Quest Brakmar
Dance of Death
One hundredth and final Brakmar alignment quest, level 200, with Oto Mustam at [-25,33]: go down into the Srambad catacombs to stop Archbishop Erzal. All the steps, the dialogue choices and the complete fight strategy.
![Oto Mustam: quest start, at [-25,33] (The Breastplate)](/wp-content/uploads/dofus/carte-la-cuirasse-25-33.webp)
What to prepare
Plan for 11,000 kamas, access to Srambad, fights in the Shadowy Heights and a solid group: 8 characters are recommended for the final fight.
10,000 kamasEllie Ksire, at the Srambad market
1,000 kamasFenmorse's scarf
Quest Resources, obtained along the way
10 × Dark Court Purseon the monsters of the Shadowy Heights, 100%
1 × Erzal's Documentson the table, after the fight
The 9 quest steps
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1Talk to Oto Mustam
Dialogue · Oto Mustam
The quest starts in the Brakmar militia. It is time to pay Archbishop Erzal a visit to thwart his plans.
![Oto Mustam, at [-25,33] (The Breastplate)](/wp-content/uploads/dofus/carte-la-cuirasse-25-33.webp)
Oto Mustam · [-25,33] -
2Talk to Yurman Widlick
Dialogue · Yurman Widlick
Go to Srambad and talk to Yurman Widlick, right at the entrance of Srambad.
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3Meet Egh the Necromancer
Dialogue · Egh the Necromancer
Go see Egh the Necromancer in the catacombs. After the conversation, defeat 10 monsters of the Shadowy Heights to obtain 10 Dark Court Purse, at 100%, and bring them back to him.
10 × Dark Court Purseto give
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4Stop by the Srambad market
Dialogue
At the Srambad market, give 10,000 kamas to Ellie Ksire, then talk to Fenmorse and take her scarf for 1,000 kamas.
Dialogue
- “Take the scarf for 1000 kamas”
11,000 kamasto pay
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5Polish the three mooring posts
Go back to the catacombs, in front of Egh's entrance, and click the 3 mooring posts. Then go back to see Egh the Necromancer.
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6Cross the Mawsouleum Catacumbras
Movement
Talk to the skull Séville, then go through the passage that has just opened. Talk to Jim Purity and pull the lever to move on to the next room. Talk to Amir Pootin, at , and pull the lever again. Talk to the Furious Djaulian, at , then click the cross in the hole to open the passage.
If you lose the final fight, the first room, and only that one, fills with traps: a cell marked with a small circle expels you from the dimension.
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7Defeat Archbishop Erzal
Combat · Archbishop Erzal
In the Srambad Well of Power, talk to Archbishop Erzal and attack him. The fight can be done in a group: 8 characters are preferable, otherwise fill in with companions; 4 characters and 4 companions are enough with a good knowledge of the fight. All the enemies, Erzal included, share damage: it is impossible to target a single monster, so you have to eliminate them at roughly the same time.
Dialogue
- “Put an end to this chatter and attack the archbishop before he goes after the world of the Twelve”
From turn 2, at the start of each of his turns, Erzal eliminates all characters who are not in the Blessed state. When a character ends their turn, they give the Blessed state to all their allies in line within 4 range: place all your characters in a line, or on several lines. A Watchers Dofus lets you heal at the same time.
Archbishop Erzalfight · level 220 · 13,000 to 19,000 HP · 12 AP · 7 MP
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8Collect the documents
Items · Archbishop Erzal
Once the fight is won, talk to Erzal again, then take the documents from the table.
Erzal's Documentsreceived
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9Bring the documents back to Oto Mustam
Items · Oto Mustam
Go back to see Oto Mustam and give him Erzal's documents. The quest ends: you have completed all the alignment quests.
1 × Erzal's Documentsto give
The fights
Level 220
Invulnerable, he cannot be pushed, pulled or carried, but he can be teleported, swapped, and goes through Eliotrope portals. To lift the invulnerability, two characters must end their turn in line within 4 range of him: the first makes him Exalted, the second Melancholic, and he loses invulnerability for 1 turn at the start of his own. The best approach is to block him in melee, surrounded by your characters, staying within 5 range: bring him over with swap spells (Wandering, Misconstrual, Transposition) or an Eliotrope portal, or stand at 8 range so that he moves toward you (he has 7 MP and a fleeing AI). He resurrects once the last monster is dead; killing him also kills that monster. Without blocking, eliminate all the monsters before lifting his invulnerability.
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Penitence
Deals 1,000 Air damage and removes 75 power (100 on a critical hit) for 3 turns, in a cross of size 1. The target becomes Penitent for 1 turn: Erzal's and the monsters' spells have more effect on it. Up to 12 modifiable range, 1 times per turn.
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Dark Burns
Deals 1,000 Fire damage, removes 4 range (6 on a critical hit) for 2 turns and applies a Fire poison of 700 for 2 turns to all characters at 5 range or more from it. Dispellable. On a Penitent: more damage and 6 range removed (8 on a critical hit). From turn 2, 3-turn cooldown.
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Expiation
Removes 25% of HP for one turn from all characters, 33% from the Penitent. 3-turn cooldown.
