration.
HOW TO GAIN XP
Below level 50, the best way to gain experience is to complete ALL the Incarnum and Astrub quests. Yes, they're dull, but they are in fact better xp per minute than anything you could do on your own or even in a group at this level. Even if you sacrifice your dignity and beg for a high-level player to feed you experience, unless you're full-wisdom and wearing +Wisdom gear (which means you'll be pretty much useless in combat on your own) you seriously won't get enough experience to make it worthwhile.
Also keep your eyes open for daily quests in Astrub with Kerub Crepin (east of the Bank); Captain Amakna (at the Kanojedo east of the Village zaap); one map north of the zaap in Sufokia for hunting Jellies; the Grocery Store in Sufokia for gathering pearls and hunting scarabugs; Almanax offerings; the Rabmarac joke quests inside the Almanax temple; and Dopples who also provide doploons for buying scrolls to improve your character or finance your gear.
Above level 50, some areas are better than others:
- Chance: Kanigers are weak to water and are excellent for experience. They don't drop anything particularly valuable, but with their weaknesses they'll be easy work. Their nails at least can be combined with Chafer Bones to craft Almanax Temple transport potions. If you want to make good money while you grind monsters for experience, then you can hunt prespics, boars, and wolves in the Astrub Forest, the Milicluster, the Edge of the Evil Forest, and Amakna Forest. Bones, hair, and leather from both boars and wolves are always wanted by tailors and shoemakers.
- Strength: Few monsters worth hunting are weak to Earth, but fortunately not all of them are strong against it, either. At this level, you can make terrific experience on skeletons in the Bonta Cemetery or Eltneg Forest. Another good option is Boars or Miliboowolves in the Milicluster. You can also fight Plain Cracklers who are weak to Earth and drop a variety of valuable gemstones. Speaking for myself, I worked my way to 100 almost entirely on skeletons in Eltneg Forest.
- Intelligence: Sewer rats and Treechnids make easy targets and like skeletons can carry you to 100. Also keep in mind that Rat Fangs are quite valuable (they're used to craft perceptor potions) and Treechnids drop amber which jewelers use to craft AP runes. Treechnids are pure money so you can make fast cash at the same time as you gain xp.
Above level 50, you can also make terrific experience by completing all the Wabbit Island quests. Yes, they're repetetive and can be irritating, but the quest rewards are quite good - and will also earn you a Cawwot dofus for your troubles. Don't forget that Cawwots are very valuable - anywhere from 2,000 to 3,000 kamas apiece - and can be crafted into Cawacola transport potions or used to purchase and re-sell Cawwot spell scrolls. Almost all wabbits - but especially Gwandpa and Wo wabbits - drop valuable resources, so you can acrue achievement points from wabbit quests at the same time you get rich on the resource market.
Above level 100, Frigost is an option if you have hunting partners. If not, look at the map to see the averaged level of monsters present in that area. If you're fighting solo, choose an area with an averaged monster level equal to your character level divided by three for fast fights that won't be too dangerous. For example, if your character level is 15, then you should hunt in an area with an averaged monster level of 5. Or if you're level 100, you should fight in an area with an averaged monster level between 30 and 35. Or if you're 150, you should fight in an area with an averaged monster level of 50.
The reason for selecting an area with averaged monster level of 1/3 your own level is because on every map there are three mobs (small, medium, and large) and the smallest mob is never composed of more than three monsters. If you follow this advice, you'll always have at least one mob on the map that you know you can fight that's close to your level cap for the best experience. Fast fights against small mobs isn't as exciting as a long, epic fight against one strong monster, but it makes for fast progress in terms of xp gained per minute.
And above all else, don't get locked into the belief that you have to hunt in Frigost to level your character! There are so many excellent areas and so many fun monsters to fight, so don't limit yourself. If you're not sure where to start, open your Achievements menu and look at all the ways you can gain experience from simply exploring new territories, completing challenges against monsters and dungeon bosses, raising your professions, gaining achievement-points, and more. The opportunities are nearly unlimited.
FINAL REMARKS
I love playing an Enutrof. I find it to be a deeply rewarding class, and I really enjoy the strategy of its game play style. One of the things I've learned about the Enutrof is that it really shines in a support role and its role in combat isn't best measured by what it can accomplish against a single target or in support of a single ally, but instead against an enemy team or in support of an allied team. Cosider, for example, that in a fight the Enutrof isn't fighting 4 enemies with 3 MP / 6 AP and 500 HP each, but one enemy with 12 MP, 24 AP, and 2,000 HP. Because the Enutrof his highly efficient at removing MP, consider that an Enutrof with 11 AP and max-level Shovel of Judgement and Clumsiness can remove potentially 13 AP per turn from a total of five different targets.
Or consider the Masqueraider's Ardour: +150% Power is nearly the same as the Enutrof's Greed. But unlike Ardour which can only buff a single target for a total of +150% power, in a team of eight fighters the Enutrof's Greed can buff fighters for a combined total of +1,200% power.
Or, consider Mass Clumsiness. At max level on a critical hit, at -2 AP per target for 4 turns, this means that against a team of 8 enemies all caught within the area of effect, this is potentially a combined total of 64 AP removed from up to 8 different targets over 4 turns. I dare you to find a Xelor who can provide the same volume of AP reduction over the same number of turns.
Or, just in terms of damage, look at Mound. Assuming a level 150 Enutrof equipped with nothing but a Moowolf set and with only 100 points invested into Strength buffed by both Greed and Fortune for base +450 power on a non-linear ranged attack up to 11 cells in any direction with a cross of arms seven cells long each cast twice with a hypothetical base damage of 202-229 per target in the area of effect, against four targets this is a combined 1,616-1,832 damage. Chopping nearly 1,900 hit points off the enemy team's combined total vitality is nothing to sneeze at.
Or consider Ghostly Shovel. The Sadida, for example, has Insolent Bramble which can remove up to 4 turns' duration of effects, but this comes with limitations: it's 3 ap to cast, can be cast only once every three turns, can be cast in a straight line only, and at best removes 4 turns' duration of effects. But the Enutrof's Ghostly Shovel - albeit also at 3 AP per cast - is non-linear and can be cast twice per turn which means that over the same span of the 3 turns where the Sadida can only remove 4 turns' duration of effects from one target, the Enutrof can remove a combined total of 6 turns' duration of effects from among 6 targets.
And so on. There are more examples I can give about how the Enutrof is strongest not in terms of overall, combined team output, but suffice it to say: Don't look at the micro, look at the macro, and I promise you'll gain a whole new apprecation for what it means to be an Enutrof.
GOOD LUCK!
Respond to this thread
Also, is there any reason you didn't list Moowolf Set in the 150+ section for Strength builds? As far as I'm aware, this is one of the most enduring sets for end-game Strength characters (while also being fairly accessible). Concious that there is a legitimate reason that it isn't a great option for Enutrofs!
Strength Enu is so much fun to play - it makes for VERY fast resource farming with Mound. I may yet go back to playing strength, but I'm having a lot of fun playing wis/omni.
From,
OneFifty
good luck.
Do you think about making an updated version of it?