Game modes

The Rift (roguelike)

A roguelike mode for 1 to 4 players. Each player enters as a level-1 copy of their character and crosses 20 portals and 4 bosses. What leaves the Rift: the Rift Chest, for two runs per day per account, and the weekly ladder's rewards.

A Rift room
On this page

Getting in#

The Alternate Wax Dimension window
  1. The glitched portal at the Astrub Zaap, next to the Void Magician, opens the Alternate Wax Dimension window.
  2. Create a party or apply to one. The leader accepts or rejects requests and starts the run once the party has 1 to 4 players. One character per account, no heroes.
  3. Monster life grows with the number of players (×1.5, ×1.9 or ×2.3 for 2, 3 or 4 players), and so does their damage (×1.4, ×1.5 or ×1.6).
The glitched portal at the Astrub Zaap, next to the Void Magician

Your Rift character#

  • Level 1
  • Punch only
  • 50,000 Rift kamas
  • No 12 AP / 6 MP cap

For the run, your character is replaced by a copy: level 1, base life, no equipment, spells, characteristic points or bonuses (VIP, potions, Prestige). Its only spell is Punch.

Everything the copy gets stays in the Rift and disappears at the end: equipment, kamas, potions. It can't use the bank, the haven bag or zaaps, or trade with a player outside the run. Your real character is not changed.

Your guild comes along: from the copy you see the guild window and its members and talk in the guild channel. The copy gets no guild bonus; managing the guild (ranks, kicks, invitations) is done with your real character.

The run#

20 portals in 4 cycles of five: battle, battle, rest, battle, boss. Each cycle has its own look: Dream, Twilight, Storm, Blood.

Each battle room has three groups; you fight one. Every fight gives experience (Wisdom raises it): level 13 after the first fight, about 50 at the first boss, then over 100, over 150 and 200 at the last boss.

Monsters grow tougher and hit harder with every fight: about 15 to 30 damage per attack at step 1, 40 to 80 at step 4 in a difficult battle, then more up to the final boss. A lost fight ends the run for the whole party; "Leave the Rift" ends it for you only. Out of combat, the leader may also "Save & leave": the whole party goes back to the Astrub portal and the run is kept as it is. The leader resumes it from the Rift window (or another member if the leader is not at the portal); members standing at the portal come along, the others have 10 minutes to come back. A saved run expires at the weekly ladder reset, and time spent out of the run does not count on the ladder.

Final boss: two level-200 dungeon bosses, each with a monster of its zone.

A battle room: three groups, two glitched portals

Endless Rift#

  • No final stage
  • Nightmare III at portal 60
  • Copy up to level 2000

Once the final boss falls, every member gets their Rift Chest at once, then chooses for themself: end their run there, or go on in the Endless Rift for the ladder. The cycles of five portals go on after portal 20: every boss leads to the white portal room, and every 20 portals (40, 60…) the boss is a pair of level-200 bosses, like the final boss. After Blood, the looks go round again: Twilight, Storm, Blood.

Enemies keep growing stronger with every fight, without a cap: at portal 60 a monster has the power of a level-200 monster in Nightmare III (×21 life, ×10.24 damage, +3 AP and +3 MP), and it keeps growing after that. Your copy keeps earning experience: level 200 at portal 20, then up to level 2000 around portal 60, where it stops. Each level past 200 gives 2 characteristic points. Sooner or later the party loses: the portal reached is what counts.

The weekly ladder ranks each account by the portal reached, then the time taken to reach it. Fights pay as in a normal run; the chest's rewards stop at portal 20: the Endless Rift is for the ladder and its rewards, not for loot.

PortalEnemy lifeEnemy damageCopy level
20 (normal final boss)×1×1.45200
30×2.4×2.4about 600
40×5.8×3.9about 1,050
50 (Nightmare I)×14×6.3about 1,500
60 (Nightmare III)×34×10.22,000
70×82×16.72,000

Portals to the next room#

Hovering a portal shows its destination

Each room has two portals; hovering one shows its destination. To move on, every player points at the same portal (walk to it; walking away cancels). You must first use one of the room's two coloured glitched portals if one is usable (the unstable portal is optional).

