Quest Bonta

The Exorcist

Last Bontarian alignment quest, from level 190, at Amayiro's at the Bonta militia at [-32,-57]: go back to Srambad to foil Archbishop Erazal's plan. All the steps, dialogue choices, trapped rooms and the final fight.

Amayiro: quest start, at [-32,-57] (Immaculate Heart)
Amayiro: quest start · [-32,-57]

What to prepare

Bring 11,000 kamas, a way to reach Srambad (potion or portal), fights in the Shadowy Heights for the purses, and above all a full team for the final fight.

  • Kamas10,000 kamasEllie Ksire's elixir of radiance
  • Kamas1,000 kamasFenmorse's cheapest silk scarf

Quest Resources, obtained along the way

  • Dark Court Purse icon10 × Dark Court Pursefrom the monsters of the Shadowy Heights, at 100%

The 15 quest steps

  1. 1Talk to Amayiro

    Dialogue · Amayiro

    The quest starts at the Bonta militia, with Amayiro. He asks you to go back to Srambad to foil Archbishop Erazal's plan.

    Bonta Militia, at [-32,-57] (Immaculate Heart)
    Bonta Militia · [-32,-57]
  2. 2Go to Srambad

    Movement[0,0] · Yurman Widlick

    Use a potion or find the portal to Srambad to reach the city of thieves. At the entrance to the dimension, Yurman Widlick warns you: Erazal has reinforced the defenses of his hideout. He advises you to go back to see Egh, who can improve your chances of success.

  3. 3Find Egh the Necromancer again

    · Egh the Necromancer

    Go down through the sewer hatch, then click on the bomb crate in the right-hand corner: a secret passage opens in the wall. Egh tells you that Erazal has chosen the district of the bony ills, built on a well of power. To reach it while avoiding traps and guards, you must first help him settle a matter with the dark court by bringing back their purses.

  4. 4Collect 10 Dark Court Purse

    Items

    The purses drop automatically from the monsters of the Shadowy Heights: you just need to defeat ten.

    • Dark Court Purse iconDark Court Pursereceived
  5. 5Give the purses to Egh the Necromancer

    Items · Egh the Necromancer

    Go back to : sewer hatch, then bomb crate to open the secret passage. Egh knows a shortcut with no sentry and fewer traps, but to open it he must perform a ritual: make the mooring posts glow at the entrance to his lair, with an elixir of radiance and a silk scarf.

    • Dark Court Purse icon10 × Dark Court Purseto give
  6. 6Buy the elixir and the scarf

    Items · Ellie Ksire, Fenmorse

    At the marketplace, talk to the two merchants. Ellie Ksire sells you an elixir of radiance for 10,000 kamas. Fenmorse offers several silk scarves of different qualities: take the cheapest.

    Dialogue

    1. “Take the scarf for 1000 kamas”
    • Kamas11,000 kamasto pay
  7. 7Polish the three mooring posts

    Go back to , go down through the sewer hatch and click on the 3 skull-shaped mooring posts to make them glow.

  8. 8Talk to Egh the Necromancer again

    Dialogue · Egh the Necromancer

    Open the secret passage with the bomb crate. Egh asks you what is left of the scarf and the elixir, then directs you to the Servile Skull, which can open a passage to the bony ills for you.

  9. 9Have the Servile Skull open the passage

    · Servile Skull

    On the same map, talk to the Servile Skull and ask it to open a passage for you, as its master promised. A passage opens in the wall: take it.

    A big fight awaits you at the end of the road: assemble your team before setting off alone on the adventure.

  10. 10Cross the first room

    Movement · Jim Purity

    Once through the passage, Jim Purity warns you about the traps in the room. Pull the lever to the left of the stairs to open the way to the next room.

    Be careful not to step on the little holes that spikes come out of: you would be expelled from the divine dimension.

  11. 11Cross the second room

    Movement · Amir Pootin

    Amir Pootin tells you he has disarmed the traps in this room. Cross it and click on the button in the wall to open the passage to the third room.

  12. 12Cross the third room

    Movement · Intrepid Bontarian

    The Intrepid Bontarian is here to help you: he clears the way by attacking the chafers in the room. Activate the cross in the mass grave, in the center, to open the way to the last room.

  13. 13Fight Archbishop Erazal

    Combat · Archbishop Erzal

    Erazal admits he is about to go after the leaders of Bonta and Brakmar, and invites you to stay on the sidelines. He is surprised to see you there, until he senses in you the power of Ilyzaelle's Dofus and the strength of the black fire. The fight starts and can be done with several people: the ideal is 8 characters, or 4 accompanied by 4 companions if you know the fight well.

    Dialogue

    1. “Put an end to this chatter and attack the archbishop before he goes after the World of Twelve”

    From turn 2, at the start of each of Erazal's turns, any character that is not in the Blessed state is eliminated. A character that ends its turn gives the Blessed state to allies in line within 4 RNG or less: line up.

