Wakfu Character Classes
Sadida's Shoe
Plant Summoners
Introduction to the Sadidas
Many people accuse Sadidas of being tree-huggers, but the truth is worse still... these lazy creatures can't even be bothered to get vertical and stretch their arms around one. They prefer to watch. 'Watch what', you ask... 'Watch the tree', they answer.
Since Ogrest's tears rained upon the World of Twelve, Sadidas have been more dedicated to protecting plants than ever! And though you might think it's a noble deed they do, they won't hesitate in getting very ignoble with anyone who crosses them.
They throw their weight behind protector organisations such as Those Who Walk.
Always loved dolls, I did. Crazy dolls, Warrior dolls, Sacrificial dolls, I have them all! I love playing dolls... what? Girly? WHAT!!! How about I take one of those new Expanding dolls I got and shove it up your...
Sets Toï, doll collector.
Key Information- Role: Hybrid (protector and long-range fighter).
- Strike power: Average. They cannot deal direct damage.
- Flexibility: Good. Excellent with dolls. They have many different ways of attacking.
- Cooperation: Average. They don't have many ways of helping allies out, except with their dolls.
- Place in combat : Behind. They are effective from a distance.
- Suitable targets: Enemies whose attacks have a shorter range than theirs and who are easy to attack from a distance (Ruby Larva, for example).
- Unsuitable targets: Enemies who are resistant to the Earth element (Famished Sunflower).
Tips- You must choose between tossing your dolls into the melee from far away, or being up close and blood-spattered - trying to do both at once is suicidal!
- Don't be fooled by the apparent weakness of these spells - you can get through any defensive line and strike where it hurts.
- Did you know? Sadidas have to watch their weight and take really good care of their hair... are your ready to make that commitment?
Iop's Heart
Go-getting Warriors
Introduction to the Iops
Iops are renowned for being courageous knights who let their weapons do the talking. One thousand years have flown by since the DOFUS era but the World of Wakfu finds these fellows as fiery as ever. Their unshakeable sense of pride makes fearsome protectors and warriors out of these characters.
Any organisation with a few Iops in its ranks is bound to like a good fight now and again. Most Iops are part of the Last Sentinels, a group which fiercely opposes any radical movement towards alchemistry.
When it comes to defending their strong opinions, Iops have no trouble letting their enemies know exactly how fierce they can be. Make a note of it!
Many of my good friends fear another flood. I have to admit I understand their feelings! Nothing is worse that working on carefully growing and trimming your hair for years and years and then getting it all wet. How do I care for my mane? Well, I use a lotion made from Babel Gom... that way my 'do stands up to anything the weather gods might throw at it. Even floods. Babel Gom... because I'm worth it
Gomoreal Drif, descendant of Louc Drif
Key Information- Role: Fearsome Warrior.
- Strike Power: Excellent. Frontal damage from Iops is one of the highest of all classes.
- Flexibility: Good. Iops deal high frontal damage (earth), multiple rapid damage (air) and can act as support for their allies in battle.
- Cooperation: Very good in a support role (+25% à + 50% damage to group). With their tackle skill, they also play a blocking role well.
- Place in combat: Front line! Their high level of health points added to their use of a shield means that Iops are walking armored vehicles!
- Suitable targets: Clumsy, solitary and slow beasts (Gobballs for example)
- Unsuitable targets: Any enemy that moves quickly and attacks from a distance (Tofus for example)
Tips- Don't aim to be the belle of the ball.
- Aim carefully - you really don't want to hit one of your friends!
- Don't wear bright colors - remember, it's not big and it's not tough
Cra's Range
Archers
Introduction to the Cras
"Pride and precision", such is the motto of Cra. Cra's disciples specialize in long-range combat, and are archers of the highest order. They make precious allies in battle and are most effective when they keep their distance. The introduction of Beacons has widened the scope of their strategic powers even more.
Don't go thinking that popping off arrows is a Cra's only passion, though. They are in touch with nature, and love nothing more than to retire in peace to their temple where animals are welcomed as their own.
They also have a determined streak when it comes to weapons, making use of the subtle ideology of the Sisters of Dhatura.
These Cras sure have more than one string to their bow!
You may run like any old arrow, but you'll never outrun the arrow of a Cra! It's a well known fact... you know the old saying... there's more than one string to the bow of a Cra... So, a piece of advice - Before you annoy these elite fighters, get behind a nice, fluffy Gobball and keep your pretty little head free arrow-free.
