Dungeon Amakna
Skeleton Dungeon
Level 40 dungeon in the Amakna cemetery, at [10,15]: six rooms, a hidden entrance and a boss that multiplies, the Ronin Chafer. Quest to start, strategy, monsters, achievements, the Summoning of Chaferfu spell and loot.
![Skeleton Dungeon: the dungeon entrance, at [10,15]](/wp-content/uploads/dofus/donjon-des-squelettes-entree-grand.webp)
Quests linked to the Skeleton Dungeon
The dungeon quest, The Key Master, has you defeat the Ronin Chafer and then find the dungeon exit. Accept it before entering, and don't leave the dungeon without going through the exit map.
Be sure to complete the exit map. The Key Master sends you to defeat the Ronin Chafer in a single fight, then find the Skeleton Dungeon Exit, before moving on to the Batofu. Go back to see him after each dungeon.
- Start
- Metamunch Kin, Astrub tavern
- Prerequisites
- Level 30 and Back to Our Gobblies
During events
- Tiwotokar Simulation
Tiwotokar can assign you the Ronin Chafer as a guardian to defeat. Astrub, . - Flower Power
The fourth step requires picking a dragon's blood flower in the Skeleton Dungeon. Isgrate Giftoyu, Astrub, .
The dungeon is also used for Mental Dentist (level 34, Brakmar): each Chafer defeated gives a Chafer Tooth, and exactly 32 are needed.
The 6 rooms of the Skeleton Dungeon
Six fights, all against Chafers that mostly hit in melee: the Draugr Chafers are the exception, and the real threat. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: monsters). Tap an image to enlarge it.
Room 1


Room 2


Room 3


Room 4


Room 5


Room 6 — the Ronin Chafer


Defeat the Ronin Chafer
The Draugr Chafers, the real bosses
The Ronin Chafer is weak; two Draugr Chafers, on the other hand, are very dangerous. Their spell Hel poisons you for every MP used and places a glyph you must never end your turn on. Kill them first, from a distance.
Level 40
680 HP
10 AP
4 MP
- Resistances (%)
Earth 0%
Fire 0%
Water 0%
Air 0%
Neutral 0%
It hits weakly, in melee with Bushido and at range with Kikoha, which removes 1 MP. No resistances and few HP: its only asset is Bunshin, which hides it among four illusions from turn 2.
BushidoEarth life steal in a line, in melee only.
KikohaHits at range and removes 1 MP for one turn, two on a critical hit.
BunshinCreates four illusions of the Ronin, from turn 2, and ends its turn. An attack on an illusion dispels it, an attack on the original dispels them all.
The four-step strategy against the Ronin Chafer
The Draugr Chafers first. Focus on the two Draugr, weak to Earth, staying at a distance and removing their range. Under Hel, use one or two MP at most, or a movement spell. Don't line up with their targets: Do Fus Rah! pushes everything in a line back 5 cells.
Then the Primitive Chafer. It reduces your dodge and Water resistance, then leaps toward you. Hit it from a distance, since its Robustness reduces the damage it takes in melee. The other Chafers hit in melee: their order matters little.
The Ronin in its corner. Meanwhile, let it create its illusions: no need to waste AP looking for it, unless it gets too close and needs to be pushed back. An end-of-turn poison placed from turn 1 reveals it every turn.
The Ronin alone. With the monsters dead, find it among its illusions each turn: an area spell hits several at once. As soon as you hit the real one, all the illusions disappear.
Finding the real Ronin
From turn 2, Bunshin creates four illusions placed at random near him, and makes him skip his turn: five Ronin Chafers on the field, only one real. Any attack on an illusion makes it disappear; hitting the original makes them all disappear.
The simplest: an end-of-turn poison on the real Ronin, like the Sadida's Paralysing Sap. After creating its illusions, it takes the poison damage, reveals itself and the illusions vanish immediately.
Hel and Do Fus Rah!
Hel, cast up to 7 modifiable Range, poisons you for every MP used during your turn and leaves a glyph under you that hits whoever ends their turn on it with Air. Remove range from the Draugr: the Feca's Bubble, the Pandawa's Tipple or the Cra's Magic Arrow.
