Iop’s Heart
The warrior class (killing machines)
Iop, God of power and strength, despises weakness. His disciples can rarely expect his intervention on their behalf because Iop helps the bravest only. Courage and self-confidence are necessary to be among the class of Iop.
General summary of the class:
Iops are mostly close-range fighters. With their hard hitting spells, damage buffs, and 20% damage bonus when using swords, they are capable of immense destruction against enemies.
Build:
All strength: a very powerful build, but very hard to level. When having little to no vitality it is hard to go up against enemies. This build is stronger at high levels with the help of equipment rich in vitality. At high levels this build deals massive amounts of damage, but doesn’t survive well at low levels.
Strength/Vitality: this build is most common. This build is created by putting 200 of your first characteristic points into strength than 100 into vitality (after the 100 you put the rest into strength). This makes it easier for you to train your character on your own. You still deal quite a bit of damage, and you can last longer throughout fights.
Intelligence: by putting all your characteristic points into intelligence you run the risk of suffering until you get decent fire attacks. With this build I would suggest you have some vitality scrolls lined up. With all builds you will need to scroll the rest of the characteristics. But with this build more than others.
Intelligence/Vitality: this build is just like the str/vit. You put 200 into intelligence, 100 into vitality. Then the rest back into intelligence. This build will hold out better until you get strength storm.
Vitality build: when the spell says 1-10 damage, it means it, because that is all you will be doing. You will have high amounts of vitality, you will be able to servive, but you won’t be dishing out the damage you are capable of. You will really be relying on your equipment, and scrolling. (not a suggested build)
Rounded Iop: This build starts out like str/vit. But you will put 20 points into intelligence. seeing as how you have a few fire spells. So 200 into strength, 100 into vitality, and 20 into intelligence. This build is for people who don’t have a lot of money or time to be scrolling. This build is also nice when you are lower level, because you are versatile with enemies that have resistances, and you can rely on multiple spells.
As with all builds you should scroll all your characteristics.
My suggestion is to get yourself a decent sword or staff, and just level to 60. Then decide what kind of build you want to be. Don’t use any spell points or characteristics until then if you can. That will give you a good feeling for the class as it is, and where you think your strengths will lye (thought that is very hard, but a challenge from me to you).
Characteristics:
Strength: Neutral and earth damage.
Vitality: health
Wisdom: not suggested to use base characteristic points on
Chance: not suggested to use base characteristic points on
Agility: air
Intelligence: fire
Spells:
Intimidation:
You acquire this spell at the very beginning. It inflicts neutral damage and repels other characters (depending on it’s level). Not a recommended spell to invest spell points in.
Jump:
You acquire this spell at the very beginning. It allows you to travel across the map and/or away from danger. I recommend maxing out this spell to 5 (6 when you get to 100). It is so helpful to be able to jump over and out of situations. And gives you a sort of second chance in battle. All builds should max this spell.
Pressure:
You acquire this spell at the very beginning. Inflicts earth damage within a range of 2 squares. This spell is usually a strength iop’s primary attack until higher levels. You can either chose to max out this spell to 5 and rely on it. or you can skip leveling this spell and invest into some swords as you level. (I would suggest Tail sword at low levels, then Sad Blade. From there you should check the dofus community site under weapons)
Compulsion:
You acquire this spell at level 3. This spell increases the damage of whichever ally you chose to cast it on. I would not suggest leveling this spell. It is nice, and cute to use on other team members, but you really will not need to use it.
Divine Sword:
Inflicts air damage, while adding damage increase to the caster. This is helpful, but it isn’t really worth leveling. I would suggest just using it when you have to, but keeping it at 1. (I have seen lower level iops use this spell in the beginning as a buff, but just smacking at the air. This gives them 1 damage for 3 turns).
Sword of Fate:
Fire damage. And can damage multiple enemies. This is the first range spell that iops get. If you are an int build iop: this will be the second spell you max to 5.
Bravery Guide:
Increases the damages of you and all your allies. This spell is, again, cute but not really worth leveling, so keep it at 1. Though I am sure at low levels your allies will appreciate it, at higher levels it’s just silly. (technique: this spell only takes 2ap to cast. Use this spell at the beginning of your turn, then use your attack. This will allow you to have 3 turns with this spell instead of 2).
Increase:
Iop’s most worthless spell. It has a ½ crit failure rate, and only increases your damage minimally. This spell just gives you a feeling for the future (iop’s wrath also has a ½ crit failure rate). Thank iop it doesn’t end your turn when you fail.
Destructive Sword:
Fire type damage, but costs 5 ap to cast. This will be the third spell that Intelligence build iops will max out to 5.
Cut:
Fire type damage inflicted in a linear path, and can also remove mp from an enemy. This is the fourth spell that intelligence build iops will max out to 5.
