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Fighting Challenge

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The challenge system offers you the opportunity to increase your fighting gains (drops and XP) if you fulfill the set conditions. When a fight is started against a group of monsters, you will be given a challenge at random — two if you are in a dungeon or arena. Challenges are completely optional, you can choose to either complete both, one or neither.

Challenges requiring use of spells appear only if someone in the fight has the required spell (Roulette for Casino Royal, Cawwot for Gardener, etc.). Mob-size bonuses are calculated on the number of monsters minus 1.

Glyphs, poisons, and summons' damages and debuffs count as damage and debuffs done by the caster/summoner. This means they affect challenges such as To each his pwn and Keep moving!. Their HP does not count as part of your teams health, and so are unaffected by challenges such as Contamination, Untouchable and Survivor.

Challenges apply to all group members — each member must fulfill the set conditions for the challenge to be a success.

While challenges are randomly assigned to teams, there are some monsters where certain challenges are impossible to get (notably Scanty on most bosses). Should a team die in a dungeon the challenges of their last fight are saved for 24 hours. If they attempt the fight again within that time, they will be assigned the same challenges (however, the targets of challenges such as Elitist, Unwilling Volunteer or Contract Killer are not saved and assigned randomly every time).

Currently the possible challenges are:

Challenge Icon Description Notes
Arachnophile Araklover-icon Summon an Arachnee each time the spell is available, for the duration of the combat.
Barbaric Barbaric-icon Attack once with a weapon a turn. Fails if a character does not inflict damage to something with a weapon during his turn, though spells may be still used.
Blitzkrieg Blitzkrieg-icon Whenever an adversary is attacked, that character must be killed before their next turn begins. Fails if you do indirect damage to an enemy but don't kill them before their turn. Does not fail if an enemy is damaged by their allies but not killed before their turn. Bribing or healing a monster that received damage will still fail the challenge on its turn.
Casino Royal Casino Royal-icon Cast the spell Roulette each time the spell is available for the duration of the combat. If the Ecaflip dies, the challenge won't fail for upcoming turns. However it may fail if the Ecaflip dies at the start of their turn, as that results in not casting it when it's available.
Clean hands Clean hands-icon Kill all monsters without dealing direct damage for the duration of the combat. Traps, glyphs, poisons, pushback damage, reflected damage as well as attacks by summons may all be used. The challenge does not fail when direct damage is dealt to an oponent, as long as the blow is not fatal. Rogue's bombs do not fail this challenge if they're detonated (but will fail it when targeting the monster directly). Whipping summons will fail this challlenge.
Contamination Contamination-icon As soon as an ally loses HP, you have 5 turns to kill your ally. Does not fail if you win the battle before the five turns are up. Does not fail if a summon loses health and five turns expire. Losing BP from Masqueraider's shields will start the five turns, even if no HP are lost.
Contract Killer Contract Killer-icon Your enemies must be killed in the designated order. A new target will be selected each time the preceeding target has been killed. Does not fail if you kill an enemy summon, no matter which enemy is the current target. Also does not fail if an enemy kills itself.
Cruel Cruel-icon You must kill your enemies according to their levels in ascending order. Does not fail if you kill an enemy summon, no matter their level.
Dodgy devs Dodgy devs-icon Finish this fight and you've won the challenge! It is well known that all devs are cheaters. It is no longer possible to get this challenge.
Duel Duel-icon When a character attacks an enemy, no other character must attack the enemy for the duration of the combat. Also applies to enemy summons.
Elementary, my dear! Elementary-icon Use the same element to attack for the duration of the combat. Does not fail due to different element damage done by summons. Does not fail due to damage done on allies or oneself. A Sadida's Paralysing Poison will never fail this challenge. Rogue bombs do not fail this challenge on explosion, but directly targeted bombs and bomb walls do.
Elitist Elitist-icon All attacks must be made exclusively on Monster until they die. Fails if you attack an enemy summon.
Exuberant Exuberant-icon Use all your action points before the end of your turn. All AP must be used in every turn, including the winning turn. Does not fail if a character is bribed.
First the mules First the mules-icon The weakest mule must finish all enemies off (that'll teach you to 'mule' like a Lousy Pig). The "mule" means an exceptionally low-leveled character. This is a variation of the Low levels first challenge.
Focus Focus-icon When an enemy is attacked, they must be finished off before any other enemy is attacked. Non-damage spells (e.g. Clumsiness) do not fail. Fails if you hit an enemy summon after another enemy or summon has been hit. Will also fail if you hit another enemy after hitting an enemy summon.
Gardener Gardener-icon Plant a Cawwot each time the spell is available, for the duration of the fight.
Gravedigger Gravedigger-icon Summon a Chaferfu each time the spell is available, for the duration of the fight.
Hermit Hermit-icon Never finish your turn on a cell adjacent to an ally. Summons are considered as allies, stopping next to one fails the challenge. Includes static summons like Cawwots or Rogue's bombs.
Impertinence Impertinence-icon Finish your turn on a cell adjacent to an enemy. Cannot fail on the winning turn; the final blow may be made while not adjacent to an enemy.
Incurable Incurable-icon Do not regain any HP for the duration of the combat. Casting Furrow (Swashbuckling Bandit spell) fails the challenge even if you don't heal.
Stealing HP does not fail the challenge. Hitting a Tree of Life does not fail the challenge. Bloodthirsty Madness fails the challenge.