Do Fus Rah! is cast in a line at 3 Range at most, on a monster as well as a character, and pushes back every entity in the line 5 cells. Near a wall, push damage hurts: don't stay lined up with their targets.
The monsters of the Skeleton Dungeon
Five level 25 to 34 Chafers, not very resistant, joined by the two Draugr Chafers described above: these are the ones to kill before all the others. Resistances shown in red are their weaknesses.
In which order to kill the monsters
- Primitive Chafer — right after the Draugr: it reduces your dodge and Water resistance, then poisons you.
- Rib, then Chafer Foot Soldier, then Chafer, then Invisible Chafer — not very dangerous and mostly in melee: their order matters little, especially with five or more.
Level 34
400 HP
10 AP
4 MP
- Resistances (%)
Earth 8%
Fire 4%
Water 0%
Air -4%
Neutral 10%
Knife Spearit reduces your dodge and Water resistance, cumulatively, then pulls it closer by 2 cells. Curare poisons in melee and Robustness reduces the damage it takes in melee. Hit it from a distance.
CurareStackable 3-turn Water poison, in melee: a dispel or heals help.
Knife SpearitReduces dodge and Water resistance for 2 turns, cumulatively, then the Primitive Chafer pulls itself toward its target.
RobustnessReduces the damage taken in melee for 3 turns: hit it from a distance.
Level 34
340 HP
5 AP
6 MP
- Resistances (%)
Earth 10%
Fire -10%
Water -20%
Air 10%
Neutral 10%
Skewering pushes back in melee, and Disruption makes it reflect damage for 2 turns. Don't fight with your back to an obstacle. Weak to Water and Fire.
SkeweringPushes its target back in melee: watch out for push damage against an obstacle.
DisruptionThe Rib reflects damage for 2 turns: switch targets in the meantime.
Level 33
350 HP
5 AP
6 MP
- Resistances (%)
Earth -5%
Fire 15%
Water 0%
Air 10%
Neutral -5%
With 6 MP, it quickly reaches melee, its only attack range. Weak to Earth and Neutral.
Chafer Slash
Level 32
310 HP
5 AP
5 MP
- Resistances (%)
Earth -10%
Fire 10%
Water 0%
Air 5%
Neutral 0%
It only looks for melee contact with Chafer Slash. Keep it at a distance and take advantage of its Earth weakness.
Chafer Slash
Level 25
220 HP
5 AP
5 MP
- Resistances (%)
Earth 0%
Fire 0%
Water -18%
Air 18%
Neutral 6%
Camouflage makes it invisible for 2 turns, and Pant Volley lets it hit from a distance. Spot it before it comes into melee. Weak to Water.
CamouflageMakes the Invisible Chafer invisible for 2 turns, cooldown 4 turns.
Chafer Slash
Pant Volley
Preparing your run through the Skeleton Dungeon
An easy dungeon for level 30 to 40 teams, ideal for discovering invisible monsters and illusions. People come here for The Key Master, the achievements, the Ancient Chafer Set, the spell Summoning of Chaferfu and the Ronin's soul with a Soul Stone for Small Souls (captures up to level 50).
How to enter the Skeleton Dungeon
The entrance is hidden in the Amakna cemetery, at ; the nearest zaap is the one at Sufokian Shoreline . Place your character on the slab at the top left, next to the grave: a slab moves and reveals the staircase. You need a Skeleton Dungeon Key (consumed), the key ring if it is registered there, or the automatic group search.
Crafting the Skeleton Dungeon Key
It is crafted at a handyman's workshop. Four ingredients drop from the dungeon's Chafers, at about 50%: Invisible Chafer Bone from the Invisible Chafer, Chafer Foot Soldier's Surprising Bone, Rib Chops and Mineral Meat. Kittenfish (fishing), 5-leaf Clubs and Oats (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 23 | |
| 2 | 35 | |
| 2 | 46 | |
| 2 | 33 | |
| 2 | 40 | |
| 2 | 40 | |
| 2 | 40 | |
| 2 | 40 |
Which team to bring against the Ronin Chafer
Range removal. Hel is cast up to 7 modifiable Range: removing range from the Draugr Chafers denies them their best spell. A character hitting with Earth kills them faster.