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Feathery Flight
For 2 turns, Erzal gains 50 power, 5% critical and 20 critical damage when the target takes damage; 75, 7% and 30 if it is Penitent. Melee only, 1 times per turn.
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Recall to Unlife
Resurrects the last dead monster with all its HP. The monsters then reduce damage by 120 and remove 20% resistances from characters in contact with them at the start of their turn. Up to 14 range, only once per fight.
Levels 200 to 212
The most dangerous: remove range from it to stop it from casting Compassion. It never comes into melee, so Disturbance is harmless.
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Compassion
For 2 turns, the target takes 25% more erosion (35% if Penitent), intercepts all damage dealt to its allies within 4 range and loses 1% HP when hit. Up to 14 modifiable range, 3-turn cooldown.
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Weight of Death
Deals 800 Water damage and applies Gravity for 1 turn, more damage on a Penitent. Up to 12 modifiable range, 1 times per target.
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Disturbance
Deals 1,000 Air damage and steals 50 agility (75 on a critical hit) for 2 turns; on a Penitent, more damage, 65 (100) agility stolen, and allies in line within 4 cells are pulled 3 cells toward the target. Melee only.
Levels 200 to 212
Very dangerous: it poisons and removes range from a distance, and gives a big shield to a monster every two turns. Its spells have modifiable range: remove range from it and keep it at a distance.
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Cape of Ashes
For 2 turns on an allied monster: when hit by a spell, it gains 5% of its HP as a shield (8% on a critical hit); when hit by a weapon, 10% (15%) and reduces weapon damage by 55 (88). From 0 to 8 modifiable range, 2-turn cooldown.
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Burning Ashes
Dispellable Fire poison: 54 damage (81 on a critical hit) per AP used at the end of the target's turn, 72 (108) if it is Penitent. Up to 12 modifiable range, 2 times per turn.
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Clumped Ashes
Removes 5 range (6 on a critical hit) for 1 turn and pushes back 2 cells, in a circle of radius 2. Up to 12 modifiable range, 1 times per turn.
Levels 200 to 212
Less dangerous than the Bonereaper and the Ashblack, but it hits hard from a distance, removes stats, heals and buffs. Remove range from it only if that doesn't stop you from doing so on the other two.
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Redemption
Deals 20% of the target's current HP (30% on a critical hit) as Earth damage and removes 200 (300) of stats in each element for 1 turn; 25% (40%) and 250 (400) on a Penitent. Up to 12 modifiable range, 3 times per turn.
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Lance Blow
Pushes back 3 cells and removes 30 push resistance (45 on a critical hit, 40 or 60 on a Penitent) for 3 turns; at the start of its turn, the target removes 30 dodge (45) from characters in contact with it. Melee only.
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Performance of Miracles
Heals 1,000 and gives 200 power (300 on a critical hit) for 1 turn, in a circle of radius 2. From 0 to 12 range, 1 times per turn.
Levels 200 to 212
It can be ignored: it only hits in melee and often backs off by itself. Push it back when it approaches. We Are Me: at the end of its turn, it teleports to a random cell within 3 range (40%), to its previous position (40%) or to its start-of-turn position (20%).
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Bash-Full
For 3 turns, gains HP equal to the damage taken, 300 at most per turn (450 on a critical hit), and reflects 100% (150%) of the Water damage taken to characters in contact with it. 4-turn cooldown.
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Blood Drive
Applies 50% erosion for 1 turn and transfers 10% of its HP (15%) to allied monsters in a circle of radius 3. Up to 2 range, 1 times per turn.
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Punitive Blow
Deals 20% of its current HP (30% on a critical hit) as Neutral damage, applies Weakened for 1 turn, and the target loses 2 AP (3) when healed for 1 turn. Melee only.
The rewards
In addition to the XP, you obtain the Brakmarian Battle Standard attitude.
- XP3,150,000 experience points
Related quests
The one hundredth and final Brakmar alignment quest, it follows Für Ilyz. It unlocks access to the three orders, with Apprenticeship: Apocalypse Hero, Apprenticeship: Master of Shadows and Apprenticeship: Guardian of Torture.
- Start
- Oto Mustam
- Start
- Kaffra Keeper
- Start
- Shush Tercesasti
- Start
- Divad Dleifrepok
Where does the quest Dance of Death start?
With Oto Mustam, in the Brakmar militia at . You must be at least level 190 and have completed Für Ilyz.
How many kamas should I plan for?
11,000 kamas: 10,000 for Ellie Ksire and 1,000 for Fenmorse's scarf, at the Srambad market at .
Where to find the Dark Court Purses?
On the monsters of the Shadowy Heights, in Srambad, at 100%. You need 10.
How to avoid being eliminated by Erzal?
Be in the Blessed state at the start of his turn. A character who ends their turn gives it to allies in line within 4 range: stay in line.
How to remove Erzal's invulnerability?
Two characters must end their turn in line within 4 range of him. He then loses his invulnerability for 1 turn.
How many characters for the fight against Erzal?
8 preferably. Fill in with companions if needed: 4 characters and 4 companions are enough with a good knowledge of the fight.
What does Dance of Death unlock?
Access to the three Brakmar orders, with the quests Apocalypse Hero, Master of Shadows and Guardian of Torture.
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