Blow:
Hahaha… ok. This spell makes you feel like ankama studios couldn’t really think of any more original ideas for iops. This spell is just like intimidation, but more powerful and for a higher cost of ap. It also inflicts neutral damage. I would not suggest leveling this spell past 1 or 2. it is nice to push your enemies away but can also harm your allies. You get to decide which spell you like more (between intimidation; for pushing allies, and blow; for pushing enemies). Or just skipping this spell all-together.
Vitality:
This spell increases the vitality of the caster, and lasts the whole battle. This spell should be maxed by all builds.
Sword of Judgment:
Air damage. Not a suggested spell to level for any build.
Power:
Adds a percentage increase to the damages inflicted by the caster. You can also cast this spell on a (stronger) ally.
Mutilation:
Increases the damages inflicted by the caster, but at the price of some hp. I would suggest leveling this spell once you get past 100. this spell can come in handy when you have a weapon that uses up 5ap and you only have 8ap.
Strengthstorm:
Intelligence iop’s primary attack, but also helpful for other builds. I would suggest all builds max this spell.
Celestial Sword:
Inflicts air-type damage. This spell is very showy, and is an area attack. I would suggest maxing it out, but only if you plan on scrolling agility to 100. (having some sort of air attack does come in handy).
Concentration:
“HULK SMASH!” this spell makes your proud to be a strength iop. It inflicts earth-type damage, and only takes 2ap to cast. Strength builds should max this spell to 5.
Sword of Iop:
Earth type damage with some nice range. This spell can damage several enemies (and allies if you aren’t careful). Strength builds should max this spell to 5
Iop’s Wrath:
Iops worst and best spell. This spell inflicts MASSIVE earth-type damage, but is a pain in the butt to cast. With ½ crit failure, you should NOT rely on this spell to work for you. I would suggest only using this spell if you have a ton of people around to back you up if you fail, or if you are perfectly ok with losing.
Suggested Swords:
Iops get a 20% damage increase for swords, 10% increase for axes, daggers, hammers, and shovels. -20% with bow, and -40% with wands.
Suggested swords for iops:
Tail, Sad Blade at low levels
The Claw, at level 35.
Fire (int build) or Earth (str build) Kwakblade (optional, but suggested: set) at 41
Sharp claw at 68
Fake Ceangal Claw at 95
Pink Claw once you get a 10 ap set.
Suggested Sets:
Lower levels: Adventurer set.
20+: gobbal set
40+: prespic set (for leveling).
Earth or fire Kwak set (for pvp)
Or
Tree set (or pvp)
70+: you should work on custom items.
Suggested Training:
1-10: Gobblies
10-20 Gobbals
20-40 lousy pigs (only at porkass planes).
40-60 wo wabbits (fatties, haha)
60-80 fungi masters
80-100 blops
*post still subject to editing
==== About Dofus ====
Dofus is a massively multiplayer online role-playing game (MMORPG) developed and published by Ankama Studio, a French computer game manufacturer. Dofus is set in the world of Amakna, which is an anagram of Ankama. Its success led to the marketing of by-products, like books, and with the development of two continuations: Dofus Arena, a tactical online multiplayer game, released at the beginning of 2006, is an alternative "tournament" version of Dofus; and Wakfu which is currently in preparation and should be released by the end of 2007.
Dofus is a role-playing game in which players create characters that serve as their avatar in the online world. The player can choose from twelve different classes, one of which is reserved for subscribers.
One can lose easily thanks to the hard monsters.
Combat is played out "turn by turn" on squared charts. Within a turn, each player can advance 3 squares and use up to 6 "attack points", used to cast spells. The AP (attack points) and MP (movement points) can be increased in later evolution of the character, by using certain equipment.
When a character dies, they lose a specific amount of money and energy that is able to be regained while sitting in a tavern before logging off, or by using certain objects. If all of your energy is exhausted, you will take the form of a ghost which will be used to very slowly reach a statue of a phoenix, where it will be able to resurrect your character and regain a part of its vital energy (1000 points). A character's maximum energy is 10,000, but this can be raised upon reaching certain orders within an alignment. There is a possibility that a priest (who is another play who has reached this rank) will return the fallen player to the "human form" with a portion of their energy, usually in exchange for some Kamas.
Characters can join and form guilds, which make it possible for the members to speak with each other, to coordinate each other, set up a tax collector to take sales/taxes carried out by the players who are not members of the guild, or to steal the objects dropped from monsters at the end of a fight.
A system of alignment makes it possible to take part in a war between the cities Bonta (City of the Angels) and that of Brakmar (City of the Demons), in the form of a players versus players mode (PvP). Since the 1.13 update, points can be gained from these fights, and hence a PvP scene developed. The third alignment, named Sériane-Kern (represented by wings made of wood and fabric), makes it possible to remain neutral and to carry out contracts provided by other players. However, this alignment is only available on the first server, Jiva.