An area spell or an end-of-turn poison. Against the Ronin's illusions, an area spell or an end-of-turn poison saves you from hitting the copies one by one.
A dispel. Hel's poison can be removed: the Eniripsa's Word of Youth or the Pandawa's Bamboo Milk, for example. Essential for the Nomad achievement.
The classes that are comfortable here. The Sadida reveals the Ronin with Paralysing Sap; the Feca, the Pandawa and the Cra remove the Draugr's range with Bubble, Tipple and Magic Arrow. The dungeon is still doable with every class, as long as you play at a distance from the Draugr.
The six achievements of the Skeleton Dungeon
Each achievement gives 220,000 XP and 2 Ronin Chafer Thighbone, and Duo doubles it; Sidekick gives 330,000 XP. First and Disillusion go hand in hand: an end-of-turn poison on the Ronin from turn 1 makes both easier.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat the Ronin Chafer in its dungeon while completing the “Disillusion” challenge. | 10 | 220 000 | |
| Defeat the Ronin Chafer in its dungeon while completing the “From Beyond the Grave” challenge | 5 | 330 000 | |
| Defeat the Ronin Chafer in its dungeon while completing the “Duo” challenge. | 20 | 440 000 | |
| Defeat the Ronin Chafer in this boss's dungeon. | 10 | 220 000 | |
| Defeat the Ronin Chafer in its dungeon while completing the “Nomad” challenge. | 10 | 220 000 | |
| Defeat the Ronin Chafer in its dungeon while completing the “First” challenge. | 10 | 220 000 |
Special: Disillusion
The Ronin Chafer must never have an illusion in play at the start of his turn. Find the real one each turn, or eliminate all the illusions, before it plays again. With an end-of-turn poison placed from turn 1, it reveals itself alone and the achievement can no longer fail. Killing it on turn 1, or on turn 2 before it plays, also settles the matter.
First
The Ronin Chafer must be finished off first. You can't kill the Draugr first: keep them at a distance by removing their range. The Ronin plays after the two Draugr and can only create its illusions on turn 2: hit it from turn 1 to kill it on turn 2 before it plays. If it survives, find the real one with an area spell, then move on to the Draugr.
Nomad
Allied fighters must use all their movement points each turn. A partial escape fails the challenge. Two difficulties. Tackle: with push or movement spells, no problem; otherwise, don't let any monster come into melee, illusions included. The common spell Release helps. And Hel, which punishes every MP spent: dispel yourself, or remove the Draugr's range so they can't cast it. Don't forget your MP on the last turn.
Duo
Two characters at most, fewer than 20 turns. It all comes down to speed on the Draugr: attack them one after the other, staying at a distance and hitting while backing away. Next comes the Primitive Chafer, then the Ronin, which is simpler to save for last without an area spell. An end-of-turn poison on it from turn 1 remains useful.
Sidekick: From Beyond the Grave
At least four characters, including one eligible sidekick: Koksiks, Kubitus, Kalkaneus, Ektope or Hichete. Two characters and two sidekicks are enough: only one of the sidekicks has to be on the list, the other is your choice.
Drops and loot of the Skeleton Dungeon
Base in-game rates, before Prospecting bonuses.
On the Ronin Chafer
Ronin Chafer ThighboneBone51 %
Spinal CordBone8,44 %
Nougat Rabmarac BarTreat6 %
Mineral CarrionMeat2,53 %
Bag of Magical CureContainer2 %
Ronin Chafer KabutoHat1 %
Ronin Chafer LoinclothBelt1 %
1 rare item is added at 0.05% each: Al Howin Gobtubby.
