Quest Kramdam Heights
The End… or the Beginning
Last Primordial Dofus quest, level 200, with Rimanda in the Huppermage temple at [38,-21]: follow the three silver threads, cut them, then face the Norrai. All the steps, dialogue choices, titles and auras, and every fight.
![Rimanda: quest start, at [38,-21] (Kramdam Heights)](/wp-content/uploads/dofus/carte-hauts-du-kramdam-38-21.webp)
What to prepare
Before talking to Rimanda: the 6 Primordial Dofus in your inventory, the quest Lumberjacks in Distress completed, since it blocks a step, and 1 kama for a lemonade. The Third Eye, in your quest inventory, guides you to each thread.
1 kamasFattumy's lemonade, at the Incarnam tavern
Quest Resources, obtained along the way
1 × Brakmar Relicfrom defeating the Crimson Dawn Captain at [-1,-9]
The 24 quest steps
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1Talk to Rimanda
Dialogue · Rimanda
The quest starts with Rimanda, in the Huppermage temple. She tells you that you will have to find the agents guarding the silver threads of the Balance.
![Huppermage Temple, at [38,-21] (Kramdam Heights)](/wp-content/uploads/dofus/carte-hauts-du-kramdam-38-21.webp)
Huppermage Temple · [38,-21] -
2Follow the thread of the past
Movement · Ghost of the Past
Open your quest inventory and use the Third Eye: it places a marker on your map. The thread of the past leads to Urdnona's spinning wheel, at . The Ghosts of the Past protect the weft of the tapestry there and will not let you through, whatever you do.
Dialogue
- “Shrug and do not insist”
![Ghost of the Past, at [1,-13] (Astrub Cemetery)](/wp-content/uploads/dofus/carte-cimetiere-d-astrub-1-13-2.webp)
Ghost of the Past · [1,-13] -
3Make Snuffles appear
· Snuffles
Click on the left grave to make Snuffles's ghost appear, then talk to him. He agrees to help you drive off the Centorors, whom he has never liked: it is because of a tax collector that he died. For this he needs a Brakmar Relic.
![Snuffles, at [-1,-12] (Astrub Cemetery)](/wp-content/uploads/dofus/carte-cimetiere-d-astrub-1-12.webp)
Snuffles · [-1,-12] -
4Defeat the Crimson Dawn Captain
Combat · Crimson Dawn Captain
Go down a few maps to and talk to the Crimson Dawn Captain to attack him. The fight can be done in a group.
Crimson Dawn Captainfight · level 200 · 3,800 to 6,600 HP · 12 AP · 5 MP
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5Give the relic to Snuffles
Items · Snuffles
Go back to Snuffles and give him the Brakmar Relic. His plan can begin: make it look like Crimson Dawn spirits are gathering to curse Menalt's grave.
1 × Brakmar Relicto hand over
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6Drive off the Centorors
· Ghost of the Past
Go back to and talk to the Ghost of the Past: tell him that Crimson Dawn specters have gathered next to Menalt's grave. The Centorors leave immediately.
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7Cut the thread of That Which Was
Combat · That Which Was
Talk to That Which Was to try to cut the silver thread. A tactical fight starts, solo: the spool quadruples, 4 devices surround you with 10 HP in total. Hit the device under which the red glyph appeared last: each correct hit removes 1 HP, so you need to succeed 10 times.
Finish before turn 20: on that turn, you are killed in one hit. Glyphs appear and disappear very quickly under the devices, sometimes almost invisible. Stay alert: as soon as you hit a device, the next turn starts.
That Which Wasfight · level 200 · 10 HP · 5 AP · 0 MP
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8Follow the thread of the present
Movement
Use the Third Eye again from your quest inventory. A new position is displayed: the thread of the present leads to Decimandi's spinning wheel, at .
Do not talk to the puppets now, it is pointless: you must first go get help.
![Follow the thread of the present, at [-3,-21] (Astrub Forest)](/wp-content/uploads/dofus/carte-foret-d-astrub-3-21.webp)
Follow the thread of the present · [-3,-21] -
9Ask Artand for help
Dialogue · Artand
Go to the Astrub Grocery and explain your situation with the three Norrai to Artand. He agrees to help you against the puppets and arranges to meet you there.
To continue, you must have completed the quest Lumberjacks in Distress.
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10Defeat the puppets with Artand
Combat · Artand
Go back to and talk to Artand to attack the puppets with his help. The fight is done alone, with Artand at your side.
The puppets are invulnerable: Artand removes this state for 1 turn, in melee. The fiery Toy of Fate sometimes applies the Pacifist state to nearby characters.
