Dungeon The Horsemen's Dimension
Judgement of the Scales
Level 200 dungeon in Misery's Desert, at [1,0]: five rooms of Miserites who steal your stats, and a boss who takes them back from them, Misery. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Judgement of the Scales: the dungeon entrance, at [1,0] (Misery's Desert)](/wp-content/uploads/dofus/donjon-sentence-de-la-balance-entree-grand.webp)
Quests linked to the Judgement of the Scales
The dungeon quest, Storm Warning, concludes a Horsemen's Dimension series opened by The Wind Is Picking Up and Changing Winds. It sends you to defeat Misery in a single fight after several steps in the Oasis: arrive at the dungeon with the quest in progress.
It's completed on Misery. Help Mazetti leave the Oasis without going through the entrance, search the house of her sister Cozetti, then beat Misery in a single fight and talk to her. What follows sends you on the trail of Misery's thief.
- Start
- Mazetti, in the Oasis of Misery's Desert
- Prerequisites
- Changing Winds
Junker Shoulder Pad3 shoulder pads, 3 Sterile Soil and 50,000,000 XP
For later
Misery can give you the Totem of Fear. Maimane asks for six emotion totems, each from a boss of your choice: for fear, Misery, Ilyzaelle, Anerice the Shushess or the Koutoulou Larva. The totem is obtained automatically at the end of the fight.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwotokar Simulation
Tiwotokar can designate Misery as a guardian for you to defeat. Astrub, .
The 5 rooms of the Judgement of the Scales
Five fights against the Miserites, who get stronger with each stat stolen. Everywhere, attempting to remove AP, MP or range gives the monster dodge, stackable, and Carrion-Eater gives each monster 4 MP on each of its turns. 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


Room 5 — Misery
Misery's room: it's only here that the thefts of your stats benefit her. Cut her line of sight to the monsters in Collection and stay out of her lines: the strategy is detailed just below.


Defeat Misery
Scale-Mace's power steal
Scale-Mace is cast in a line up to 6 cells, twice per turn, and steals 200 power with each hit, up to 1,000. Hit every turn, you'll soon do no damage. Never end a turn lined up with Misery at 6 cells or fewer.
Level 220
18,000 HP
20 AP
6 MP
- Resistances (%)
Earth 32%
Fire 19%
Water 12%
Air 28%
Neutral 9%
She recovers what her Miserites stole from you, pulls everyone toward her at the start of each turn and on each hit taken, and mounts up at 50% of her HP. Her on-foot phase is not very dangerous if you keep her far away; mounted, she gains 4 MP and won't let go of you. She resists Neutral (9%) and Water (12%) the least, and can't be captured.
Scale-MaceIn a line only, twice per turn, in a half-circle around the target. The power steal caps at five stacks: never stay in his lines.
Sky BurialMounted: swaps places from 4 to 8 cells without line of sight, pulling those around its starting point and pushing back those around its arrival. A Pandawa carrying an ally can't be swapped.
BuzzardMounted, in a line at 2 cells: it lowers your pushback resistances for two turns and throws you far from your line.
DakhmaOnly on foot. The target loses AP and MP, becomes invulnerable and returns to its start-of-turn cell. Hit it to lift the effect.
BarchanUp to three times per turn. Reduces the healing you cast and receive for one turn.
The five-step strategy against Misery
Positioning. Start far from Misery and out of her lines. Target the monster farthest from her first: you can go get it without her hitting you. Cut her line of sight to the monsters that stole something from you.
The monsters, one by one. If they're all far from her, the Junker first, the Starven next, the Deboning last. Kill earlier the one who steals your element's stat: Chance for the Starven, Agility for the Deboning, Intelligence for the Skentu beyond four characters.
Misery alone, on foot. Hide the team behind an obstacle, lined up, and push her back every turn: she advances 6 cells toward you without being able to hit. Each hit pulls you toward her: count your MP to get back to the end of the line, or have a character carried by a Pandawa do the hitting.