Setsapeel, descendent of Setsinboll
Key Information- Role: Archer.
- Strike power: Good. Their incredible range allows them to strike without being struck.
- Flexibility: Average. Their role is to aid their comrades and to hang back behind the melee so as not to get hit.
- Cooperation: Excellent when placed outside the line of fire, due to their long range. Their allies will meanwhile benefit from the Cras' use of Beacons.
- Place in combat: Second line. Cras don't have a high level of HP and are vulnerable to spell attacks.
- Suitable Targets: Slow enemies who fight in close combat (Chafers for example)
- Unsuitable Targets: Enemies that fight from long range and who can retreat to safety.
Tips- Do you really think it's your strength your enemies are whispering about?
- No ! It's how you look, my friend!
- A little more pink and you'd look like a sunburnt earthworm!
- Careful not to use that arrow for a back-scratcher, a good friend of mine lost a kidney doing that.
Xelor's Sandglass
Time Magi
Introduction to the Xelors
In the beginning there were no clocks, no watches, no cuckoos... not so much as a wooden stick stuck in the mud to tell the time with a simple shadow. Until one day, the god Xelor took up his Hammhour which shone with the light of timeless infinity. His great hammer fell upon the earth, and made a funny little noise - 'TICK'. Xelor struck once more, and behold, a ringing 'TOCK' resounded and Xelor saw that it was good. Placing the noises in his great satchel for safekeeping, he took some gears and, adding two or three Timemites, the god created the Divine Clock.
Xelor's disciples are created in the image of their god and like their master, their favourite tactic involves messing about with ticks and tocks. For them, a clock hand packs more punch than the five-fingered kind and time is a lethal weapon - just watch them control the initiative and movement of their enemies.
As patient students of technique, they are often to be seen passing the time with Otomai's Disciples.
It's time you knew a little more about me. And if you don't have the time, don't worry about it... I'll make you some real cheap! They say time heals old wounds, you know. Well, tell that to the Sram rat I caught stealing my three blind mice. I promise you buddy, he bit the Temporal Dust for sure...
Toro Thar, wise watchmaker
Key Information- Role: Time magi.
- Strike power: Good. Excellent area of effect and distance damage.
- Flexibility: Variable. Controls enemies' actions, but has difficulty making the kill.
- Cooperation: Good. Range of spells to control enemies.
- Place in combat: Back lines, at a distance. Their defences are not strong.
- Suitable targets: Adversaries with strong attacks which Xelors can counter (Gobball War Chief for example).
- Unsuitable targets: Quick enemies who depend on multiple attacks (Polters for example).
Tips- Ball-it Time the world famous Xelor attack!
- Ticktoetactic is the beloved weapon of all Xelors... what does it mean? You won't really know until you're lying on the ground, panting for your life.
- When you hear the Tock, it will be..!
Enutrof's Fingers
Treasure Hunters
Introduction to the Enutrofs
If you want to make an Enutrof happy, just compare him to the 'Kama Reaper', a character from Enutrof fairy tales who comes to take the richest, greediest ones off to hell... which they love! I have yet to meet someone who wants to make an Enutrof happy though...
Enutrofs are the gold rushers of the World of Twelve - they like nothing more than counting booty and you'll often see all sorts of adventurers following them around, just waiting until their Enutrof nose smells out the next gold mine. Their motto is simple: "Of greed make an art". You'll often hear them whisper it as they're pushing children out of the way in the search for rubies, or some other horrible activity. Their god, a Golden Dragon from the skies, gave them the knowledge of all valuable things.
Who are they loyal to? Ha! Anyone who pays enough!
I still remember the day I tamed my first Immature Drheller. Ah yes, I broke every shovel I had over its head, until finally it just curled up by my feet and fell asleep. From that day on, he's travelled valley and mountain with me in the search for glittering things.
Dyna Minite, descendant of Nitro Minite
Key Information- Role: Support, but most importantly, public tool box!
- Strike power: Average. Good range, but lack some power.
- Flexibility: Impeccable. The range of "horrible things" they can inflict is enough to scare most enemies off!
- Cooperation: Can be good, but they tend to steal everything that fall's into their reach.
- Place in combat: Wherever the drops are...
- Suitable Targets: A wimpy adversary could fall victim to their conditions (Ghouls, for example).
- Unsuitable Targets: Quick-moving enemies (Nibblers, for example).
Tips- If you need to find out what booty a monster's carrying, don't just slit its belly, find out all about the science of objects, and keep your shovel sharp for the ones that really deserve a beating!
