Quest Aerdala

A Tormented Heritage

Level 200 Eliocalypse quest, with Draconiros in front of the Dofus receptacle at [21,-33]: find a way to master the Dofus created by Kabaal in the nightmare. All the steps, the dialogue choices, the crafts and the fights.

Draconiros: quest start, at [21,-33] (Pandala's Secret Garden)
Draconiros: quest start · [21,-33]

What to prepare

The biggest preparation is the Rune of Harmony: you need a miner profession of level 10 or higher, a Harmony amulet (jeweler level 47 or higher) and the Totem of Balance, the reward for Maimane's Totems.

  • Nugget icon200 × Nuggetfor the Rune of Harmony
  • Icon of Rock Pandawushu Artefact10 × Rock Pandawushu Artefactfor the 5 Virtue of Harmony
  • Icon of Wind Pandawushu Artefact5 × Wind Pandawushu Artefactfor the 5 Virtue of Harmony
  • Icon of Wood Pandawushu Artefact5 × Wood Pandawushu Artefactfor the 5 Virtue of Harmony
  • Icon of Fire Pandawushu Artefact5 × Fire Pandawushu Artefactfor the 5 Virtue of Harmony
  • Icon of Water Pandawushu Artefact5 × Water Pandawushu Artefactfor the 5 Virtue of Harmony
  • Yellow Mage Metaria icon4 × Yellow Mage Metariafor the Rune of Harmony
  • Red Mage Metaria icon4 × Red Mage Metariafor the Rune of Harmony
  • Green Mage Metaria icon4 × Green Mage Metariafor the Rune of Harmony
  • Blue Mage Metaria icon4 × Blue Mage Metariafor the Rune of Harmony
  • Major Astral Rune icon2 × Greater Astral Runefor the Rune of Harmony
  • Harmony icon1 × Harmonyamulet, crafted by a Jeweler at level 47 or higher

Quest Resources, obtained along the way

  • Totem of Balance icon1 × Totem of Balancereward from the quest Maimane's Totems
  • Virtue of Harmony icon5 × Virtue of Harmonyto craft in the Terrdala miners' workshop
  • Virtue of Supreme Harmony icon1 × Virtue of Supreme Harmonygiven by the Paper Qilin in exchange for the 5 Virtue of Harmony
  • Page from Rewona's Spellbook icon1 × Page from Rewona's Spellbookfrom the Demonic Spellbook
  • Exhilarating Grip icon5 × Exhilarating Influencefrom the manifestations of the nightmare
  • Destructive Grip icon5 × Destructive Influencefrom the manifestations of the nightmare

The 29 quest steps

  1. 1Talk to Draconiros

    Dialogue · Draconiros

    The quest starts after Ashes to Ashes, Dust to Descendre, with Draconiros, in front of the Dofus receptacle. He wants you to find a way to recover the Dofus created by Kabaal in the nightmare, with the help of Rimanda and Kro'Ly, who had revealed to you the name of the nightmare spirit.

    Dofus receptacle, at [21,-33] (Pandala's Secret Garden)
    Dofus Receptacle · [21,-33]
  2. 2Go back to see Rimanda

    Dialogue · Rimanda

    On Rok Islet, Rimanda confirms that the Dofus threatens the island. Destroying it or reversing the ritual would not be enough: you must oppose Harmony to the Dofus's Dissonance, using the prismatic pyramids of Bonta and the original rune of the first Huppermage. Only Prosperus Elementor knows how to create it: she gives you a ring to show to his messenger.

    Two leads then open up, in whatever order you like: the first Huppermage (as far as the pyramids of Bonta) and Kro'Ly the demonologist, in Brakmar.

    • Rimanda's Ring iconRimanda's Ringreceived
    Rok Islet, at [38,-21] (Kramdam Heights)
    Rok Islet · [38,-21]
  3. 3Join the vagabonds' tree

    Movement · Magus Ax

    In the Astrub alchemists' workshop, talk to Magus Ax: he leads you to the vagabonds' tree, where Prosperus Elementor's messenger passes by.