The transition at 50%. She climbs onto her vulture, becomes invulnerable until the turn of the character who crossed the threshold and gains 4 MP and the Unlockable state. Dakhma disappears, Sky Burial and Buzzard arrive. Move your characters away before this moment.
Kill her fast. With 10 MP and Sky Burial up to 8 cells without line of sight, she'll reach you: kill her as fast as possible. Once the swap is cast, resume the pushback by placing her 4 cells farther, and use the cooldown to finish her.
The Collection state
Almost all of the Miserites' spells steal a stat and place them in the Collection state. At the start of her turn, Misery steals the gains of each monster in Collection she can see, then removes the state from them: 10% vitality and 50 damage from the Junker, 15% critical and 200 Strength from the Dawaj, 1 MP and 200 Agility from the Deboning, 1 AP and 200 Chance from the Starven, 2 range and 200 Intelligence from the Skentu.
She only takes back a given monster's gains once per turn, but these boosts stay on her and stack as long as the monster lives. When a monster dies, she loses everything she took from it. At the same moment, she gives 1 MP and steals 5% resistances from monsters she can see or that aren't in Collection.
Carrion and the pull
Each entity that dies leaves a Carrion on its cell, four at most at once. A monster that starts its turn within 4 cells of a Carrion consumes it: it heals and loses its 4 MP bonus. At the start of her turn, Misery eliminates the Carrion and gains a shield for each: destroy the ones around her.
Her pull, at the start of each of her turns and on each line of damage she takes, depends on her HP: 1 cell above 75%, 2 cells down to 50%, 3 cells down to 25%, 4 cells in her last quarter. Positioned behind an obstacle, you aren't pulled.
Defeat Dakhma
On foot, Dakhma hits at 2 cells, removes all the AP and MP from her target, makes it invulnerable and sends it back to its start-of-turn cell. Hit the affected ally, even with a small spell, to remove these effects. Misery also reveals invisible characters at the start of her turn: invisibility doesn't hide you from her.
The monsters of the Judgement of the Scales
Five Miserites of level 200, each weak to a different element, who steal a stat with each spell and hit harder and harder. Against Misery, always start with the monster farthest from her. The resistances in red are their weaknesses.
In which order to kill the monsters
- Junker — he does the most damage, steals your damage, and Misery gains vitality near him.
- Starven — he steals AP and Chance, a problem for a Water team.
- Skentu — beyond four characters, he steals a lot of Intelligence and hits very fast and very hard.
- Deboning — the least dangerous, unless your team plays Agility.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth -8%
Fire 17%
Water 15%
Air 26%
Neutral 34%
He hits hardest: Dismantling steals vitality in melee, Grey Terminal pulls 4 cells and steals damage. DIY Assembly shields all the monsters around him. Weak to Earth.
DismantlingSteals vitality in melee: Misery then recovers it. Stay away from the Junker.
Grey TerminalPulls 4 cells, in a line, up to three times per turn. Stay out of his lines.
DIY AssemblyShield on the Junker and his nearby allies. Hit him before he gathers the monsters under his protection.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth 19%
Fire 23%
Water 35%
Air -11%
Neutral 16%
Old Maid steals 1 AP in melee, Sheer Misery steals Chance and pushes back characters next to its target. Don't leave him an isolated target. Weak to Air, very resistant to Water.
Old MaidSteals 1 AP, twice per turn, in melee only.
Sheer MiseryCross-shaped area that pushes back by one cell the characters next to the target: don't group up.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth 9%
Fire 34%
Water 18%
Air 24%
Neutral -15%
He plays at range: Ravenous Shot steals Intelligence, Blinding Bomb steals 2 range without line of sight. In melee, Bantha hits in a line and pushes back. Weak to Neutral.
Bantha
Ravenous ShotUp to three times per turn, from 3 to 8 cells: he steals Intelligence with each hit.