A new update in the game makes it possible to breed Dragoturkeys. This makes it possible to go twice as fast compared to running. As such, there are breeding enclosures available to players to breed their mounts.
Classes
There are twelve different classes. The choice of class determines which spells your character will receive, as well as how much characteristic upgrades will cost. The class names are inside jokes amongst the developers, often (but not always) referring in some way to the abilities of the class. For example, the Xelor class which uses time magic in combat, derives its name from Rolex, a watch manufacturer.
* Sadida's Boots ("Adidas" backwards) - Nature-influenced direct damage and voodoo doll summoning.
* Eniripsa's Hands (Aspirine, the French spelling of "Aspirin") - Specialized in healing and invoking spells to increase the abilities of their allies.
* Iop's Heart (named for Yop yogurt drink, a developer in-joke) - Attack-based class with many powerful spells, however they have short range.
* Cra's Range (Arc, French for "bow") - Archer class specializing in bow and arrow attacks that have long range to attack enemies from far away.
* Feca's Shield (café, French for coffee, another inside joke) - Defensive magic user, usually the last man standing in a fight.
* Sacrier's Blood (sacrifice + crier; the French name is sacrieur, sacrifice + rieur, "one who laughs") - Attacks based on sacrifice and self-damage to deal more powerful attacks.
* Osamodas' Whip (Sado-Maso{chism}) - Summoner class that can call creatures to its aid.
* Ecaflip's Coin ("pilface" is a shortened form of "pile ou face", which means "tails or heads") - Gambler class whose attacks are powerful but can backfire and harm the player.
* Enutrof's Fingers (Fortune) - Treasure seeker class that starts off weaker in battle but finds dropped items at a faster rate.
* Xelor's hourglass (Rolex) - Masters of time, able to delay or speed up units in battle by taking or adding Action Points (AP) to enemies and/or allies.
* Sram's Shadow (Mars Bar, yet another inside joke) - thief/assassin class, specializing in different types of hidden traps, invisibility and powerful close combat.
* Pandawa's pint (Padawan or Panda Warrior) - While sober, they're a support class, carrying allies around the battlefield and lowering enemies' elemental resistance. When drunk, they become formidable close-range fighters, with reduced movement but powerful attacks and damage reduction. This class is available only for paid players(p2p).
According to a post on this topic on the official forums, Feca, Iop, and Sram were the first three classes created, so the developers named them after their favorites among the various snacks they enjoyed while making the game, and the names have nothing to do with the classes themselves.
I found this guide to be very lacking, superceded even by the few Beta Iop guides on the old Imps Village.
The Gobball set should be overlooked entirely as it's wasted time farming/buying it, especially as Adventurer has a higher wisdom bonus.
Wo Wabbits aren't exactly plentiful, at least not for power leveling. Lousy Pig Shepherds and then Lousy Pig Knights would be far better. Fungi Masters are time-consuming enemies, especially due to summons. I'd recommend newbie Iops (especially if they max strengthstorm) level on Ouginaks at that point in time, or move straight to small blop mobs.
The various build/spell definitions are also skewed. Intimidation should be leveled to at least 3, as it's a useful PvM/PvP spell for any build. Level 6 is also a nice option later on in time. No serious Intelligence Iop should even consider leveling Destructive Sword, especially with Forgemaged swords as an option.
Nothing personal, but in this instance, no guide would be better than a misleading guide.
not sure if boars are feasable in the 10-20 range, but you might want to look that possibility over. i wouldnt say the guide is missleading, but rather not far in depth. personally, i like gob set due to the damage bonuses alongside the high strength, life, etc. a bit less wisdom doesnt matter as much when you get getting 1k exp a fight. (with 20 wis, 1.2k, with 40 wis, 1.4k.) but, the damage increases that allow you to tackle bigger groups and fight more efficiently do help out considerably. also, gob set isnt that rare. i consider it one of those hand-me-down sets nowadays. but thats just me.
also, i have to agree on lower level "int iop" spells, sans cut, which kills mp, and i have seen it used (at level 6) by high level iops who use str based spells. mp killing is allways good ;P. but, maybe you took that into consideration. i notice you only mentioned destructive. i think maybe Prophet figured destructive would be a good leveling tool for an int iop while he/she worked his/her way up to the better spells/forged weapons.
but, i do have a question on the intell cap for iops. can you feasably get an iop to 200 intelligence? im just assuming (considering every 4th item in the game saying iops are dumb) that a high cap on points would probably be early in the stat's life. but i could be wrong.
last fun fact: i dont belive ive seen any 100+ (lets say ~120) agil or int iops (i know jiri tinkered with darkvlad sword) and im curious as to how they play out. does strength storm start hitting heavier in the late levels? and with 9ap, do the three hits make the build acctually plauseable?