    Dialogue

    1. “Ask him to guide you to the vagabonds' tree”
  4. 4Talk to the Wandering Whisperer

    Dialogue · Wandering Whisperer

    In the tree, the Wandering Whisperer says he comes from the pyramid. Ask him whether his master is Prosperus Elementor and explain that you need to talk to him. He pretends not to know the Huppermage: show him Rimanda's ring.

  5. 5Get the rune's pattern

    Items · Wandering Whisperer

    Talk to the Wandering Whisperer again: he has established the link with his master, and it is Prosperus Elementor who answers you. After your explanation, the messenger anchors the pattern of the Rune of Harmony in your head. You will have to craft it at the Rok workshop, with a Totem of Balance equipped.

  6. 6Obtain the Totem of Balance

    Items · Maimane

    Start and complete the quest Maimane's Totems, with Maimane in the nightmare of the Destroyers at . You receive 1 Totem of Balance when you complete it.

    • Totem of Balance iconTotem of Balancereceived
  7. 7Craft 5 Virtue of Harmony

    Crafting

    In the Terrdala Miners' Workshop, the only place where it can be crafted, craft 5 Virtue of Harmony with the Miner profession at level 10 or higher. One Virtue of Harmony requires 2 Rock Pandawushu Artefact and 1 each of Wind, Wood, Fire and Water Pandawushu Artefact.

    Cooperative crafting is impossible: you must be a level 10 or higher miner yourself.

    • Icon of Rock Pandawushu Artefact10 × Rock Pandawushu Artefactto hand over
    • Icon of Wind Pandawushu Artefact5 × Wind Pandawushu Artefactto hand over
    • Icon of Wood Pandawushu Artefact5 × Wood Pandawushu Artefactto give
    • Icon of Fire Pandawushu Artefact5 × Fire Pandawushu Artefactto hand over
    • Icon of Water Pandawushu Artefact5 × Water Pandawushu Artefactto hand over
    • Virtue of Harmony iconVirtue of Harmonyreceived
    Terrdala Miners' Workshop, at [24,-22] (Terrdala)
    Terrdala Miners' Workshop · [24,-22]
  8. 8Join Urazawi the Sage

    Movement[0,0] · Urazawi

    Head to the Wukin and Wukang area, for example through the passage at . Then go to [0,0], climb the stairs and talk to Urazawi the Sage, in the center.

    Dialogue

    1. “Follow the path of the stars to see the first calligrapher again”
  9. 9Obtain the Virtue of Supreme Harmony

    Items · Paper Qilin

    You are teleported into the starry dream. Talk to the Paper Qilin and give it the 5 Virtue of Harmony: in exchange, it hands you the Virtue of Supreme Harmony.

    Dialogue

    1. “Say that you are looking for a supreme virtue of harmony”
    • Virtue of Harmony icon5 × Virtue of Harmonyto hand over
    • Virtue of Supreme Harmony iconVirtue of Supreme Harmonyreceived
  10. 10Craft the Harmony amulet

    Crafting

    Craft the Harmony amulet, or get it, with a Jeweler at level 47 or higher. Recipe: 1 Tofoone Fluff, 1 Boostache Moustache, 6 Kwoan Eye and 2 Farmland Substrate.

    • Tofoone Fluff icon1 × Tofoone Fluffto hand over
    • Boostache Moustache icon1 × Boostache Moustacheto give
    • Kwoan Eye icon6 × Kwoan Eyeto give
    • Farmland Substrate icon2 × Farmland Substrateto give
    • Harmony iconHarmonyreceived
  11. 11Craft the Rune of Harmony

    Crafting

    Go back to Rok Islet and enter the smithmagic workshop. Equip the Totem of Balance in place of your weapon, click the crusher and choose “create a rune of harmony”. Then craft 1 Rune of Harmony.