Blinding BombWithout line of sight, once per turn: hiding isn't enough, get away.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth 21%
Fire -10%
Water 19%
Air 37%
Neutral 13%
Desert Blast throws him into melee with you, without line of sight, and steals Agility; Deboning steals 1 MP. The least dangerous of the five, to keep for last. Weak to Fire.
DeboningSteals 1 MP, up to twice per turn. Keep enough to step back.
Desert BlastWithout line of sight: an obstacle doesn't protect you from her arrival in melee.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth 36%
Fire 18%
Water -6%
Air 11%
Neutral 29%
In melee, Arid Soil steals Strength and hits in a line, his allies included. Gaffi Whip pushes back then pulls, steals critical and makes you Pacifist if it deals you pushback damage. Weak to Water, he resists Earth well.
Arid SoilHits an entire line, allied monsters included. Don't line up behind an ally in melee with the Dawaj.
Gaffi WhipIn a line up to three times per turn: pushes back, pulls, and makes you Pacifist if the push hurts you.
Preparing your run through the Judgement of the Scales
A dungeon for teams of level 190 to 200 who know how to push, hide behind obstacles and cut lines of sight. You come here for Storm Warning, the achievements, the Totem of Fear and Misery's Feather: Misery can't be captured.
How to enter the Judgement of the Scales
The entrance is in Misery's Desert, in the Horsemen's Dimension, at , just south of the War's Wounds zaap . To reach the Horsemen's areas, go through the Arche de Vili zaap , accessible through a rift at . Three ways to open it: a Judgement of the Scales Key (consumed), the keyring if it's registered there, or the automatic group search.
Crafting the Judgement of the Scales Key
It's crafted at a handyman's. Hood, Eye, Ribs, Tongue and Tasty Meat drop from the Miserites, at 12%. The Wind Is Picking Up and Changing Winds also give them: 5 Dawaj Eye and 5 Deboning Ribs, then 5 Skentu Hood and 5 Starven Tongue. Icefish (fishing), Snowdrop and Frosteez complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 1 | 200 | |
| 1 | 200 | |
| 1 | 200 |
Which team to bring against Misery
Pushback and obstacles. The whole on-foot phase relies on a character who pushes Misery back while the team stays hidden. A Cra and a Pandawa move monsters and boss away, an Enutrof helps too. The Pandawa can carry an ally, who then hits without leaving his cell.
Water damage. Misery only has 12% Water resistance, and 9% in Neutral. Equip as many characters as possible in Water, but kill the Starven fast, who steals Chance.
Few removals. Every attempt to remove AP, MP or range gives the monster dodge. Only remove when the gain is clear: pushback and line of sight do the job better here.
Comfortable classes. The Pandawa is the centerpiece: he carries, pushes back, applies his vulnerabilities and stabilizes against the pull. The Cra and the Enutrof keep the monsters at a distance, the Feca serves as a second blocker for Impertinence. Classes that rely on invisibility lose their edge: Misery reveals invisible characters every turn.
The five achievements of the Judgement of the Scales
Each achievement awards 200,000,000 XP and 2 Misery's Feather, the Duo doubles the XP. Impertinence and Clean Hands stack with Impertinence's first method, by finishing each enemy with indirect damage.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Misery in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat Misery in her dungeon by completing the “Impertinence” challenge. | 10 | 200 000 000 | |
| Defeat Misery in her dungeon by completing the “Clean Hands” challenge. | 10 | 200 000 000 | |
| Defeat Misery in her dungeon by completing the “Duo” challenge. | 20 | 400 000 000 | |
| Defeat Misery in her dungeon by completing the “Abject Opulence” challenge. | 10 | 200 000 000 |
Impertinence
Each ally must end their turn on a cell adjacent to an enemy. Three methods. The fastest kills Misery first: as many characters as possible in Chance, with vitality and resistances (Ivory Dofus recommended), and a tank Pandawa who plays first, applies a double Vulnerability to her and brings her back near the team. Get her under 50% before her turn 2, move the Junker and Starven away when she mounts, boost and heal on turn 2, kill her on turn 3, then keep a monster to stick to. Second method: kill the Junker, then block Misery in a corner behind the Starven and the Deboning, held by a tank with about 150 lock; she can no longer cast Scale-Mace, and once mounted, neither Dakhma nor Sky Burial. Third method: Misery last, blocked by two tanks (Feca or Pandawa), the others more than 8 cells away, and stuck to the Carrion to complete it.