The mystery battle is always offered beside a normal battle. Before the rest step, the room has only the shop's portal; 5% of the time, a rainbow "???" portal appears beside it: it leads to the glitched shop.

Fights drop equipment only (no resources) and Rift kamas.

DestinationWhat it holds
Normal battleMonsters of your level; 18,000 to 20,000 kamas
Difficult battleMonsters +8 to +20 levels above; 24,000 to 26,000 kamas
Mystery battle (5%)A world boss at your level and 3 monsters; 45,000 to 50,000 kamas and a special item. Never a giant immobile boss or one with an invulnerability
Shop (rest)Pom, the Munster Crusher and the unstable portal
??? (rest, 5%)The glitched shop: Pom also sells a Waxmod, 3 Dofus and 3 Maximum scrolls; the Munster Crusher and the unstable portal
Boss (every 5th portal)+30,000 kamas and an epic rarity potion for the run, then the white portal room

Blessings#

Before the first spell draft, pick one blessing out of three, drawn from the twelve gods. After the second boss, pick a second one, never one you already have. A blessing lasts the whole run.

With the blessings, enemies have 8% more life and damage.

GodBlessing
FecaOnce per run, come back to life with 50% of your max HP; +5% resistance to every element
OsamodasWhen you die, become a Gobball you play: 50% of your max HP and characteristics, your AP and MP
EnutrofAfter the next boss you defeat, a treasure: a Dofus (Ochre, Crimson, Turquoise, Emerald, Ivory, Ebony or Vulbis) 3 times in 4, else a common level-200 item
SramOnce per fight, below 25% life (or after a lethal hit, at 1 HP), invulnerable and invisible for 1 turn
Xelor+1 AP
EcaflipAt the start of each of your turns, Dofus 1.29's Roulette: one random effect, good or bad, on your allies, on you or on everyone; +10% critical hits
EniripsaWord of Recovery (rank 1)
Iop+20% melee damage, +10% ranged resistance
Cra+10% ranged damage, +3% critical hits
SadidaYour damaging spells Infect the enemies they hit; an Infected enemy loses 5% of its max HP at the start of its turn
Sacrier+100 HP; each characteristic point put into Vitality gives 2
PandawaKarcham and Boozer

Spells#

At the start, pick 3 spells, one at a time, from three cards. They come from any class, subclass or variant, at rank 1; their rank follows your copy's level. After every won fight, pick 1 more spell.

Each card can be rerolled once. The choice is mandatory.

The Rift spell draft

Characteristics#

After the spell, pick 1 characteristic card, kept for the whole run. The first draw offers Vitality, Strength, Agility, Chance, Intelligence or Wisdom; a rerolled card can be any line of the table. The AP and MP cards are prismatic and each comes up 5% of the time on a reroll.

CardBonus
Vitality+120
Strength, Agility, Chance, Intelligence+60
Wisdom+30
Fire, Earth, Water or Air damage+15
Critical hits+6
Critical damage+15
Fire, Earth, Water or Air resistance+10%
AP (prismatic)+1, uncapped
MP (prismatic)+1, uncapped
The characteristic draft after a fight

Glitched portals#

Each room except the shops has two glitched portals of different colours; each player has their own. A portal offers 3 cards, each rerollable once. "Cancel" closes the window without using the portal; coming back shows the same cards. Picking a card uses up both portals. A Rift spell offered again ranks up (rank 3 at most).