    • Yellow Mage Metaria icon4 × Yellow Mage Metariato give
    • Red Mage Metaria icon4 × Red Mage Metariato give
    • Green Mage Metaria icon4 × Green Mage Metariato hand over
    • Blue Mage Metaria icon4 × Blue Mage Metariato hand over
    • Virtue of Supreme Harmony icon1 × Virtue of Supreme Harmonyto hand over
    • Nugget icon200 × Nuggetto give
    • Major Astral Rune icon2 × Greater Astral Runeto hand over
    • Harmony icon1 × Harmonyto hand over
    • Rune of Harmony iconRune of Harmonyreceived
    Rok Islet Smithmagic Workshop, at [38,-20] (Kramdam Heights)
    Rok Islet Smithmagic Workshop · [38,-20]
  12. 12Use the rune on the pyramids

    Dialogue · Prismatic Pyramids

    Go to the little tower at the very back of the Bonta palace and go up to the upper floor. Stand on a cell adjacent to the Prismatic Pyramids and talk to them. The harmony of the pyramids is rebalanced and the rune is destroyed.

    Dialogue

    1. “Approach the symbol of harmony of the two pyramids”
    2. “Stay still”
    • Rune of Harmony icon1 × Rune of Harmonyto give
    Bonta Palace, at [-37,-61] (Promontory of the Heavens)
    Bonta Palace · [-37,-61]
  13. 13Find Ilaster Kro'Ly again

    Dialogue · Ilaster Kro'Ly

    Go up to the second floor of the Brakmar library. Talk to Ilaster Kro'Ly about the nightmarish Dofus: he agrees to help you if you owe him a favor. His spell could master the Dofus, but its formula is only transcribed in the spellbook of the witch Rewona, which has disappeared somewhere in Brakmar. While you look for it, he protects the library's old books, coveted by a rodent.

    Dialogue

    1. “Think about the stakes and accept”

    Three tasks follow, in whatever order you like: the spellbook page, 5 Exhilarating Influence and 5 Destructive Influence.

    Brakmar Library, at [-24,39] (The Anchor)
    Brakmar Library · [-24,39]
  14. 14Follow the Librarivore Rat

    Movement · Librarivore Rat

    The rodent Kro'Ly talked about is the lead. Go down into the Brakmar sewers at , then go down one map at : the Librarivore Rat is reading a book, with an old parchment glowing red as a bookmark. It jumps into the crevice: follow it by carefully climbing down the big chain.

    Only characters at this step of the quest, or who have completed it, can go down into the crevice.

  15. 15Defeat the Demonic Spellbook

    Combat

    Down below, approach the Demonic Spellbook: it judges you unworthy of reading its pages written in Amakna script. Convince it, and a fight starts, which can be done with several players. The spellbook runs away, but you have wrested the spell's formula from it.

    Dialogue

    1. “Approach the spellbook”
    2. “Convince him to share his knowledge”

    You only have 10 turns to kill it: on turn 11, the whole team dies. Hit it in the order Air, Water, Fire, Earth, Neutral to strip its resistances.

    • Demonic SpellbookDemonic Spellbookfight · level 200 · 5,500 HP · 12 AP · 4 MP
    • Page from Rewona's Spellbook iconPage from Rewona's Spellbookreceived
  16. 16Fight the manifestations in Brakmar

    Combat

    The influences drop from nightmare manifestations taken from the militiamen. In Brakmar, talk to one of the Bontarians on each of these four maps: each fight can be done in a group and yields one influence, whose type depends on the alignment fought. The captain's fight yields two.

    • talk to one of the Bontarians
    • talk to one of the Bontarians
    • talk to one of the Bontarians
    • talk to one of the Bontarians: this fight includes the Bontarian Captain, invulnerable until her allies die
  17. 17Fight the manifestations in Bonta

    Combat

    Same thing in Bonta: talk to one of the Brakmarians on each of these four maps. Each fight can be done in a group; the captain's fight yields two influences.

    • talk to one of the Brakmarians
    • talk to one of the Brakmarians
    • talk to one of the Brakmarians
    • talk to one of the Brakmarians: this fight includes the Brakmarian Captain, invulnerable until his allies die
  18. 18Bring the page and the influences back to Kro'Ly

    Items · Ilaster Kro'Ly

    On the second floor of the Brakmar library, hand everything over to Ilaster Kro'Ly. Disappointed that you didn't bring back the whole manuscript, he crumples the page into a ball and swallows it, then translates the spell onto a blank sheet of paper, to be read aloud in the right place.