Toy of Fatefight · level 200 · 4,400 HP · 10 AP · 5 MP
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11Cut the thread of That Which Is
Combat · That Which Is
Talk to That Which Is to try to cut the thread. A tactical fight starts, solo: you must place the small machines on the 4 glyphs of the big machine in the center. To move a small machine, hit it while in line with it: it is pulled into your melee range.
Plan for good mobility: movement spells and 6 MP.
That Which Isfight · level 200 · 10 HP · 10 AP · 5 MP
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12Follow the thread of the future
Movement
Click one last time on the Third Eye in your quest inventory. The thread of the future leads to Skuldmort's spinning wheel, at .
There are Gloots there: do not talk to them now.
![Follow the thread of the future, at [3,-28] (Astrub Fields)](/wp-content/uploads/dofus/carte-champs-d-astrub-3-28.webp)
Follow the thread of the future · [3,-28] -
13Consult Aisling
Dialogue · Aisling
Go to the Astrub Library and ask Aisling whether any book describes a method for weakening elementals. She mentions a scroll of incantations written by a Bwork, capable of protecting against them. You cannot read it: Aisling agrees to come read it in your place.
Dialogue
- “Greet Aisling”
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14Make them recite the incantation
Combat · Aisling
Go back to and talk to Aisling so she recites the incantation. A fight then starts against 2 Ogre's Tears, alone.
Dialogue
- “Wait”
- “Notice that the elementals are stirring, but be patient”
- “Wait some more while the elementals approach the hill”
Follow this dialogue, otherwise the fight will be harder.
Ogre's Tearfight · level 200 · 4,900 to 7,100 HP · 10 AP · 5 MP
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15Talk to Septangel
Dialogue · Septangel
Septangel appears after the fight. The world will be destroyed one day, but according to the Grand Chronomaster, neither now nor by your hand. She offers you to join the Watchers clan and become a guardian of the Kontinuum, to protect the Dodécariam and Xelor's plan.
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16Cut the thread of That Which Will Be
Combat · That Which Will Be
Talk to That Which Will Be to try to cut the thread. A tactical fight starts, solo: colored glyphs lead to a machine with a green cell. Reach the green cell in fewer than 10 turns, otherwise you are killed in one hit. Brown glyph: sends you back to your turn-start position. Red: -1 to the duration of effects. Purple: -1 MP, with no end. Blue: pushes back 2 cells.
Stepping on a glyph removes 1 turn from the remaining time. You can move one of the small machines by hitting it: it shifts with each hit received.
That Which Will Befight · level 200 · 10 HP · 10 AP · 5 MP
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17Buy a lemonade from Fattumy
Items · Fattumy
Take the portal to Incarnam in Astrub, at , then enter the Incarnam tavern. Buy a lemonade from Fattumy for 1 kama.
Dialogue
- “Order a lemonade for 1 kama”
1 kamasto pay
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18Clink glasses with Lykhen Zisurvivor
· Lykhen Zisurvivor
Still in the tavern, offer the lemonade to Lykhen Zisurvivor and clink glasses with him: you have gathered all 6 Dofus. He wishes you good luck and tells you that the Norrai are not invincible.
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19Return to the sanctuary
Movement
Meet at and go through the waterfall to reach the dragon statue. Click on the dragon, then cross the first room.
![Sanctuary waterfall, at [21,-33] (Pandala's Secret Garden)](/wp-content/uploads/dofus/carte-jardin-secret-de-pandala-21-33.webp)
Sanctuary waterfall · [21,-33] -
20Talk to Urdnona
Dialogue · Urdnona
Urdnona asks whether you have changed your mind and whether you will unleash the Primordial Fire to destroy the world of the Twelve.
Dialogue
- “Reply that you have made your choice”
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21Choose your path
Dialogue · Urdnona
Choose only one of the six answers below. It determines the title and aura you get after the fight, and the Avatar that fights with you. None is better for the fight: the Avatars are fairly balanced.
Dialogue
- “The choice of freedom... The path of Ratathrosk”
- “The gods' choice... The path of Meriana”
- “The Balance's choice... The path of Rimanda”
- “The demons' choice... The path of Djaul”
- “The Watchers' choice... The path of Septangel”
- “Reply that you accept destiny's choice... but on your terms.”
This choice is final: you will not be able to change the title, aura or Avatar for the fight that follows.
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22Defeat the Norrai
Combat · Wrath of the Norrai
The fight pits you against the three Norrai, Decimandi, Skuldmort and Urdnona, and the Wrath of the Norrai. You do it alone, with the Avatar of your path whom you control. Throughout the fight, even if eliminated, the Avatar gives you 2,500 Vitality, 2 AP, 2 MP, 500 Power and 50 Flight, and receives the same bonuses. Since 3.4, the starting placement is always the same.