PortalOffers
GoldKamas spells: Midas Touch, Greed, Pickpocket, Jackpot, Bribe
RedA Waxmod for a spell learned in the Rift, at Mystery Box: Waxmod odds
BlueOffensive support: Flash, Power Boost, Fracture Glyph, Hunter's Mark, Eagle Eye, Tailwind
GreenDefensive support: Barricade, Aegis, Sanctuary, Mending Wave, Rescue, Guardian Angel
Unstable (shops)The same offers for 50,000 kamas, once per room; the only glitched portal in these rooms, optional
White (after each boss)2 picks among +1 AP, +1 MP or +150,000 kamas, no rerolls; required before moving on
The cards of a green portal

Pom and the Munster Crusher#

  • Pom sells equipment for your copy: 10 items in the start room, 20 in shops. Your copy's level ±10, 13,000 to 21,000 kamas each. Rarity is rolled when you buy: 50% common, 30% uncommon, 10% rare, 5% epic, 3% legendary, 2% prismatic. Selling her an item pays nothing.
  • The Munster Crusher (in the shops, next to Pom) merges at least 2 Rift items into one: one of them, with the average of their characteristics multiplied by the number of items. 2 to 4: uncommon ×1.3; 5 to 7: rare ×1.6; 8 to 10: epic ×2; 11 to 14: legendary ×2.5; 15 or more: prismatic ×3.
  • Glitched shop ("???" portal): Pom sells 20 items of your level ±15, 11,000 to 23,000 kamas each, and also: a Waxmod for one of your Rift class spells that has none (at Mystery Box: Waxmod odds), 50,000 to 100,000 kamas, when one of them can take it; 3 different Dofus among Emerald, Turquoise, Crimson, Ochre, Ivory and Ebony, 50,000 to 150,000 kamas each; 3 different Maximum scrolls (a scrolled characteristic raised to 100), 50,000 to 150,000 kamas each. Like every purchase in the Rift, they stay on your copy.

Rift Chest#

When the run ends (or as soon as the final boss falls), your real character gets a chest based on the bosses beaten, for two rewarded runs per day per account (reset at 00:00 UTC). The second run gives a full chest, like the first. With no boss beaten there is no chest, and the rewarded run stays available. After today's two chests, further runs give nothing. The Alternate Wax Dimension window shows how many rewarded runs your account has left.

At the end of the run, the end window asks whether you want to take the chest, with your daily chests left (for example 1/2). Yes: the chest is sent and uses a daily chest. No: no chest, and your daily chests stay untouched for a better run. Unanswered, the chest is taken for you at 00:00 UTC. The final boss's chest is given at once, with no question. Beating the final boss also completes Wax's Rift weekly quest, by the Astrub zaap: one Mystery Box: Waxmod per character and per week.

The chest grows with the portal reached, up to the 20th: 50 to 200 ogrines on your account (about 73 at portal 5, 106 at 10, 148 at 15, 200 at 20), and when opened 0 to 8 boss shards, 0 to 2,500,000 kamas (125,000 a portal) and experience: that of 4 base achievements of a level-200 dungeon at portal 20 (about 0.6 at portal 5, 1.5 at 10, 2.6 at 15). It also gives its rank's tokens and Powerful Nuggets by your copy's level (60 to 120 for a Chest I, x1.25 for a II, x1.5 for a III). The chest is bound to the character.

Rift Chest I

1 boss beaten

4 to 8 Wax Tokens

Rift Chest II

2 bosses beaten

15 to 20 Expert Wax Tokens

Rift Chest III

3 or 4 bosses beaten

20 to 26 Master Wax Tokens

Weekly ladder#

Each account appears once on the week's ladder, with its best run: the stage reached first (a conquered Rift ranks above a run stopped at the final boss), then the time taken to reach it from the start of the run, fastest first. Every run counts, solo or in a party, endless mode included. The Ladder tab of the Alternate Wax Dimension window shows the ladder, your position and the time left.

The week ends on Monday at 00:00, Paris time. The top 5 accounts get their reward as an account gift (gift window, give it to the character of your choice), once per week, even if the server was down when the week turned. The ogrines reach the account when the gift is given to a character; the kamas come as Bags of 10,000 Kamas.

RankReward
1st1,500 ogrines
2nd1,000 ogrines
3rd500 ogrines
4th1,000,000 kamas (100 Bags of 10,000 Kamas)
5th500,000 kamas (50 Bags of 10,000 Kamas)