    • Page from Rewona's Spellbook icon1 × Page from Rewona's Spellbookto hand over
    • Exhilarating Grip icon5 × Exhilarating Influenceto hand over
    • Destructive Grip icon5 × Destructive Influenceto hand over
    • Kro'Ly's Spell iconKro'Ly's Spellreceived
  19. 19Chant the spell in the nightmare's maw

    · Destroyers' Nightmare

    Go back into the Destroyers' nightmare at and click the big jaw to go down into it. Talk to the Destroyers' Nightmare and read the spell: it grows. Talk to it again and keep reciting: the light of Harmony spreads, but it calls the Banes to its aid and you are teleported far from here.

  20. 20Talk to the Horsemen

    Dialogue[0,0] · Entropix

    Talk to Servitude, who threatens to kill you: continue your incantation, in vain, because you are too far from the Dofus. Then talk to Entropix, who came to help you and who transforms, then talk to him again to start the fight.

    Dialogue

    1. “Face the Horsemen of the Eliocalypse”

    Tip: first start Meanwhile, a Rebirth and advance it to the same fight. The two fights are separate, but it gives you the Relic Chest, which brings you back to the fight location if you lose. Otherwise, you probably have to go back through the nightmare's maw at .

  21. 21Face the four Horsemen

    Combat[0,0]

    You fight Misery, Corruption, Servitude and War, who have enormous HP, with Entropix and a double of yourself at your side. Your main character is sacrificed by the double, which absorbs its damage, and is Unlockable. The Horsemen are not killed: they are neutralized, and the fight ends when all four are.

    Your main character deals no damage with its damage spells: the double is the one that hits.

    • MiseryMiseryfight · level 220 · 18,000 to 26,000 HP · 20 AP · 6 MP
  22. 22Strike with your double

    The double carries the effect Relic of the Dead God: 60,015 Vitality, +400% final damage and 3 MP. Each MP it uses hits and pushes adjacent enemies back one cell: move it into melee range of the targeted Horseman as many times as you have MP. At the end of its turn, it also hits the target in the Strategic Support state, with whom it swaps places at the start of its turn.

    The double hits in your best element: preferably switch to Water, especially against Misery. Push or pull it often, as this heals it and its allies within 2 cells or less.

  23. 23Apply the Strategic Support state

    Only your main character applies the Strategic Support state, by hitting the desired target, even without dealing it damage. Only one character has it at a time: a Horseman or Entropix, recognizable by the small gray 1 above it. Always place it on the Horseman you are targeting, or on Entropix to benefit from the place swap: it deals no damage to it.

  24. 24Neutralize each Horseman

    Bring the Horseman down to 10% of its max HP: it enters the Weakened Horseman state. Then perform its own action three times (see the fights below): a colored number rises from 1 to 3 above it, then it summons a cross-shaped glyph of size 1. Place it at the center of this glyph: it loses 100 AP and 100 MP and becomes Unmovable and Rooted.

    The numbers and the glyph disappear after 3 turns: you then have to start over. Recommended order: Misery, Corruption, Servitude, then War.

  25. 25Finish the ritual

    · Destroyers' Nightmare

    After the victory, talk to Entropix again: he teleports you in front of the nightmarish Dofus. Talk to the Destroyers' Nightmare to continue the ritual. It tries to resist with the power of the Dofus, then chains break and the spirit disappears.

  26. 26Break the barrier

    Dialogue · Helzbeth, Mother of the Destroyers

    Helzbeth, Mother of the Destroyers appears, furious that you stand against her. While she rages, you detect the barrier that is blocking Draconiros and master the energy of the Dofus, which now flows within you. It's a success.

    Dialogue

    1. “Try to break the barrier with the Dofus's energy”
  27. 27Listen to Draconiros's sentence

    Dialogue · Draconiros

    Talk to Draconiros, who accuses Helzbeth of breaking many rules, listen to Helzbeth's defense, then Draconiros's reply: he condemns her to a dreamless sleep. Talk to him again: Entropix is a paradox born when the tormented stone was entrusted to the Banes, and it must disappear.

    Dialogue

    1. “Reluctantly approach the chronomorph”
  28. 28Return Entropix to the dream time

    Combat · Entropix

    Talk to Entropix and apologize. Scared, he draws on the Dofus, which cracks: you are now in front of a temporal rift. Talk to him again to send him back where he came from. This fight is done alone.