The Wrath of the Norrai stays invulnerable and at 0 MP as long as the 3 Norrai live, and the Norrai are invulnerable too: only the Spinning Wheel removes this state. With the states Thread of Destiny, Cutting, Unrolling and Weaving at the same time, the Wrath kills you in one hit.
Wrath of the Norraifight · level 200 · 4,000 HP · 20 AP · 0 MP
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23Talk to your path's representative
Dialogue
Once the fight is over, talk to the person whose path you chose, for example Septangel if you followed the path of the Watchers.
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24Talk to Ganymede
Dialogue · Ganymede
Take the portal back to Incarnam in Astrub, at , then go to the Celestial Temple to talk to Ganymede. A cutscene plays: the Dofus quest ends.
The fights
Level 200
In , to get the Brakmar Relic. The fight can be done in a group.
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Ghostly Explosion
Hits for 250 Fire in an area.
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Ghostly Storm
Hits for 270 Fire.
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Ghostly Sword
Whack of 220 Air, 100 Water and 100 Fire.
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Ghostly Slaughter
Strikes for 330 Air damage.
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Spectral Roar
Hits for 250 Fire damage and 50 Air damage, as life steal for the Air.
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Ghostly Arrow
Whacks for 200 Earth damage.
Level 200
Fight against the puppets at , alone with Artand. The puppets are invulnerable: Artand removes this state for 1 turn, in melee. Here are the spells of the fight, Artand included.
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Fateful Immunity
Enters the Invulnerable state, with no end.
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The Dice of Destiny Are Cast
Removes the Invulnerable state from a puppet for 1 turn. Cast in melee.
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Artand's Misadventure
Hits for 150 Water damage as life steal and 300 Earth damage.
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Failing Eyesight
Hits for 300 Water damage and steals 2 range for 2 turns.
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Watering
Hits for 200 Water.
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Puppet Evasion
Hits for 200 Water.
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Prodigious Magnet
Pulls all characters in a line of 5 cells.
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Fateful Hindrance
Hits for 200 Air damage and -30 Flight and Lock for 2 turns. Up to 2 range, in line, without line of sight.
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Puppet Jump
Hits for 250 Air damage in a circle of radius 2.
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Obstacle
Hits for 100 Fire damage and removes 3 dodgeable MP for 2 turns.
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Fateful Blow
Applies the Pacifist state for 1 turn and hits for 200 Fire damage.
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Puppet Larceny
Hits for 400 Fire damage and steals 150 Intelligence for 2 turns.
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Arsenic
Poison for 2 turns: each MP used causes 2 Earth HP loss. Up to 4 range, in line, without line of sight.
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Puppet Corrosion
Hits for 300 Earth damage at exactly 2 range around it and 20% erosion for 2 turns.
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Twist of Fate
Hits for 300 Earth damage and steals 150 Strength for 2 turns. Up to 8 range, diagonally, with line of sight.
Level 200
2 Ogre's Tears, alone, at , after Aisling's incantation.
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Sobby Aspiration
Hits for 100 Water damage and pulls you 3 cells. In line, from 4 to 8 range, without line of sight.
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Sobby Pouring
Hits for 200 Water damage in melee and -10% Water resistance for 1 turn.
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Flood of Tears
Summons 2 Ogre's Lil' Tears, which hit for 100 Water damage at short range and remove 2 dodgeable MP for 2 turns.
Level 200
Invulnerable, at 0 MP and in the Heavy, Unmovable and Gravity states as long as the 3 Norrai live. Each Norrai eliminated gives the surviving Norrai and the Wrath 2,000 HP, 200 Power and 15% more size, and the Wrath takes the state spell of the last Norrai eliminated. Once all 3 Norrai are eliminated, it becomes vulnerable and gains 6 MP. Tips: never end your turn in its line of sight, hide behind obstacles or a summon; Water, Fire and Air resistances help but are not mandatory; once vulnerable, it swaps places with the Spinning Wheel, so stay away from both.
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Petrifying Look
At the start of its turn, removes 100 MP for 1 turn from characters and summons in its line of sight.
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Premonition
Shares damage between the 3 Norrai for 1 turn. On turn 2, then every 5 turns. Dispellable.
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Norrdeal
Hits for 700 Air damage, infinite range without line of sight, 3 times per turn, 1 per target. Depending on the target's state: Thread of Destiny, extra Air damage; Cutting, Unhealable for 1 turn; Unrolling, Unmovable for 1 turn; Weaving, 20% erosion for 1 turn. Once vulnerable, also removes 3 MP for 1 turn.