On the henchmen of the Ronin Chafer
Mineral MeatMeat · Chafer51 %
Chafer BoneBone · Chafer51 %
Invisible Chafer BoneBone · Invisible Chafer51 %
Chafer Foot Soldier's Surprising BoneBone · Chafer Foot Soldier50 %
Rib ChopsBone · Rib50 %
Spinal CordBone · Invisible Chafer8,56 %
Invisible FabricFabric · Invisible Chafer8,56 %
Chafer SkullBone · Chafer8,44 %
Broken Chafer HelmetGarment · Chafer Foot Soldier8,4 %
Rib JawBone · Rib8,36 %
Primitive Chafer HelmetGarment · Primitive Chafer8,3 %
Bag of Magical CureContainer · Chafer1 %
Primitive Chafer BootsBoots · Primitive Chafer1 %
Ancient Chafer Set
Four pieces of level 41 to 45, including the Kabuto and the Ronin Chafer Loincloth, at 1% on the boss. Complete, it gives 1 AP, with Strength, Vitality and Lock.
Ronin Chafer Kabuto41 to 60 Vitality, 21 to 30 Strength
Draugur Chafer Hammer8 to 12 Neutral damage, 3 to 4 Neutral steal
Ronin Chafer Loincloth31 to 40 Vitality, 16 to 20 Strength
Primitive Chafer Boots31 to 40 Vitality, 31 to 40 Strength
Soul capture and Summoning of Chaferfu
Capturing the soul of the Ronin Chafer
One Soul Stone for Small Souls (captures up to level 50) is enough for the level 40 Ronin Chafer. Throw it when it is alone, with no illusion around it.
| Stone ingredient | Quantity |
|---|---|
| 10 | |
| 1 |
Learn Summoning of Chaferfu
After the fight, talk to the Chaferfu: it offers to leave the dungeon or to teach you its summoning. Choose “Ask for its secret”, then “Ask to learn the Chaferfu summoning”, and finally “Say hello”: you leave the dungeon with the spell.
The Skeleton Dungeon as a guild Expedition
The Skeleton Dungeon also exists as a guild Expedition, with a pile-of-bones mechanic:
- the Ronin Chafer is invulnerable: it loses that for 2 turns if it starts its turn on one of the 8 black glyphs, at fixed positions, placed at the start of the fight;
- all entities have a threshold at 1% HP: they become an invulnerable “Pile of Bones”, with no AP or MP. A monster comes back to life with all its HP after two turns, a character dies at the start of their next turn;
- a monster in Pile of Bones placed on a black glyph becomes immovable and skips all its turns; a character in Pile of Bones placed on a glyph comes back on the next turn with 50% of their HP;
- each attack on a Pile of Bones pulls it one cell toward the attacker: use this to position it. The fight is won when all enemies are in Pile of Bones on a glyph;
- don't play Air there: every enemy except the Ronin has 50% resistance or more in it. And beware of the Rib: if Rip deals you push damage, you lose 99% of your HP.
Where is the Skeleton Dungeon entrance?
In the Amakna cemetery, at . Stand on the slab at the top left, near the grave: a staircase appears. The nearest zaap is the one at Sufokian Shoreline .
What level should you do the Skeleton Dungeon at?
From level 30, comfortably at 40. The dungeon is rated easy; only the Draugr Chafers require attention.
Which quest should you do in the Skeleton Dungeon?
The Key Master, at Metamunch Kin's in the Astrub tavern , after Back to Our Gobblies. Defeat the Ronin Chafer and find the exit map before leaving.
How do you find the real Ronin Chafer?
Hit its illusions with an area spell, or put an end-of-turn poison on it from turn 1: it then reveals itself alone after each Bunshin.
Which monster should you target first in the Skeleton Dungeon?
The two Draugr Chafers, weak to Earth, then the Primitive Chafer. The Ronin can wait until the end of the fight.
How do you get the Summoning of Chaferfu spell?
Talk to the Chaferfu after the fight. Ask for its secret, then to learn its summoning, and say hello: you leave the dungeon with the spell.
Which stone should you use to capture the Ronin Chafer?
One Soul Stone for Small Souls (captures up to level 50). The Ronin Chafer is level 40.
Can the Skeleton Dungeon be done with two characters?
Yes, it is even an achievement: Duo, in under 20 turns. Kill the Draugr one after the other while backing away, then the Primitive Chafer and the Ronin.
Do you need a key for every run of the Skeleton Dungeon?
No, with the key ring: the registered key recharges over time. Automatic group search also lets you enter without a key.
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