    Dialogue

    1. “Face Entropix before it's too late”
    • EntropixEntropixfight · level 200 · 5,500 HP · 12 AP · 5 MP
  29. 29Go back to see Draconiros

    Dialogue · Draconiros

    Tell Draconiros that Entropix is no more. He combines the tormented stone with the Dofus created by Kabaal, then hands that Dofus to you, made of the essence of your nightmare, whose dream you will now have to watch over. The quest ends, and with it the Eliocalypse chapter.

The fights

Demonic Spellbook

Demonic Spellbook

Level 200

In the crevice of the Brakmar sewers, with a group if you like. 5,500 HP and 99% resistances across the board. At the start of each turn, it places a glyph of the element that last hit it: hit it in Air, Water, Fire, Earth, then Neutral, and the number above its head rises up to 5. After one turn played in the 5 state, it loses 200% resistances: kill it before turn 11, when the team dies. It summons a Pumalevolent each turn; its glyphs hit allies and enemies alike and can finish off the Pumalevolent.

  • Sinister Bite

    Strikes 400 in Fire. Melee only.

  • Occult Tempest

    Hits for 200 Air and removes 2 range for 1 turn. Up to 6 range.

  • Black Magic

    Gives itself 1 MP and swaps places with the target. Up to 5 range.

Bontarian Captain

Bontarian Captain

Level 200

Fights against the Bontarians, in Brakmar. The captain, at , is Invulnerable as long as its allies live. Once alone, it gains 3 MP and 10% final damage each turn, with no limit: eliminate it as quickly as possible. Spells of the Bontarians in these fights, in the order of the guide:

  • Bontarian Earthly Blow

    Hits 550 in Earth, in a cross of size 1. In a line, up to 2 range.

  • Bontarian Watery Blow

    Hits for 550 Water. In a line, up to 2 range.

  • Targe

    Gives 550 AP-boost to all its allies for 1 turn. From turn 3, then every 3 turns.

  • Impalement

    Hits 400 in Air, in a cross of size 1, and poisons the target for 30 to 34 Neutral damage for 2 turns. In a line, up to 2 range.

  • Neutralising Blow

    Hits for 550 Water and removes 100 MP for 1 turn. Melee, cooldown of 2 turns.

  • Zealous Glyph

    Square glyph of size 2 around it for 2 turns: 100 in Water and 2 MP removed as long as you are inside. Cooldown of 3 turns.

  • Bulking Up

    From his first turn, +50% resistances, then -25% per turn for the following 3 turns, before regaining 50%, and so on.

  • Ravages

    Hits for 150 Water, in a cross of size 1, and steals 80 Chance from the target for 2 turns. From 2 to 7 range.

  • Sword Blow

    Hits 200 in Air as life steal and steals 80 Agility for 2 turns. In melee.

  • Inflexible Double

    Summons a double with the same spells: +15% final damage, -30% resistances. When it dies, its allies lose 2 MP and 15% resistances, and their damage drops by 7%. In melee, cooldown of 5 turns.

  • Cratearth

    Hits for 400 Earth, in a circle of radius 2. From 3 to 7 range.

  • Corrosword

    Hits 500 in Air and applies 10% erosion for 1 turn. In melee.

  • Boiling Attraction

    Hits 350 in Earth, applies the Gravity state for 2 turns and pulls 2 cells. In a line, at exactly 2 range.

  • Boosted Blow

    Hits for 450 Air and increases his final damage by 7%, with no duration limit. Melee.

  • Invigorating Vengeance

    For 2 turns, heals with each line of damage received and spreads 40% of the damage taken around it. From turn 3, then every 5 turns.

  • Tenacity Glyph

    Glyph of radius 3 for 2 turns: its allies inside gain 10% final damage, and your characters who pass through it take 300 in Fire.

  • Invigorating Attraction

    Pulls all characters 3 cells in a cross of size 3 around him and heals himself for 350 HP. Cooldown of 3 turns.

