Dungeons and bosses

Qilby's Arena

Level-600 dungeon for up to 8 players, in the Ephemeral Dimension. Qilby the Traitor (100,000,000 HP) fights among a triangle of Dimensional Pillars that never rise again, marks his prey with Plasma to execute them, waves of White Phantoms join him and a deadly lightning storm rakes the arena at the end of every round. Before his 4th turn, then every 5 turns, you must stagger him to keep his Unbound Stride away.

Map of Qilby's Arena
Purple: Qilby, who starts on the right edge. Red: the cells where the White Phantoms arrive, around him. White: the three groups of 9 Dimensional Pillars. Gold: the party's start, behind the left group. Arrow: the side the first storm comes from.
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At a glance#

  • Level 600
  • Up to 8 players
  • Key: 60 Wax Coins
  • 100,000,000 HP
  • 27 pillars
  • Lightning storm
  • Plasma
  • Stagger bar
  • White Phantoms
  • Plasma Dofus ×2
  • Prestige 10

Access#

  1. Get a Qilby's Arena Key (level 500): Isaac Giffs sells it for 60 Wax Coins on the Astrub Zaap map, every White Phantom of Rok Island drops it at a 1% base chance, and Qilby at 40%.
  2. Double-click the key to travel to Elyra, the Eliotrope keeper of Rok Island. The island is also reached through the Eliotrope portal in Amakna (Sandy's quest).
  3. Talk to Elyra and use the key, your Bunch of Keys or the Wax Master Key. Each player goes in themselves; entering uses up one key. You arrive behind the left pillars, facing Qilby.
  4. After a win or a defeat you wake up next to Elyra. "Go back to the fight" resumes a lost run without a new key.

The arena#

  • Qilby starts with his White Phantoms on the right edge, far from the party: on his first turn he only walks, with no Unbound Stride or Portal Leap, and cannot reach anyone. The party starts on the 3 × 3 block behind the left pillar group, sheltered from the first storm.
  • Three groups of 9 Dimensional Pillars form a triangle pointing left: one on the left, one top right, one bottom right.
  • The White Phantoms arrive on the arena's right edge, between the two right pillar groups.
  • During the fight, the music is Boss GEN8 Magique.

Dimensional Pillars#

The pillars are on Qilby's side but never play, never move and cannot be moved in any way; nothing hurts them (no life can be stolen from them), but a lightning bolt still breaks them. They do not count for victory: Qilby's death ends the fight.

They are your shelter from the storm: a bolt that hits one stops and breaks it. A broken pillar never rises again: the fight is a race against time, with less and less cover.

The storm#

Three animated arrows on the arena's edge point from where the next bolts will come and which way they will fly.

  1. At the end of every round, one bolt flies for each living player character (heroes count, summons do not), from the arena's edge on the storm's side, in a straight line through its target's cell. Every bolt flies at once.
  2. A bolt deals 200% of the current maximum life to everything it touches: no resistance or reduction applies, it kills. Shields absorb it, invulnerability and death protections (Guardian Dofus...) work, unlike The Other Side. It gives no Plasma.
  3. The first pillar on its path stops it and breaks. The first player character on its path stops it too, taking it: they cover those behind them. Summons cover no one: the bolt strikes them and goes on. A fighter is struck at most once per storm.
  4. The first storm comes from the top right. Every time Qilby loses life, the side turns a quarter turn clockwise (once per action, however many hits it has). His own allies never turn it.

Plasma and The Other Side#

  • Every action of Qilby or of a White Phantom that hurts you gives you 1 Plasma stack (an aqua orb with the stack count, among the state icons above your head, and the state in your effects). An area spell gives one to each victim. Your summons take them too.
  • Each stack fades on its own at the end of your third turn after you got it. There is no cap.
  • The Other Side: at 5 stacks or more, Qilby can execute you (2 AP, range 1 to 11, in line of sight). Nothing stops it: no shield, no Guardian Dofus, no automatic survival or revival. He checks again after each of his hits in case another target reaches 5. An ally can still revive you afterwards.
  • Grasp of the Void: every 3 turns, he pulls the target with the most Plasma within 6 cells next to him and takes all its MP for its next turn.

QilbyBoss · level 600#

Qilby

Damage given against a target with 70% resistance in every element, at normal difficulty.

Base stats

  • 100,000,000 HP
  • 40 AP · 6 MP
  • 6,000 in every element
  • 0% resistance
  • 1,000 lock
  • 600 AP / MP reduction and parry
  • 199,998 initiative

The Other Side

2 AP · 1 to 11 · line of sight

Executes a target with 5 Plasma or more. Nothing prevents it.

Betrayer's Edge

5 AP · 1 to 4 · Air

5,000 to 6,000 air damage, tries to take 4 MP. 2 a turn, 1 a target.

Wakfu Pulse

4 AP · 1 to 11 · Water

3,000 to 4,000 water damage, tries to take 3 AP. 3 a turn, 1 a target.

Soul Shatter

4 AP · around him · Fire

At the start of his turn, if an enemy is within 3 cells: +50% resistance until his next turn, then 3,000 to 4,000 fire damage to every enemy within 3 cells.

Grasp of the Void

3 AP · 1 to 6 · no line of sight

On a target with Plasma: pulls it next to him and takes all its MP for its next turn. Cannot be dodged. Every 3 turns.