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Nightmarish Pursuit
Swaps places with the Spinning Wheel, once per turn, only once vulnerable. The Gravity state prevents it.
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Harbingers of Death
Summons 2 Kerrai within 3 range of it, only once vulnerable. Cooldown of 3 turns.
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Fatum
Hits for 900 Earth damage and pulls the target into melee. In line, infinite range, once per turn, only once vulnerable.
Level 200
Summoned by the Wrath at the start of the fight. At the start of your turn, it teleports 1 cell diagonally from your character, onto the first free cell clockwise, then pulls the Norrai in line and diagonally into contact with it. Norrai within 2 range of it lose their invulnerability for 3 turns. When hit, it applies 20% vulnerability for 1 turn to everything within 2 range, allies included, stackable without limit. It has 45 Lock: it locks you under 91 Flight.
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Inevitable Destiny
Pulls the Norrai at the start of its turn. At the end, applies the Thread of Destiny state in a circle of size 2 and removes the Norrai's invulnerability in that area for 3 turns. When hit, it reapplies Thread of Destiny and increases the damage taken in the area by 20%, stackable, non-dispellable.
Level 200
First recommended focus. Applies the Weaving state for 1 turn with Bobbin of Destiny.
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Harbinger of Death
Summons a Kerrai with 6,000 HP. From turn 2, cooldown of 5 turns.
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Bobbin of Destiny
Hits for 800 Water damage in a cross of size 2, removes 2 AP for 1 turn and applies Weaving. Diagonally up to 10 range, once per turn.
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Harmful Incantation
Hits for 400 Air damage as life steal. Up to 12 adjustable range, 3 times per turn, 1 per target.
Level 200
Second recommended focus. Applies the Cutting state for 1 turn with Chisels of Destiny, which makes you unhealable on the next turn: if you depend on healing, stay within 10 range of her, then of Wrath once Skuldmort is eliminated last.
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Chisels of Destiny
Hits for 800 Fire damage in a circle of radius 2, removes 2 MP for 1 turn and applies Cutting. From 10 to 63 range, without line of sight, once per turn.
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Morbid Attraction
Hits for 700 Earth damage and pulls the target 5 cells. In line up to 6 range, with line of sight, 3 times per turn, 1 per target.
Level 200
Last recommended focus. Applies the Unrolling state for 1 turn with Spindle of Destiny. Block her in melee so the Spinning Wheel can easily remove her invulnerability.
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Spindle of Destiny
Hits for 800 Water damage in a diagonal cross of size 2, removes 3 range for 1 turn and applies Unrolling. In line up to 10 range, once per turn.
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Dark Litany
Hits for 500 Fire damage. Up to 8 adjustable range, 3 times per turn, 1 per target.
Level 200
Summoned by Urdnona, then by the Wrath once vulnerable.
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Emissary of Destiny
Passive: when hit in melee, it swaps places with the nearest allied monster.
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Kerosene
Hits for 500 Fire damage and -100 Power for 1 turn, dispellable. Up to 6 range, 3 times per turn, 1 per target.
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Kertch
Deals 700 Air damage and pulls itself 4 cells. Up to 5 range, without line of sight.
Level 200
Your ally if you choose the path of Ratathrosk.
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Ankylose
31 to 40 Water damage as life steal, -2 MP for 1 turn. Up to 8 range, 3 times per turn, 2 per target.
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Dragon's Cry
41 to 50 Neutral damage, pushes back 4 cells. Up to 3 range, once per turn.
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Vagabond Path
Teleports to the targeted cell, from 1 to 4 range without line of sight. Cooldown of 2 turns.
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Ash Breath
61 to 80 Air damage, -1 to the duration of effects. In line up to 6 range, once per turn.
Level 200
Your ally if you choose the path of Meriana.
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Divination
Teleports the caster symmetrically relative to the target. Up to 3 range without line of sight, once per turn.
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Swamp Curse
31 to 40 Earth damage, -50 Lock for 1 turn. Up to 8 range, 3 times per turn, 2 per target.
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Purification
Heals 15% of max HP, -1 to the duration of effects. In line up to 6 range, once per turn.
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Guardian of the South's Repulsion
41 to 50 Water damage, pushes back 4 cells. In line up to 6 range, once per turn.
Level 200
Your ally if you choose the path of Rimanda.
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Rosemantic
31 to 40 Fire damage as life steal, -3 range for 1 turn. Up to 8 range, 3 times per turn, 2 per target.
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Harmonious Stride
Moves back 2 cells. Up to 5 range, 2 times per turn.