- Prospecting influences where treasure (loot) appears. The higher it is, the closer objects will be to the Enutrof!
- Those Enutrofs wouldn't give you the steam off their... lemon tea...
Osamodas' Whip
Animal Summoners
Introduction to the Osamodas
They don't bat an eyelid at a thundering herd of Minotorors. The terrifying shriek of a Kwak has no effect on them. The howling of a hundred hungry Boowolves is music to their ears... who are they? Osamodas, that's who!
The Osamodas you knew from the age of DOFUS have changed a lot in the 1,000 years up to the time of Wakfu. They witnessed the destruction spread by Ogrest's disastrous woe and wound up caring more for the fragile creatures of the World of Twelve than ever before. After all, what would happen if all life disappeared from the earth? It all goes back to their legends which convince them that all living things were created by the Three Dragons of Osamodas. That I can just about believe, but when they start telling you that these fire-breathing triplets had something to do with the big bang, well, that's just too much to swallow. But they are good of heart and their civilisation is founded on caring for the beasts that roam the islands. They might smell a little beastly themselves sometimes too, but we can forgive them for that. You'll usually see a Gobgob hopping along beside them - this little creature helps them capture souls which they then summon in combat.
Osamodas disciples are usually members of Those Who Walk and the Sisters of Dathura.
You might say that only an Osamodas would say a thing like this, but... your skin would make a beautiful lamp for my living room. And let me tell you, you'd better have a thick skin if you intent coming soul hunting with me... and you won't have any skin left at all if you cross me. Ah yes... that Ecaflip, she was your friend was she? What lovely skin she had, so soft! Well I won't tell you what became of her, but let's just say that we're still very close...
Ilse Koch, renowned tailor
Key Information- Role: Master of Beasts.
- Strike power: Average (personal strike), very good (for pet).
- Flexibility: Excellent. Huge choice of actions for pet.
- Cooperation: Good. In support, pets make Osamodas very useful.
- Place in combat: Around the center, between the front and the rear.
- Suitable targets: Versatile and solo enemies, easy to keep busy with a pet (Rats, for example).
- Unsuitable targets: Creatures in groups which can easily overcrowd and overcome an Osamodas (Stray Dogs, for example)
Tips- Make sure you pick the right pet, depending on whether you're looking to spill blood up front or to watch from afar in the back lines.
- Gobgobs feed off their masters' spiritual energy. If one dies, the other one's done for too.
- With or without a pet, an Osamodas is a fearsome enemy!
Sram's Shadow
Assassins
Introduction to the Srams
So what are those Srams hiding behind their mysterious masks? No one really knows what the Srams have been up to these past 1,000 years since DOFUS. One thing's for sure though, they're even sneakier than before!
It's no surprise that Srams are still mixing in the worst possible company... but don't start casting stones just yet. They've managed to keep their 'horrible without a cause' persona intact through all these years... and you wouldn't go far in the World of Twelve without a bit of craftiness!
Srams have more than one trick up their sleeves when it comes to cleaning other peoples' pockets out. My favourite technique of all is still the Shin-nicker, and I've used a few. Every time I cast it, the results are just amazing. My enemies disappear without a trace... satisfaction guaranteed!
Mai'Lone, descendant of Otof'Mai'We
Key Information
- Role: Assassin, tactician, thief.
- Strike power: Good from front, excellent from behind.
- Flexibility: Average. they can choose to either work on offensive power or to save their own skins.
- Cooperation: Average. Some spells work well in groups, but what they care about most is getting out of there alive!
- Place in combat : Behind... behind their enemies, that is! You wouldn't think it to look at their skeletal forms, but they have excellent mobility and a large number of diversion techniques.
- Suitable Targets: Enemies they can finish off quickly and who are separated from their group (for example Tofus, Larvae and Imps)
- Unsuitable Targets: that doesn't lie down and die after three turns (for example, Drhellers or Boars)
Tips- Don't ever take your pyjamas off.
- Sometimes being at the back of the queue isn't so...
- Nobody saw me do it... I didn't do it!?
Sacrier's Blood
Berserkers
Introduction to the Sacriers
There's no use trying to beat a Sacrier disciple into submission - they like it too much! In fact, these berserkers only become more powerful with each blow from their enemy! You'll find these strange creatures right where the fighting rages and the blood flows... and this is the warrior comrade that just keeps giving and giving in those long, tiring battles. Like all tough soldiers, they know how to enjoy themselves too, so if you can't find your finest warrior companion on the battlefield, have a look in the local tavern. They'll likely be sharpening their favourite sword and sipping a cold, frothy pitcher of the good stuff.