  14. 14Collect Erazal's documents

    Items · Archbishop Erzal

    Talk to Erazal again. He curses Ilyzaelle and Leorictus, and remains consumed by vengeance since the death of the Prince of Brakmar Djamal Brecht, a century ago. He promises not to leave it at that, then vanishes in a cloud of smoke. Before leaving, pick up the notes lying on his desk: all his research on the wells of power.

    • Erzal's Documents iconErzal's Documentsreceived
  15. 15Go back to Amayiro

    Dialogue · Amayiro

    Go back to the Bonta militia and tell Amayiro what happened. He thanks you: you have probably saved the king's life and many Bontarians. The quest ends.

    • Erzal's Documents icon1 × Erzal's Documentsto give

The fights

Archbishop Erzal

Archbishop Erzal

Level 220

Combat in the Srambad Well of Power, at . Erazal is invulnerable and can be neither pushed, nor pulled, nor carried by a Pandawa; he can, however, be teleported or swapped, and he goes through Eliotrope portals. All enemies share damage throughout the fight: focusing is impossible, you have to bring them down at about the same time. Hitting Erazal, even invulnerable, deals damage to the other monsters.

  • Mechanic: the Blessed state

    From turn 2, at the start of each of his turns, Erazal eliminates every character that is not in the Blessed state. When a character ends its turn, it casts the Blessing effect, which gives the Blessed state to allies in line within 4 RNG or less. Line up all your characters, or use several lines. A Watchers Dofus lets you heal at the same time.

  • Mechanic: removing invulnerability

    A character that ends its turn within 4 RNG or less of Erazal, in line, gives him the Exalted state; a second character doing the same puts him in the Melancholic state. If he starts his turn Melancholic, Erazal loses his invulnerability for 1 turn. You therefore need at least 2 characters in line with him within 4 RNG or less.

  • Mechanic: the Penitent state

    Each turn, Penitence makes a character Penitent for 1 turn (white character symbol on a blue background). Erazal's and the monsters' spells have increased effects on it: protect it first.

  • Strategy: blocking Erazal

    Classes that remove RNG and MP and push from a distance are strongly recommended. In melee and blocked by your characters, Erazal is not very dangerous: surround him, and line up the others with them, preferably within 5 RNG of him to avoid Dark Burns. To bring him closer, use position swaps (Enutrof's Wandering, Sram's Misconstrual, Sacrier's Transposition) or two Eliotrope portals, one near your characters, the other within reach of his MP. His AI is evasive, but he moves forward to cast Feathery Flight: without an Eliotrope or a swapper, stand 8 RNG away from him (he has 7 MP) so that he comes to you.

  • Strategy: from a distance

    Leaving him at a distance is possible but harder: you need enough healing and protection to withstand Dark Burns, which hits very hard everyone more than 4 RNG away from him.

  • Strategy: the resurrection

    When a monster dies, Erazal resurrects it with all its HP on his next turn, only once per fight. With damage sharing, they all fall at about the same time, and Erazal can even die first. Eliminating Erazal also eliminates the resurrected monster. If you cannot block him, kill all the monsters before removing his invulnerability, then the resurrected monster a second time, before dealing with him.

  • Penitence

    Deals 1000 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. Up to 12 modifiable RNG, once per turn.

  • Dark Burns

    Deals 1000 Fire damage, removes 4 RNG (6 on a critical hit) for 2 turns and applies a start-of-turn Fire poison of 700 for 2 turns, on all characters 5 RNG or more from Erazal (inverted circle of radius 5). Dispellable effects. On a Penitent: more damage and 6 RNG removed (8 on a critical hit). From turn 2, cooldown of 3 turns.

  • Expiation

    Removes 25% of the HP of all characters on the field for one turn, 33% for the Penitent. Cooldown of 3 turns.

  • Feathery Flight

    Places on the target, for 2 turns, an effect that strengthens Erazal when it takes damage: 50 Power, 5% Critical and 20 Critical Damage for 2 turns (75, 7% and 30 on a Penitent). Melee only, once per turn.

  • Recall to Unlife

    Resurrects the last dead monster with all its HP. The monsters then reduce damage by 120 for the rest of the fight and, at the start of the turn, remove 20% resistances from characters in contact with them. Up to 14 RNG, only once per fight.

Ashblack

Ashblack

Levels 200 to 212

Very dangerous: it poisons and removes range from a distance, and every two turns it picks a monster that gains a huge shield when you hit it. All its spells have modifiable range: remove as much of its range as you can and keep it at a distance.

  • Cape of Ashes

    For 2 turns, on an allied monster: if it takes spell damage, it gains 5% of its HP (8% on a critical hit) as a shield for 2 turns; if it takes weapon damage, 10% (15%) as a shield for 2 turns, and it reduces weapon damage by 55 (88) for 2 turns. From 0 to 8 modifiable RNG, cooldown of 2 turns.

  • Burning Ashes

    Dispellable Fire poison: 54 damage (81 on a critical hit) per AP used when the target ends its turn, 72 (108) on a Penitent. Up to 12 modifiable RNG, twice per turn.

  • Clumped Ashes

    Removes 5 RNG (6 on a critical hit, dispellable) for 1 turn and pushes characters in a circle of radius 2 back 2 cells. Up to 12 modifiable RNG, once per turn.