Clean Hands
Enemies must be finished off without direct damage. Go back to the base strategy and finish everything off with indirect damage: pushback, poisons, traps, glyphs, summons. An Ebony Dofus helps classes that lack it. To finish Misery with poison, no Carrion must be within 4 cells of her at the start of that turn: her shield would absorb the poison.
Special: Abject Opulence
Misery must die first and enter the Collection state at least once per turn. She takes the state if a Miserite in Collection, i.e. one who has just hit you, is in her line of sight at the start of her turn. Block her in a corner between two summons, with a Starven or a Deboning diagonal to her who can hit one of your characters, never the Junker. Replace the summons that have become Carrion each turn, and stay at 3 cells or less, or at 9 or more, because of Sky Burial. Blocking Misery between two monsters held by a tank also works, but the Starven can undo the block.
Duo
Two characters maximum, fewer than 40 turns. A tank Pandawa (50% resistances, Ivory Dofus and Emerald) carries a full-damage character almost permanently, preferably playing right after him. Kill the monsters starting with those farthest from Misery, always more than 6 cells from her, circling the map and throwing the monsters away from her. End each turn against an obstacle so the pull doesn't make your ally dismount. Mounted, she can't swap a Pandawa carrying his ally: stay against an obstacle or under Stabilisation, and flee on the turn her spell comes back.
Drops and loot of the Judgement of the Scales
Base in-game rates, before Prospecting bonuses.
On Misery
Misery's FeatherFeather12 %
Bag of SpicesContainer3 %
Sterile SoilMiscellaneous Resource2 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Misery
Dawaj EyeEye · Dawaj12 %
Tasty MeatMeat · Dawaj12 %
Deboning RibsBone · Deboning12 %
Junker Shoulder PadGarment · Junker12 %
Starven TongueMiscellaneous Resource · Starven12 %
Skentu HoodGarment · Skentu12 %
Sterile SoilMiscellaneous Resource · Dawaj2 %
Bag of SpicesContainer · Dawaj1 %
Where is the Judgement of the Scales?
In Misery's Desert, at , in the Horsemen's Dimension. The nearest zaap is the one at War's Wounds .
At what level should you do the Judgement of the Scales?
Level 190 minimum, 200 recommended. Misery is level 220, with 18,000 HP, and her monsters level 200.
Which quest should you do in the Judgement of the Scales?
Storm Warning, with Mazetti in the Oasis . It's completed by beating Misery in a single fight, after The Wind Is Picking Up and Changing Winds.
How do you beat Misery?
Kill her monsters while keeping her at a distance, then push her back behind an obstacle. Below 50% HP, she climbs onto her mount and gains 4 MP: kill her fast.
Which monster should you target first in the Judgement of the Scales?
The farthest from Misery, otherwise the Junker. Continue with the Starven and finish with the Deboning, unless one of them steals the stat of your element.
What is the Collection state?
The state of a Miserite who has just stolen a stat from you. If Misery sees it at the start of her turn, she takes that gain back from it: cut her line of sight or kill the monster.
How do you remove Dakhma's effects?
Hit the affected ally, even with a small spell. The spell's effects disappear: he gets his AP and MP back and is no longer invulnerable.
Can Misery be captured?
No, Misery can't be captured. No soul stone is needed for this dungeon.
Can you do the Judgement of the Scales with two characters?
Yes, it's even an achievement: the Duo, in under 40 turns. A tank Pandawa carries a full-damage character, away from Misery, while they kill the monsters one by one.
How do you get the key?
Craft it at a handyman's with the Miserites' resources. The quests The Wind Is Picking Up and Changing Winds also give twenty of these ingredients.
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