They tend to stick to the more conservative factions, such as the Last Sentinels and Those Who Stroll.
Cut me all you like... cut me some more... ohhh that hurts, you're too kind. Ahhh yes. Let me tell you a little secret. Have you got a pencil? Ok, well before each fight, I use the perfect recipe for success. First of all, I whip myself silly, then I make a few well-placed wounds which I rub with salt, a quick sprinkling of razor blades and I'm ready to go. Bon appétit!
Saketdin, descendant of Saketsu
Key Information- Role: Punching bag!
- Strike power: Average. Some good attacks, but their role is above all to take blows for the team.
- Flexibility: Good. They are very effective on the attack.
- Cooperation: Excellent. They won't hesitate to give up their lives for their allies (but remember, it takes a while to get a Sacrier on his knees).
- Place in combat: Where the fighting is hottest. They can also stand in for other warriors and take damage in their place.
- Suitable targets: An adversary who mainly uses brutal attacks (Aggressive Boars for example).
- Unsuitable targets: Enemies whose damage is proportional to their Health Points (Whirligigs for example).
Tips- If someone strikes you on the right cheek, turn to him and beg him not to stop.
- What's your blood type? "Runny, and you?"
- Switching places with a not-so-strong ally, like an Eniripsa... that always catches the enemy off guard.
Feca's Shield
Protectors
Introduction to the Fecas
Fecas have always been Protectors. This is one class that hasn't changed in the time it took to go from DOFUS to Wakfu - don't expect them to give up whatever treasure they're guarding too easily! And whatever you do, don't mistreat any Gobballs when they're about... they simply can't stand to see their furry friends disturbed in any way, and that goes for all animals. It's no surprise that they've also been shepherds since time began.
All the same, Fecas have evolved in other ways during the last 1,000 years. After all, having possession of some of the most precious objects in the World of Twelve is bound to change anyone. They have elevated their magic to the grace of an art, but it is as precise as a science and their shields are like a fifth limb - in fact, many people say that their shields have lives of their own. It's a good example of the admiration Fecas bring out in people, and a good example of the idiotic myths that still exists in the World of Twelve.
Fecas disciples are often associated with Otomai's Disciples.
You know, they say my ancestors were just simple old shepherds. Haha! Imagine me sitting in the rain, staring at wet wolly beasts all day! Nononono, not for me at all! The only things my Gobballs graze is the dust! Times have changed you know!
Nik Mecah, gadgetologist
Key Information- Role: Magical Defender.
- Strike power: Average. Can't inflict high frontal damage.
- Flexibility: Good. They have a range of versatile actions, but need space to move around to use them properly!
- Cooperation: Good. They're effective both in attack and in defence, where they make use of Glyphs.
- Place in combat: Front line. Their Glyphs work especially well here.
- Suitable targets: Mobile enemies with low HP (Bats, for example)
- Unsuitable targets: Creatures with high HP which cannot be killed quickly with the number of Glyphs Fecas have at their disposal (Aggressive Boars, for example.)
Tips- Use your Glyphs to injure your enemies, but also to make them go where YOU want them to go!
- Fecas often use their shields for a pillow. This is fine, until you start doing it in the middle of a bloody fight!
- It is said that Fecas have a special relationship with their sheep. There are even reports of Fecas and sheep intermarrying, long, long ago - but this sounds more like a nasty rumor.
Ecaflip's Coin
Warrior Gamblers
Introduction to the Ecaflips
When you're a god, even the roll of a dice is predictable! But for the mere mortals who circle the blackjack tables of the material world hungrily, there is no such luck. And here, it is the Ecaflips who rule over crook, thief and gold-rusher, playing lady luck with supreme skill and recklessness.
Ecaflips are used to gambling on chance. In battle, you'll never know if the next blow coming from the enemy with the catty head will knock your socks off or leave you untouched... they collect game cards and have made fearsome weapons out of them, leaving the swords of the past to other fighters. They might even read your future in these cards... but if they're lucky, you might not want to know what it is!
They like action-packed factions such as The Last Sentinels.
Ya might as well show me your cards, ya don't have a chance, mista. You'll never win, I got luck coming out my ears, I eat chips for breakfast, com'on, just fold already, give it up... HA! What did I tell ya?
Jane Rummy, confirmed gambler
Key Information- Role: High-Roller.