Brakmarian Captain

Brakmarian Captain

Level 200

Fights against the Brakmarians, in Bonta. The captain, at , works like the Bontarian captain: Invulnerable as long as its allies live, then 3 extra MP and 10% extra final damage each turn. Spells of the Brakmarians in these fights, in the order of the guide:

  • Brakmarian Frenzy

    Hits 550 in Fire, applies the Gravity state for 2 turns and pushes back 2 cells. In melee.

  • Impalement

    Hits for 400 Fire, in a cross of size 1, and makes the target Unhealable for 2 turns. In a line, up to 2 range.

  • Neutralising Blow

    Hits for 550 Fire and removes 100 MP for 1 turn. Melee, cooldown of 2 turns.

  • Enragement

    Gives all his allies 1 MP and 5% final damage for 2 turns. From turn 2, then every 3 turns.

  • Bulking Up

    From his first turn, +50% resistances, then -25% per turn for the following 3 turns, before regaining 50%, and so on.

  • Brutal Throw

    Hits 400 in Air, in a line of size 2, and removes 1 MP for 2 turns. In a line, from 2 to 7 range.

  • Jabbed

    Hits for 500 Air and poisons for 30 to 34 Neutral damage for 2 turns. Melee.

  • Cruel Double

    Summons a double with the same spells: +15% final damage, -30% resistances. When it dies, its allies lose 2 MP and 15% resistances, and their damage drops by 7%. In melee, cooldown of 5 turns.

  • Club Throw

    Hits 350 in Earth and removes 1 AP for 1 turn. From 2 to 7 range.

  • Club Blow

    Hits for 400 Earth and applies 10% erosion for 1 turn. Melee.

  • Bloody Attraction

    Hits for 400 Fire and pulls 2 cells. In a line, at exactly 2 range.

  • Critical Blow

    Hits 500 in Earth and gains 5% critical and 2% melee damage, with no duration limit. In melee.

  • Invigorating Vengeance

    For 2 turns, heals with each line of damage received and spreads 40% of the damage taken around it. From turn 3, then every 5 turns.

Misery

Misery

Level 220

Neutralize first: she gains 200 Power with each Bane Balance. In phase 1, she can remove 100 AP and 100 MP for 1 turn, at only 2 range; around half of her HP, she mounts her steed and becomes Invulnerable for 1 turn. Here, her allies' constant attraction is removed, and she loses her attraction once neutralized.

  • Abundance

    To neutralize it: give yourself three times AP-boosts in melee with it. With no AP-boost spell, equip an Emerald.

  • Recommended walkthrough

    Turn 1: boost the double's MP, put Strategic Support on Misery (a Leek Pie is enough), let her approach and move the double forward in melee with each MP. Turn 2: same thing until her 10%, then yellow glyph and positioning in the center.

Corruption

Corruption

Level 220

It applies the Kissiphrot Sipike effect to itself, which only it has: it hits you back if you strike it while it has it, and healing yourself in melee with it removes the effect. It passes on one disease out of 9 when it hits or when you walk into its glyph. Once neutralized, it keeps its glyph, but the diseases disappear from the fight.

  • Cure

    Neutralizing him: heal yourself three times in melee with him. Life steal has counted since version 2.71, and pushing the double in melee heals it.

Servitude

Servitude

Level 220

He reflects damage if you do not have the Traitor state: you get it by ending your turn on one of his one-cell glyphs (one glyph, one state, a single attack without reflection). Here, there is no healing or rewind in the last phase, and no Armiscreant. This is the longest phase.

  • Freedom

    To neutralize it: dodge-lock it three times, normally over three turns. The escape the double gains helps. Keep an obstacle behind it, otherwise you push it back one cell.

  • Recommended walkthrough

    When it places its glyphs, put Strategic Support on it and end the double's turn on a glyph: it gets hit once. On the next turn, with no glyph, switch the state back to War to avoid the reflect.

War

War

Level 220

Invulnerable until the other three are neutralized. At every 20% HP threshold, she summons a weapon that hits hard in an area: kill it. Her Fearless state makes anyone who deals the first line of damage to her Pacifist for 1 turn. Push Entropix into her to make her Pacifist for 1 turn.

  • Peace

    To neutralize her: she must deal no damage for three turns. Since she only hits your double, her numbers rise on their own each turn.