Shieldbang

Shieldbang

Levels 200 to 212

It only hits in melee and often backs away on its own with We Are Me: it can be ignored. Push it back when it gets too close; removing its MP is possible, but not a priority.

  • We Are Me

    At the end of its turn, it teleports randomly: to a cell within 3 RNG or less (40%), to its previous position (40%) or to its position at the start of the turn (20%).

  • Bash-Full

    For 3 turns, it gains HP equal to the damage taken, 300 at most (450 on a critical hit) per turn, for 2 turns, and reflects 100% (150%) of the damage taken to characters in contact with it, as Water damage. On itself, cooldown of 4 turns.

  • Blood Drive

    Applies 50% erosion to the target for 1 turn and transfers 10% of its HP (15% on a critical hit) to allied monsters in a circle of radius 3 around it. Up to 2 RNG, once per turn.

  • Punitive Blow

    Neutral damage equal to 20% (30% on a critical hit) of its current HP, Weakened state for 1 turn, and for 1 turn the target loses 2 AP (3 on a critical hit) when healed. Melee only, once per turn.

Bonereaper

Bonereaper

Levels 200 to 212

The most dangerous of the four. Its Compassion can kill the targeted character very quickly: remove as much of its range as you can to keep it at a distance. Disturbance is useless if it never reaches melee.

  • Compassion

    For 2 turns, the target takes 25% additional erosion (35% if it is Penitent), intercepts all damage dealt to its allies within 4 RNG or less and loses 1% HP when it takes damage: as if it were casting Sacrifice on nearby allies. Up to 14 modifiable RNG, cooldown of 3 turns.

  • Weight of Death

    Deals 800 Water damage and applies the Gravity state for 1 turn; increased damage on a Penitent. Up to 12 modifiable RNG, once per target.

  • Disturbance

    Deals 1000 Air damage and steals 50 Agility (75 on a critical hit) for 2 turns. On a Penitent: more damage, steals 65 (100), and allies in line within 4 cells or less are pulled 3 cells toward the target. Melee only, once per target.

Diemad

Diemad

Levels 200 to 212

Less dangerous than the Bonereaper and the Ashblack, but it hits fairly hard at long range by removing stats, heals in an area and strengthens its allies. Its spells have modifiable range: remove its range only if it doesn't stop you from removing range from the other two, which are the priority.

  • Redemption

    Earth damage equal to 20% of the target's current HP (30% on a critical hit) and removal of 200 (300) stats in each element for 1 turn; 25% (40%) and 250 (400) on a Penitent. Up to 12 modifiable RNG, three times per turn.

  • Lance Blow

    Pushes back 3 cells and removes 30 push resistance (45 on a critical hit) for 3 turns; at the start of the turn, the target removes 30 Flight (45) for 1 turn from characters in contact with it. 40 (60) push resistance on a Penitent. Melee only, once per turn.

  • Performance of Miracles

    Heals 1000 and gives 200 Power (300 on a critical hit) for 1 turn, in a circle of radius 2. From 0 to 12 RNG, once per turn.

The rewards

The quest concludes the Bontarian alignment quests: in addition to XP, you get the Bontarian Battle Standard emote, which displays your city's colors.

  • XP3,000,000 experience points

Related quests

The quest follows Dispatch of Ice and completes the Bontarian alignment. It unlocks level 5 of the three orders: Apprenticeship: Legendary Hero for the Order of the Valiant Heart, Apprenticeship: Master of Illusions for the Order of the Watchful Eye and Apprenticeship: Guardian of Knowledge for the Order of the Saving Spirit.

Previous quest

Dispatch of Ice

Level 199 quest · Bonta

Start
Amayiro

Where does the quest The Exorcist start?

With Amayiro, at the Bonta militia at . You must be level 190 and have completed Dispatch of Ice.

How many kamas should I plan for?

11,000 kamas: 10,000 for Ellie Ksire's elixir of radiance and 1,000 for Fenmorse's cheapest silk scarf, at the Srambad marketplace at .

Where to find the Dark Court Purses?

From the monsters of the Shadowy Heights, in Srambad. They drop automatically: you just need to defeat ten.

How do I reach Egh the Necromancer?

In , through the sewer hatch. Once down, click on the bomb crate in the right-hand corner: a secret passage opens in the wall.

What should you do in the trapped rooms?

Activate the lever, the button, then the cross. Lever to the left of the stairs in the first room, button in the wall in the second, cross in the mass grave in the center of the third. Avoid the spike holes, or you will be expelled from the dimension.

How to avoid being eliminated by Erzal?

By staying in the Blessed state. Each character that ends its turn gives it to allies in line within 4 RNG or less: keep all your characters in line from turn 2.

How many players for the fight against Erazal?

8 characters preferably. The fight is done as a group; with 4 players and 4 companions, it remains manageable if you know its mechanics well.

What does The Exorcist unlock?

Level 5 of the three Bontarian orders, with Apprenticeship: Legendary Hero, Master of Illusions and Guardian of Knowledge, as well as the Bontarian Battle Standard emote.

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The Exorcist

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