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Elemental Fragmentation
16 to 20 Air, Water, Fire and Earth damage, -1 to the duration of effects. Up to 6 range, once per turn.
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Arcane Transfer
41 to 50 Neutral damage, teleports the target symmetrically relative to you. In line up to 6 range, once per turn.
Level 200
Your ally if you choose the path of Djaul.
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Demonic Appearance
Teleports to the targeted cell, from 1 to 4 range without line of sight. Cooldown of 2 turns.
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Crushing Blows
31 to 40 Earth damage as life steal, -50 Flight for 1 turn. Up to 8 range, 3 times per turn, 2 per target.
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Bad Influence
41 to 50 Neutral damage, pulls the target 5 cells. Up to 6 range, once per turn.
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Ember Breath
61 to 80 Fire damage, -1 to the duration of effects. In line up to 6 range, once per turn.
Level 200
Your ally if you choose the path of Septangel.
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Clockwise Rotation
41 to 50 Water damage, teleports the target symmetrically relative to you. Up to 3 range without line of sight, once per turn.
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Watchers' Flame
Heals 15% of max HP, -1 to the duration of effects. In line up to 6 range, once per turn.
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Headlong Rush
Teleports the caster symmetrically relative to the target. Up to 3 range without line of sight, once per turn.
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Vision of Eternity
31 to 40 Fire damage, -2 AP for 1 turn. Up to 8 range, 3 times per turn, 2 per target.
Level 200
The sixth Avatar, for the path of destiny on your terms.
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Call of Destiny
11 to 15 Air, Water, Fire and Earth damage, pulls the target 5 cells. In line up to 6 range, once per turn.
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Disenchantment
Heals 15% of max HP, -1 to the duration of effects. In line up to 6 range, once per turn.
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Bad Omen
Advances 2 cells. Up to 5 range, 2 times per turn.
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Macabre Oracle
31 to 40 Air damage, -2 AP for 1 turn. Up to 8 range, 3 times per turn, 2 per target.
The rewards
After the fight against the Norrai, you also receive the title and aura of the chosen path.
- XP6,300,000 experience points
105,552 kamas
Related quests
The quest completes the Primordial Dofus quest and the achievement Six out of Six. You don't possess omnipotence, but you can now craft legendary items. It unlocks In the Course of a Lost Dream.
- Start
- Rimanda
- Start
- Draconiros
Achievements · World Quests
Six out of Six
Complete the following achievements, then finish some quests:
- In the Dragon's MouthLvl. 200
- Armed Against DestinyLvl. 200
- The End... or the BeginningLvl. 200
Achievement completed? What's next
Secret of the Dofus: PrologueWorld Quests · 3 quests · level 200Start with In the Course of a Lost Dream
Where does the quest The End... or the Beginning start?
With Rimanda, in the Huppermage temple in . You must have completed Armed Against Destiny and keep the 6 Primordial Dofus in your inventory.
Why doesn't Artand help me against the puppets?
You must have completed Lumberjacks in Distress. Without this quest, you cannot continue after the thread of the present.
How do you succeed at the tactical fight of That Which Was?
Hit the device under which the red glyph appeared last. Each correct hit removes 1 HP out of 10: you must succeed 10 times before turn 20.
Which titles and auras can you get?
One title and one aura per path. Ratathrosk: The Wind of the Krosmoz, ochre yellow aura. Meriana: The Gods' Chosen One, ivory white aura. Rimanda: The Eternal Champion, multicolored aura. Djaul: The Demon Claw, crimson red aura. Septangel: The Guardian of the Continuum, turquoise blue aura. Destiny's choice on your terms: The Hand of Destiny, emerald green aura.
Can you change your path later?
No, the choice is final. Neither the title, the aura nor the Avatar of the fight against the Norrai can be changed.
In what order should you eliminate the Norrai?
Urdnona, then Skuldmort, then Decimandi. Position yourself so the Spinning Wheel pulls Urdnona on turn 1, then behind the obstacle to pull Skuldmort on turn 2: finish off Urdnona and eliminate Skuldmort on turn 3. Then block Decimandi in melee, and finish the Wrath far from her and from the Spinning Wheel.
Is there another strategy against the Norrai?
Yes, eliminate everything with area damage thanks to the Spinning Wheel. Boost yourself on turn 1 by placing the Norrai in the Spinning Wheel's area, then hit the Spinning Wheel with a multi-line weapon such as the Iots Wand: 4 lines, which is 80% vulnerability for 4 AP. Chain area spells; the Avatar finishes off any survivor.
What does The End... or the Beginning unlock?
The quest In the Course of a Lost Dream, and the crafting of legendary items. It is the last quest of the achievement Six out of Six.
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