- Strike power: Random. Depends highly on luck.
- Flexibility: Good. Large choice of actions.
- Cooperation: Variable, depending on whether luck is on their side!
- Place in combat: Wherever the action's at!
- Suitable Target: Enemies who depend on critical hits and failures (Watchers, for example).
- Unsuitable Target: Resistant enemies (Emerald Larvae).
Tips- It's good to gamble, but you have to know when to stop! If you're in trouble, maybe it's time to start using the spells you know will work.
- Have you ever heard of Gamblers Anonymous? Twelve steps to losing every battle you'll ever fight!
- Some friendly advice: if an Ecaflipette starts opening your shirt with her soft, warm paw, just remember that a set of claws hides just underneath. That's one gamble you're sure to lose!
Eniripsa's Hands
Healers
Introduction to the Eniripsas
Eniripsas have always been renowned for their talent as healers, and why would things be any different 1,000 years later? A single word whispered through kindly teeth is enough to double the lifespan of a companion. Their knowledge of language is unmatched, and it is even said they speak many tongues forgotten by all other races.
Eniripsas have become a lot more versatile in Wakfu. They won't hesitate to use their attack spells, but they will reach for their weapons less often than before.
Eniripsas are sensitive creatures, and are as close to nature as they are to the Last Sentinels.
I love flowers! Give them an inch and you'll get a mile back! Take the Dzibi flower, for example. It can replace the most ferocious agony with drowsy bliss. But watch out! Some flowers are not so beneficial. The other day I came across a Dozin Wet'tebed that I was forced to knock about for a few minutes... then a quick Thundrous Word and before you know it, it had lost its prickles.
Dikô the Red, gardener-sage
Key Information- Role: Healer.
- Strike power: Limited. They cannot stay in contact and must play with their positioning.
- Flexibility: Excellent. They are useful in attack and essential in defense.
- Cooperation: Excellent. They help allies out by healing, resurrecting or improving stats (buffs). This class is made for a supporting role in group play.
- Place in combat: Neither all the way behind (they must stay in range), nor totally exposed (their capacity for self-defense is limited). They prefer not to become the target!
- Suitable Targets: An enemy who puts all their resources into Conditions because they can counter many of these in a single turn (the Cracked Shushu for example).
- Unsuitable Targets : Hardy warriors fighting in close combat (Cracklers for example).
Tips- Have you ever healed something that was dead and alive at the same time? I'm told that funny things can happen!
- A big bag of meat! That's what you need for cover!
- Watch out in front of you, especially if there are Srams about!
Pandawa's Pint
Sherpa Warriors
Introduction to the Pandawas
What do Pandawas like best? Lifting their pitcher to the gods with one hand and their friends and enemies in the air with the other. (Usually not at the same time, depending on how many pitchers they've had). They are excellent fighters and real masters in the art of the right-hook (face-to-face). They're not too bad with an axe either. What most people don't know, though, is that they're just as active with their tongues as they are with their fists... after a few glasses of the best fermented Bamboo, that is. Drunken poets or waffling barflies? You decide!
Their philosophy? Living for the moment, of course... so long as they remember when it happens. And who else would such a wild group of boozers spend their time with but the Sisters of Dathura?
Look, it's like my brother said once... tell me if I'm talking too much... so anyway, my brother always said that a Pandawa wasn't a Pandawa without a little thimble of fermented juice... and I said, well brother, I'll drink to that, and we did drink, and I felt so strong, I tell you, and like my brother said, it's part of the job, I wouldn't drink at all if I could cast an Alcoholic Breath spell sober... but hey, that's life...
Sippa Low, descendent of Swa Low
Key Information- Role: Fighter.
- Strike power: Two levels, depending on the number of beers the Pandawa has drunk. When sober, they play a support role, when drunk, they are more offensive (they have more combat techniques available to them).
- Flexibility: Excellent. Almost indispensable in a group.
- Cooperation: Average, but very useful. Small range of support techniques.
- Place in combat: The class comes into its own on the front lines (but can be effective from behind also).
- Suitable targets: Groups of attacking enemies, due to their ability to attack multiple targets (Gobboney for example)
- Unsuitable targets: Enemies who can purge conditions (Vampires, for example).
Tips- Fermented Bamboo Milk? Don't worry about drink driving, you'll be lucky if you can walk!
- Remember your body is a temple. And other peoples' bodies? Pahhhh! Who cares!
- Don't hesitate to stay sober for a while... you might be able to finally get some sleep that way.