  • Positioner

    Place your double and your character on the cells adjacent to the center of its glyph: it moves there on its own.

Entropix

Entropix

Level 200

The final fight, alone. Entropix has 5,500 HP, 90% resistances everywhere and Misery's spells. He is accompanied by 7 Paradoxical Chronomorphs of 1,100 HP: each one that dies removes 10% resistances from him, but gives the others 1,100 Vitality and 100 Agility, cumulative.

  • Scale-Mace

    Hits for 80 Air, Water, Fire and Earth, about 320 in total, and steals 200 Power for 1 turn. In a line, up to 6 range.

  • Subjugation

    Pulls the target 9 cells and gains 100 Lock for 1 turn, less depending on the target's distance. In a line, from 2 to 10 range.

  • Liquefaction

    Hits 400 in Water and swaps places with the target. From 2 to 14 range, without line of sight.

  • Martyr

    Hits for 200 Earth. Melee.

Entropix's 7 allies. The more of them die, the sturdier the survivors become, but the more resistances Entropix loses.

  • Cytokinesis

    When a Chronomorph dies, the others grow and gain 1,100 Vitality and 100 Agility; Entropix loses 10% resistances. Stackable.

  • Punch

    Hits for 100 Air and pulls himself one cell toward the target. Up to 10 range.

  • Mitochondrion

    Hits 150 in Air and steals 50 Agility for 2 turns. In melee.

  • Cytokine

    Gives 1 MP for 1 turn to its allies in a circle of radius 3 around it. Cooldown of 2 turns.

The rewards

  • XP6,300,000 experience points
  • Kamas105,552 kamas
  • Destroyer Spike icon2 × Destroyer Spike

Related quests

The quest follows Ashes to Ashes, Dust to Descendre and closes the Eliocalypse chapter: no quest follows it for now. It is part of the achievement Eliocalypse: Reminiscence, along with Dance of Dissonance and Maimane's Totems.

Eliocalypse: Reminiscence achievement icon

Achievements · Eliocalypse

Eliocalypse: Reminiscence

Quest 3 of 4 · 10 achievement points

Complete the following quests:

Gives the Nightmare Dofus

  1. Dance of DissonanceLvl. 200
  2. Ashes to Ashes, Dust to DescendreLvl. 200
  3. A Tormented HeritageLvl. 200
  4. Maimane's TotemsLvl. 200

Ashes to Ashes, Dust to DescendreNext quest: Maimane's Totems

Where does the quest A Tormented Heritage begin?

With Draconiros, in front of the Dofus receptacle at . You must have completed Ashes to Ashes, Dust to Descendre and The Wokening; Death and Renewal and Maimane's Totems each block one step.

How do you craft the Rune of Harmony?

In the Rok Islet smithmagic workshop, at . Equip the Totem of Balance in place of your weapon, then gather the Virtue of Supreme Harmony, the Harmony amulet, 200 Nugget, 2 Astral Rune and 4 Metaria of each Mage color.

Where do you get the Virtue of Supreme Harmony?

From the Paper Qilin, in exchange for 5 Virtue of Harmony. Craft them as a level 10 Miner in Terrdala at , then stop by Urazawi the Sage at [0,0], in the Wukin and Wukang area.

How do you beat the Demonic Spellbook?

Hit it in Air, Water, Fire, Earth, then Neutral. After one turn played in the 5 state, it loses its resistances: kill it before turn 11, or the whole team dies.

Where do you get the Exhilarating and Destructive Influences?

On the nightmare manifestations, in Brakmar and Bonta. Four fights per city, in a group if you like; the captains are invulnerable as long as their allies live.

How do you beat the Horsemen?

By neutralizing them, not by killing them. Bring each one down to 10% of its HP, perform its own action three times, then place it in the center of the glyph it summons. Your double deals the damage.

What does A Tormented Heritage reward?

6,300,000 XP, 105,552 kamas and 2 Destroyer Spike. Draconiros also gives you the Dofus created by Kabaal.

Does A Tormented Heritage have a sequel?

Not yet. It ends the Eliocalypse chapter; a new arc, about who you really are, has been announced.

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A Tormented Heritage

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