Dungeon Sidimote Moors
Cursed Araknas Temple
Level 186 dungeon in the Sidimote Moors, in [-10,22]: four rooms of Shushus and a guardian who is invulnerable until one of his Imps frees him, Qu'Tan. Alignment quests, access, room maps, method against Qu'Tan and monsters.
![Cursed Araknas Temple: the dungeon entrance, in [-10,22] (Cursed Araknas Temple)](/wp-content/uploads/dofus/donjon-temple-maudit-d-araknas-entree-grand.webp)
Quests linked to the Cursed Araknas Temple
The temple is at the heart of two twin alignment quests: Qu'Tan's Ascent for Bonta, Qu'Tan's Development for Brakmar. Both first require unsealing the entrance, then defeating Qu'Tan in a single fight: arrive at the temple with the quest in progress, as it is what opens the door for you.
It opens the temple for you and is completed on Qu'Tan. Get the instructions for Araknas's stones from Nova and Biffya, at the Treasure Trunk, then unseal the entrance, defeat Qu'Tan in a single fight and recover the Non-Aggression Pact.
- Start
- Amayiro, Bonta militia
- Prerequisites
- Level 180 and Stone Freezing Cold
The Brakmar version, same temple. Same hunt for the instructions at the Treasure Trunk, same lever at the entrance, same fight against Qu'Tan, then the Non-Aggression Pact to bring back.
- Start
- Esra'Ruoy'Dnim, Gisgoul
- Prerequisites
- Level 180 and It's a Milestone
The 4 rooms of the Cursed Araknas Temple
Four maps loaded with obstacles, for three fights: two rooms of Shushus, then Qu'Tan, in room 4 below. Use the obstacles to cut lines of sight, without trapping yourself where Injustice can pull you. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
Room 1


Room 2


Room 3


Room 4 — Qu'Tan
Qu'Tan's room. As long as one of his Imps has not triggered his vulnerability, he is invulnerable and shares damage with the other monsters. The method is detailed below, in the section on Qu'Tan.


