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)
The dungeon entrance in Misery's Desert, in the Horsemen's Dimension

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.

The dungeon quest

Storm Warning

Level 200 quest

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 Pad iconJunker Shoulder Pad3 shoulder pads, 3 Sterile Soil and 50,000,000 XP

For later

Totem of Fear

Maimane's Totems

Level 200 quest

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 Balance iconTotem of Balanceonce the six totems are handed in

During events

  • Tiwotokar Simulation level 20, repeatable
    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

Judgement of the Scales: map of room 1
Room 1 — map
Judgement of the Scales: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Judgement of the Scales: map of room 2
Room 2 — map
Judgement of the Scales: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Judgement of the Scales: map of room 3
Room 3 — map
Judgement of the Scales: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Judgement of the Scales: map of room 4
Room 4 — map
Judgement of the Scales: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

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.

Judgement of the Scales: map of room 5
Room 5 — map
Judgement of the Scales: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

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.

Misery

Misery

Level 220

  • Health Points18,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 32%
  • FireFire 19%
  • WaterWater 12%
  • AirAir 28%
  • NeutralNeutral 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-Mace icon
    Scale-Mace3 AP · 6 Range · -200 Power · 200 Power · Air9 to 13 Air damage · Water9 to 13 Water damage · Fire9 to 13 Fire damage · Earth9 to 13 Earth damage

    In 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 Burial icon
    Sky Burial3 AP · 8 Range · Switches places (forced) · Air41 to 50 Air damage

    Mounted: 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.

  • Buzzard icon
    Buzzard4 AP · 2 Range · Neutral41 to 60 Neutral damage · -150 Pushback Resistance · Pushes back 6 cells

    Mounted, in a line at 2 cells: it lowers your pushback resistances for two turns and throws you far from your line.

  • Dakhma icon
    Dakhma4 AP · 2 Range · Fire51 to 70 Fire damage · MP-100 MP · AP-100 AP · Invulnerable state · Teleports the target to the cell where they started their turn · Tower of Silence state · Removes the spell's effects

    Only on foot. The target loses AP and MP, becomes invulnerable and returns to its start-of-turn cell. Hit it to lift the effect.

  • Barchan icon
    Barchan3 AP · 6 Range · Water31 to 40 Water steal · Heals Received x50% · -100 Heals

    Up 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

  1. Junker — he does the most damage, steals your damage, and Misery gains vitality near him.
  2. Starven — he steals AP and Chance, a problem for a Water team.
  3. Skentu — beyond four characters, he steals a lot of Intelligence and hits very fast and very hard.
  4. Deboning — the least dangerous, unless your team plays Agility.
Junker

Junker

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth -8%
  • FireFire 17%
  • WaterWater 15%
  • AirAir 26%
  • NeutralNeutral 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.

  • Dismantling icon
    Dismantling4 AP · melee · Neutral16 to 25 Neutral damage · -10% HP · 10% Vitality · Collection state

    Steals vitality in melee: Misery then recovers it. Stay away from the Junker.

  • Grey Terminal icon
    Grey Terminal3 AP · 5 Range · -50 Damage · 50 Damage · Neutral31 to 40 Neutral steal · Pulls 4 cells · Collection state

    Pulls 4 cells, in a line, up to three times per turn. Stay out of his lines.

  • DIY Assembly icon
    DIY Assembly0 AP · on itself · Shield: 300% of level

    Shield on the Junker and his nearby allies. Hit him before he gathers the monsters under his protection.

Starven

Starven

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 19%
  • FireFire 23%
  • WaterWater 35%
  • AirAir -11%
  • NeutralNeutral 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 Maid icon
    Old Maid4 AP · melee · APSteals 1 AP · Fire41 to 60 Fire damage · Collection State

    Steals 1 AP, twice per turn, in melee only.

  • Sheer Misery icon
    Sheer Misery3 AP · 3 RNG · Steals 200 Chance · Water26 to 35 Water life steal · Pushes back 1 cell · Collection State

    Cross-shaped area that pushes back by one cell the characters next to the target: don't group up.