Keep moving! Keep moving-icon Do not steal MP from your enemies for the duration of the combat. Casting MP reduction spells on empty tiles or allied characters (such as Living Chest) does not fail the challenge.
Limpwrist Limpwrist-icon Never finish your turn on a cell adjacent to an enemy. Cannot fail on the winning turn; the final blow may be made while adjacent to an enemy.
Low levels first! Low levels-icon The player with the lowest XP must deliver the mortal blow to all enemies. All players can kill enemy summons without the challenge failing. The one with lowest XP can be revived without failing the challenge.
Maniac Maniac-icon Enemies must be killed according to the descending order of their levels. Does not fail if you kill an enemy summon, no matter their level.
Mystique Mystique-icon Use only spells for the duration of the fight.
Neither Piwi nor submissive Neither Piwi nor submissive-icon Female players must let male players deliver the mortal blow to enemies for the duration of the combat. All players can kill enemy summons without the challenge failing.
Neither Piwin nor submissive Neither Piwin nor submissive-icon Male players must let female players deliver the mortal blow to enemies for the duration of the combat.
Nomad Nomad-icon Use all available MP during each turn, for the duration of the fight. Can fail on the winning turn; the final blow must be made after the required amount of MP is spent. MP lost from being dodge-locked will result in failure. Does not fail if a character is bribed.
Pighead Pighead-icon Use the same spell or close combat attack for the duration of the combat.
Protect the mules Protect the mules-icon All your allies and all your mules must be alive at the end of the fight. The "mule" means an exceptionally low-leveled character. This is a variation of the Survivor challenge.
Reprieve Reprieve-icon Kill Monster last. Does not fail if an enemy kills the target before the fight ends. A new target will be chosen in this case.
Scanty Scanty-icon Each player must not use the same action more than once, for the duration of the fight. Does not fail by casting a spell which previously had a critical failure.
Self Sacrifice Self Sacrifice-icon Characters must not be healed during their turn. Can heal others, just not self. Stealing HP does not fail the challenge. Regenerating Word, Cawwot and Sylvan Power fail this challenge. Allied summons starting on a Cawwot glyph fail it too.
Sharing Sharing-icon Every character must finish at least one enemy (enemy summons do not count) off during the fight.
Sightseeing Sightseeing-icon Do not reduce the range of any enemies for the duration of the combat. Can fail if a Cra uses Magic Arrow, even if the hit kills the target before the effect takes place.
Statue Statue-icon Every turn, finish on the same cell as you started on, for the duration of the fight. Can fail on the winning turn; the final blow must be made while standing in the correct cell. You must finish each turn in the same cell you started the turn in. This may be different from the cell you started the fight in, for instance, if you are pushed or thrown.
Survivor Survivor-icon No ally must die. Summons do not count as allies and may be killed without failing the challenge.
Tight Tight-icon Finish your turn on a cell adjacent to an ally. Friendly summons count as allies. This includes static summons like Cawwots or Rogue's bombs.
Time Flies Time Flies-icon Do not steal AP from your enemies for the duration of the combat.
To each his pwn To each his pwn-icon Each character must kill at least one enemy (enemy summons do not count) during the combat, Once a character attacks a particular enemy, no other character must attack that enemy for the duration of the combat. Fails if you attack an enemy summon another player has attacked. Summons' attacks count as attacks from the summoner, and thus cannot attack an enemy that has been attacked by another player, but may attack an enemy that has been attacked by a summon of the same summoner.
Two for the price of one Two for the price of one-icon When a character kills an adversary, this character must kill one (and only one) more enemy during the enemy's turn. If the enemies are killed during your turn, strictly two must be killed, or none at all.
  • If the enemies are killed after the player ends their turn (by poison, glyph, or summons) then only the maximum of two kills applies. You will not fail the challenge if only one enemy dies by summon, glyph or poison, but you will fail if three summons each kill one enemy, or three enemies die by glyph or poison before your next turn begins.
  • Be careful, as you may be left with one enemy, and will fail the challenge if you directly kill it as there is no other enemy to complete the challenge.
  • Killing two enemies and then having a summon/glyph/poison kill an enemy will result in failing the challenge.
  • Killing one enemy will fail the challenge as soon as you end your turn. So a kill done by poison/glyph/summon will not pair a kill during your turn.
  • Traps killing the wrong number of enemies can now cause this challenge to fail.
  • Killing one enemy summon does fail the challenge, you need to kill two summons. Killing one monster and a summon will fail the challenge.
Unpredictable Unpredictable-icon All attacks must be made exclusively on the target selected by a character at each new turn. Fails if you attack an enemy summon. Any damage that's not done during a player's turn (such as glyphs, traps and summons) won't fail the challenge.
Untouchable Untouchable-icon Do not lose any HP or shield points for the duration of the combat. Does not fail due to damage done to allied summons.
Unwilling Volunteer Unwilling Volunteer-icon Kill Monster first. Does not fail if you kill enemy summons first. Does not fail if an enemy kills another monster first.
Versatile Versatile-icon Each player must not use the same action more than once, on every turn.
Zombie Zombie-icon Use exactly one MP per turn. Can fail on the winning turn; the final blow must be made after 1 MP is spent. MP lost from drains or debuffs do not count. Moreover the challenge can also fail if you have no MP: you have to use 1 MP no matter what. Does not fail if a character is bribed.

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