Defeat Qu'Tan
Level 186
15,000 HP
11 AP
5 MP
- Resistances (%)
Earth 40%
Fire 45%
Water -15%
Air -20%
Neutral 50%
Invulnerable until an Imp has freed it. It hits from afar with Sadistic Bloodsucking and Ungodly Burns, and Cruel Lacerations can kill outright in melee. Eternal Servitude brings back the last dead ally with all their HP. Weak to Air and Water.
Sadistic BloodsuckingUp to 14 cells: it hits from very far away.
Cruel LacerationsAround him, in melee: life steal, flight lowered, and the target can die on the spot. Never end a turn next to Qu'Tan.
Ungodly BurnsUp to 14 cells: Fire hit in several lines.
Demonic PortalSummons Imptin, Rackimp and Juss Imperlaik: they are what lets you make it vulnerable.
Eternal ServitudeBrings back the last dead ally with all their HP and a power bonus. Kill an Imp right after an important target.
The Imps
Qu'Tan summons Imptin, Rackimp and Juss Imperlaik: each opens a different method, and the vulnerability lasts only 2 turns. For Imptin, kill it in contact with Qu'Tan, without carrying it. For Rackimp, the marked character must start their turn in contact with Qu'Tan, then make sure Qu'Tan starts and ends his turn in contact with them. For Juss Imperlaik, push it into contact with a character, who receives the Insync state, place that character in contact with Qu'Tan and hit them with a weapon.
The dead who come back
Eternal Servitude brings back the last dead ally with all their HP. Right after killing an important target, kill an Imp: it is the one that will come back. Avoid killing a dangerous monster too early, and quickly finish off a resurrected target.
Pentacle and Intym
During the vulnerability window, hit Qu'Tan from more than 3 cells away. Never step on Pentacle's black glyph: a cell of this glyph kills instantly. If you kill Juss Imperlaik, move your characters out of its area before its death or before the end of its 4 turns, because Intym kills nearby characters.
The monsters of the Cursed Araknas Temple
Qu'Tan and four level-186 Shushus, each weak in a different element. Two of them can kill outright in melee: Qu'Tan and the Pica-Shu. The resistances in red are their weaknesses.
In which order to kill the monsters
- Pica-Shu — its Funder can kill in melee, and Toned Air removes a portion of your HP at range.
- Mewlu-Shu, then Shuckle-Shu — one pulls you, the other lowers your resistances and gains MP: they break your positioning.
- Bidoo-Shu — above all patience: do not hit it during its damage reflect.
Level 186
5,400 HP
9 AP
5 MP
- Resistances (%)
Earth -34%
Fire 19%
Water 31%
Air -12%
Neutral 16%
Funder can kill its target in melee, and Toned Air hits at 12 cells according to your HP. Kawaiibunga! boosts it in damage and range. Keep your fragile characters away from it. Weak to Earth.
Toned AirUp to 12 cells: damage as a percentage of your HP.
FunderAt 2 cells: Fire hit that can kill the target.
Kawaiibunga!More damage and range for the Pica-Shu.
Level 186
5,400 HP
9 AP
5 MP
- Resistances (%)
Earth -12%
Fire -36%
Water 18%
Air 34%
Neutral 26%
Injustice pulls you 3 cells from up to 12 cells away, then Lament steals life from you in melee. Refuse its lines. Weak to Fire.
Why me?
InjusticeUp to 12 cells: pulls 3 cells.
LamentWater life steal in melee.
Level 186
5,400 HP
10 AP
6 MP
- Resistances (%)
Earth 35%
Fire -15%
Water -30%
Air 14%
Neutral 26%
Formula 1 hits in melee and gives it 1 MP, and Black Humour removes 10% of your resistances, setting up the others' hits. Weak to Water and Fire.
Tall Story
Black HumourRemoves 10% of resistances, up to 4 cells.
Formula 1In melee: hits Water and gives it 1 MP.
Level 186
5,400 HP
9 AP
5 MP
- Resistances (%)
Earth 15%
Fire 36%
Water -15%
Air -32%
Neutral 16%
Plantar Constraint poisons you for each MP used, Flames of Torment removes 4 range and 200 power from you, and Doobiedoo gives it damage reflect and a shield. Hit it at range, out of its reflect. Weak to Air and Water.
Plantar ConstraintUp to 12 cells: poison that hits for each MP used.
Flames of TormentUp to 12 cells: removes 4 range and 200 power.
DoobiedooDamage reflect, shield and pushback around it: wait for the effect to end.
Preparing your run through the Cursed Araknas Temple
A hard dungeon for groups of level 176 to 186, with no achievements or loot of its own: people come for the alignment quests Qu'Tan's Ascent and Qu'Tan's Development. Come with several players, with area spells and range.
How to enter the Cursed Araknas Temple
The entrance is in the Sidimote Moors, in ; the nearest zaap is the one in the Primitive Cemetery . The character who has the quest pulls the lever to unseal the entrance, then talks to the Araknas Disciple: their progress lets them in without a key. Their companions without that progress need a Cursed Temple Key. No key ring or automatic group search for this dungeon.
Crafting the Cursed Temple Key
Its recipe is found, with the instructions, in the Araknas Chest won during the quest. Almost everything comes from harvesting and fishing: 10 Mandrake, 10 Millet, 10 Elm Wood, 10 Dolomite, 10 Tench, plus one Spoiled Meat.
| Ingredient | Quantity | Level |
|---|---|---|
| 10 | 180 | |
| 10 | 180 | |
| 10 | 180 | |
| 10 | 180 | |
| 10 | 180 | |
| 1 | 180 |
Which team to bring against Qu'Tan
Area spells. In Qu'Tan's room, the monsters share the damage they receive. Area attacks spread your damage and make both the rooms and the final fight easier.
Range. Qu'Tan and the Pica-Shu can kill in melee, and Qu'Tan removes power around him when he is hit. Hit Qu'Tan from more than 3 cells away, and never let an isolated character end their turn next to him.
A melee weapon. Juss Imperlaik's method requires hitting an ally with a weapon, in contact with Qu'Tan: plan at least one character able to do so.
Where is the Cursed Araknas Temple?
In the Sidimote Moors, in . The nearest zaap is the one in the Primitive Cemetery .
At what level should you do the Cursed Araknas Temple?
Level 176 minimum, 186 recommended. Qu'Tan and his Shushus are level 186, and Qu'Tan has 15,000 HP.
Which quest should you do in the Cursed Araknas Temple?
Qu'Tan's Ascent for Bonta, Qu'Tan's Development for Brakmar. Both open the temple and are completed by defeating Qu'Tan in a single fight.
Do you need a key to enter?
Not for the character who has the quest, who pulls the lever and enters through the Araknas Disciple. Their companions without that progress need a Cursed Temple Key.
How do you make Qu'Tan vulnerable?
Thanks to one of its three Imps. Kill Imptin in contact with it, follow Rackimp's placement, or push Juss Imperlaik onto an ally whom you then hit with a weapon in contact with Qu'Tan.
Which monster should you target first in the Cursed Araknas Temple?
The Pica-Shu, whose Funder can kill in melee. The Mewlu-Shu and the Shuckle-Shu, which break your positioning, follow.
How do you avoid instant kills?
Avoid contact with Qu'Tan and the Pica-Shu, never step on the Pentacle glyph, and move away from Juss Imperlaik when it dies.
Why does a monster come back with all its HP?
It is Eternal Servitude. Qu'Tan brings back the last dead ally: kill an Imp right after an important target so that it is the one that comes back.
Which element should you play against Qu'Tan?
Air or Water, his two negative resistances. He rises to 40% in Earth, 45% in Fire and 50% in Neutral.
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