Skentu

Skentu

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 9%
  • FireFire 34%
  • WaterWater 18%
  • AirAir 24%
  • NeutralNeutral -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 icon
    Bantha4 AP · melee · Air31 to 40 Air damage · Pushes back 1 cell
  • Ravenous Shot icon
    Ravenous Shot3 AP · 8 RNG · Steals 200 Intelligence · Fire36 to 45 Fire life steal · Collection State

    Up to three times per turn, from 3 to 8 cells: he steals Intelligence with each hit.

  • Blinding Bomb icon
    Blinding Bomb3 AP · 8 RNG · Steals 2 Range · Fire21 to 30 Fire damage · Collection State

    Without line of sight, once per turn: hiding isn't enough, get away.

Deboning

Deboning

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 21%
  • FireFire -10%
  • WaterWater 19%
  • AirAir 37%
  • NeutralNeutral 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.

  • Deboning icon
    Deboning4 AP · 2 RNG · MPSteals 1 MP · Water41 to 60 Water damage · Collection State

    Steals 1 MP, up to twice per turn. Keep enough to step back.

  • Desert Blast icon
    Desert Blast3 AP · 3 RNG · Steals 200 Agility · Advances 2 cells · Air31 to 40 Air life steal · Collection State

    Without line of sight: an obstacle doesn't protect you from her arrival in melee.

Dawaj

Dawaj

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 36%
  • FireFire 18%
  • WaterWater -6%
  • AirAir 11%
  • NeutralNeutral 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 Soil icon
    Arid Soil4 AP · melee · Steals 200 Strength · Earth41 to 50 Earth life steal · Collection State

    Hits an entire line, allied monsters included. Don't line up behind an ally in melee with the Dawaj.

  • Gaffi Whip icon
    Gaffi Whip3 AP · 5 RNG · -15% Critical · 15% Critical · Fire41 to 55 Fire damage · Pushes back 2 cells · Pulls 4 cells · Collection State · Pacifist State

    In 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
Skentu Hood iconSkentu Hood 2 200
Dawaj Eye iconDawaj Eye 2 200
Deboning Ribs iconDeboning Ribs 2 200
Starven Tongue iconStarven Tongue 2 200
Tasty Meat iconTasty Meat 2 200
Icefish iconIcefish 1 200
Snowdrop iconSnowdrop 1 200
Frosteez iconFrosteez 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
Judgement of the Scales iconJudgement of the Scales Defeat Misery in this boss's dungeon. 10 200 000 000
Misery (Impertinence) iconMisery (Impertinence) Defeat Misery in her dungeon by completing the “Impertinence” challenge. 10 200 000 000
Misery (Clean Hands) iconMisery (Clean Hands) Defeat Misery in her dungeon by completing the “Clean Hands” challenge. 10 200 000 000
Misery (Duo) iconMisery (Duo) Defeat Misery in her dungeon by completing the “Duo” challenge. 20 400 000 000
Misery (Special) iconMisery (Special) 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 Feather iconMisery's FeatherFeather12 %
  • Bag of Spices iconBag of SpicesContainer3 %
  • Sterile Soil iconSterile SoilMiscellaneous Resource2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %
  • Paragon of Power iconParagon of PowerMain quests0,7 %
  • Tasty Carrion iconTasty CarrionMeat0,6 %

On the henchmen of Misery

  • Dawaj Eye iconDawaj EyeEye · Dawaj12 %
  • Tasty Meat iconTasty MeatMeat · Dawaj12 %
  • Deboning Ribs iconDeboning RibsBone · Deboning12 %
  • Junker Shoulder Pad iconJunker Shoulder PadGarment · Junker12 %
  • Starven Tongue iconStarven TongueMiscellaneous Resource · Starven12 %
  • Skentu Hood iconSkentu HoodGarment · Skentu12 %
  • Sterile Soil iconSterile SoilMiscellaneous Resource · Dawaj2 %
  • Bag of Spices iconBag 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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Judgement of the Scales

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