Portal Leap

3 AP · 1 to 8

Teleports onto a free cell, toward his best prey when no one is within 4 cells. Every 5 turns; staggering him starts the wait over.

Unbound Stride

1 AP · self

+5 MP for the turn, as soon as it is ready: never on his first 3 turns, then every 5 turns. He glows aqua the turn before. Staggering him starts the wait over.

Qilby's turn#

  1. While he is staggered, nothing. Otherwise: Unbound Stride (+5 MP) if it is ready (never on his first 3 turns).
  2. Soul Shatter if an enemy is within 3 cells.
  3. The Other Side on any target with 5 Plasma or more in range and sight, checked again after each of his hits.
  4. Grasp of the Void whenever it is ready, on the target with the most Plasma within 6 cells (ties: the lowest life).
  5. Betrayer's Edge, then Wakfu Pulse, preferring the pulled target and the ones with the most Plasma.
  6. Portal Leap toward his best prey if no one is within 4 cells (not on the first round), then he walks toward it. If it is walled in, he gets as close as he can.

Staggering Qilby#

Qilby glows aqua: Unbound Stride on his next turn. The padlock breaks open: the bar can be broken again.

  1. A purple bar above Qilby holds 3,750,000 damage (7.5, 11.25 and 22.5 million in Nightmare I, II and III): everything he takes while it is open wears it down (not his own side's hits).
  2. Empty, it breaks and Qilby staggers: he falls to his knees, the bar turns black and pulses dark red. He loses a turn: his next one, or the rest of his own if it breaks during it.
  3. He gets up at the start of that turn. His Portal Leap and Unbound Stride then start over: 5 turns to wait.
  4. The bar then refills whole and stays locked for 5 of his turns (dark gray, a padlock and chains to its corners): nothing wears it. Open, it recovers 25% at the start of each of his turns.
  5. The turn before his Unbound Stride (+5 MP), Qilby glows aqua: on his 3rd turn the first time, then on the turn the padlock breaks open. Stagger him before his next turn, every 5 turns, and he never gets it.

White Phantom waves#

A wave arrives at the start of the fight, at each fifth of Qilby's life lost (below 80, 60, 40 and 20%), then every 5 rounds, on the arena's right edge. A wave has one phantom more than there are players, at least 3 and at most 8. The 5-round wave does not come while 2 phantoms per player (at least 4) are still standing. Each phantom is drawn at random from the four below, at level 560.

Their hits give Plasma, like Qilby's. They die with him.

White Phantom Kad

500,000 HP · 16 AP · 7 MP · 20% res.

Spectral Slash in melee, Spectral Blast around him (-3 MP), at half life or less, gets all his life back (every 6 turns).

White Phantom Ymagiroh

750,000 HP · 16 AP · 5 MP · 30% res.

Crushing Blow (Earth) in melee, Phantom Bulwark: +40% resistance for 2 turns. +200 lock.

White Phantom Spike

425,000 HP · 16 AP · 7 MP · 10% res.

Ranged air lances that take MP (up to 10 cells, one in an area).

White Phantom Tarak

200,000 HP · 14 AP · 7 MP · 0% res.

Teleports into melee and backstabs (Earth), harder on a target at half life or less.

Nightmare#

In Nightmare, Qilby has about 200, 300 and 400 million HP (Nightmare I, II and III), less than Nightmare's usual life boost; his damage follows the usual boost, and his stagger bar holds 7.5, 11.25 and 22.5 million damage. The Nightmare achievement asks you to defeat him in one of these modes.

Rewards#

Claim them in the achievements panel, from level 200. The Qilby's Arena achievement gives two Plasma Dofus (account-linked) and a Rare Potion, and counts toward Prestige 10, with the Prismatic Dofus equipped. Its Nightmare achievement gives an Epic Potion and counts toward Prestige 11. Their Dofus and potions are given once per account; every character of the account receives the XP and kamas.

Qilby also drops each piece of the Twisted gear at a 1% base chance (the White Phantoms at 0.02%).

Plasma Dofus

Level 200 · achievement · ×2

Opens the third Waxmod slot (the inventory's Extras bar). An ingredient of the God Dofus.

Rare Potion

Achievement · ×1 per account

Epic Potion

Nightmare achievement · ×1 per account

Twisted gear

Drop · 1% base per piece

9 pieces and 3 sets, Omega level 500.

Qilby's Arena Key

Drop · 40% base

Also sold by Isaac Giffs for 60 Wax Coins.

Tips#

  • End every turn behind a standing pillar, on the side away from the storm, or behind an ally who can take it (shield, invulnerability, death protection). A summon does not cover you.
  • Count the quarter turns: every action that hurts Qilby turns the storm a quarter. Call the side out to the party before the round ends.
  • Pillars never rise again: every bolt costs one. Hit hard while some are left.
  • Watch your Plasma stacks: never stay at 5 or more in his range and sight. Do not stand within 3 cells of him without a reason: Soul Shatter makes him tougher.
  • Save your biggest hits for the turn he glows aqua: 3,750,000 damage (more in Nightmare) before his next turn, and he does not get his 5 MP.
  • Keep a revival spell ready: The Other Side does not prevent a later revival.
  • Kill the White Phantoms before they reach the party: they all come from the right edge.