Video Game / Dofus

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Dofus is an MMORPG with a twist. Unlike most MMORPGs, Dofus battles take place in an instanced battlefield, whereby the players and monsters take turns moving about on a tactical grid. There are a total of 17 character classes (at present), which are differentiated by their skill list and attribute affinities. While individual skills are leveled up to create a character build, there are no skill trees. Each skill has a minimum level, and no other prerequisites.

Of particular note is the economy of Dofus. Past the very beginning of the game, the player isn't going to find any equipment as drops from enemies, and only a very few basic consumables are sold in the NPC stores. Instead, all enemies drop a variety of objects that are used for crafting, although the standard gathering professions are also available for obtaining wood, grain or ore. Once an item is crafted it can be 'maged', which allows the craftsman to alter the stats, which includes adding stats not normally found on the item, or boosting stats beyond what can normally be obtained.

Overall, Dofus is not a game that takes itself too seriously. World of Pun doesn't even begin to describe it. Furthermore, equipment ranges in appearance from your standard two-color cloak, to hats that are nothing more than a severed sheep head (complete with tongue still hanging out), to obvious references to other franchises (you can get Captain America's shield, Pikachu's tail, or Mega Man's helmet, among many others).

At the same time, the backstory is rather dark, revealing that this humorous land with bright colorful graphics and goofy designs is really a Crapsaccharine World.

An animated series, Dofus: The Treasures of Kerubim, started airing in 2012 (after the completion of the series for its sequel Wakfu), to be followed by a movie.

Dofus provides examples of:

  • Allegedly Free Game: Free to Play players, usually abbreviated as F2P, are allowed to go anywhere, but can only get in fights or do quests that occur in the newbie zone and the immediate area around the starting area proper (which includes three dungeons). However, thanks to how enemy groups form, it isn't unreasonable to make it to level 100 (out of 200) without leaving the starting area, though it'll be certainly slower than for a paying player, and there really isn't much to do at level 100 if you aren't paying.
  • Ambiguously Human: All the playable classes are humans, but worship of their god has changed them in some way. So Ecaflips become Cat Folk, Pandawas look like pandas, Osamodas grow devil (dragon?) horns and tails, male Srams look like skeletons, etc.
  • An Adventurer Is You: Much less defined than in some other games, with seventeen classes that can be turned into different roles. Here's a list:
    • The Tank: Fecas and Sacriers. Whereas Fecas can reduce damage greatly thanks to their defensive spells, Sacriers revel in it. They have a lot more HP than anyone else, and every time they are hit with an attack, they only become more powerful.
    • The Healer: Eniripsa, and to a lesser extent Foggernauts and Eliotropes. Less necessary than in most MMORPGs, however, since most other classes have access to minor heal spells (including one optional healing spell that any class can obtain, Cawwot), and tactical abilities can be cleverly used to keep players safe from harm. Still useful, simply not a requirement.
    • The Nuker: Xelors and Sadidas have both area of effect damaging spells, but most classes can do middle to long-ranged damages as well (especially Cras, the archer specialist). Rogues plant bombs which, with time and preparation, can do massive damage, but only if they can keep them safe before it's time to push the plunger. Iops and Cras have special "finishing" strikes that do significantly increased damage if timed properly.
    • The DPSer: Iops (especially) and Cras, although almost any class can be turned into a good DPSer with little effort. Ecaflip, though once considered a Jack-of-All-Trades class, has become an offensive powerhouse as well.
    • The Debuffer: Enutrofs and Sadidas plead guilty. Enutrofs can remove range and have a decent spell to remove enemy's buffs; Sadidas have one of the best unbewitching abilities in the game.
    • The Gambler: Ecaflips are centered around the idea of "risky buffs" and "risky debuffs", which provide an advantage and a disadvantage to the target. For example, they have a spell that greatly buffs the damage of the Ecaflip or one of his allies for three turns, but then the target's resistances are reduced for a couple of turns. Another reduces the target's range for one turn, but then increases it for a turn. And so on.
    • The Mezzer: Most classes have some minor disabling ability. The classes that used to specialize in AP and MP removal have mostly lost those abilities, due to the main developer saying he doesn't find the ability to completely disable an enemy "interesting".
    • The Petmaster: Osamodas. Most classes can summon, but Osamodas have the largest variety of strong, multipurpose summons, both to support and to deal damage, and can call several monsters per turn, giving them small armies to fight at their side. Furthermore, they can fuse with one of their summons, dramatically boosting all summons of the same type and giving the player direct control of those summons. Sadidas are secondary summoners, with an array of support-oriented dolls (one tanks, one heals, one steals AP, one steals MP, one explodes) and animated trees. Enutrofs are tertiary summoners, with two defense-oriented summons and one that helps them find more treasure, reveals invisible opponents, and attacks enemies.
    • The Trapper: Srams. They specialize in placing invisible traps that deal damage to anyone who step on them and poisoning enemies with Damage Over Time abilities, all while remaining invisible themselves.
    • The Jack of All Trades: Enutrofs and Sadidas have a weird variety of abilities that let them do a bit of everything. Masqueraiders have a wide variety of options, from high damage, to tanking, to keeping their distance and helping their allies do the same, switching strategies when they switch masks. Foggernauts also have a lot of options, depending on which of their turrets they choose to "evolve" in a particular fight, and even without their turrets they can still attack, heal, shield, and buff themselves and their allies. Huppermages are elemental mages with decent damage whose spells' secondary effects depend on what combination of elements they use, plus they can shield and buff allies, heal themselves, and teleport around the field.
    • The Turret Master: The Foggernaut is unquestionably this, with turrets that attack enemies, heal allies, and push or pull characters around the battlefield. The turrets aren't very smart, however, and will attack, heal, or move anyone or anything who gets too close, ally or enemy.
    • The Mad Bomber / The Gunslinger: The Rogues wield bombs which can be thrown directly onto an opponent, or next to them and detonated (or used to build "walls" of fire, wind, or water), along with a number of devastating rifle-wielding techniques, but are near-useless at close-range.
    • The Dance Battler: Masqueraiders can swap styles (becoming a weak but agile long-ranged class, a mid-ranged lifestealing tank, or a close-range offensive powerhouse) at will by switching masks. Their attack animations also involve dancing.
    • It should be clarified that some classes can be turned into a wide variety of builds. Ecaflips can be good Buffers, Mezzers, or even Healers and have decent DPS besides, Sadidas can throw away their supporting role to focus on DPS, and Pandawas might be a great supporting warrior or a an efficient solo gamer. That makes classification hard in some cases. Some classes are more narrow-minded than others (Iop, Eniripsa, Cra, Sram), but with enough time/money/dedication, you can turn pretty much everything into anything else.
    • The introduction of Sidekicks (secondary characters who you control) added more options: Astrub Knight, Shadow, and Beelzebug are DPS; Krobax and Skale are various forms of Support; Lumino is a Healer; Trank is a Tank; Toxine is a Trapper; Krosmoglob is Crowd Control; and Archiduk (damage/healing/positioning), Kamus Rex (healing/damage), and the Spectral Scout (damage/debuff/summon) are various degrees of Jacks of all Trades.
  • Barrier Warrior: Fecas. They have limited offensive abilities, but can make themselves Nigh Invulnerable, reflect spells and offer pretty heavy resistance to their allies as well.
  • Bragging Rights Reward: Some of the Dofus are very powerful and very hard to get a hold of like the Ochre Dofus mentioned above, then theres Kins Relic, which you get by doing a line of quests that make you kill every boss in the game in order.
  • Bounty Hunter: Some of the quests that you can take are Bounties where you must look for certain unique monsters, capture them, and turn them in for a cash reward.
  • Bribing Your Way to Victory: A fairly tame example. Anyone subscribing to the game gets a reward (the most popular being pets, which function like equipment, and the livitinems which disguise what equipment you're wearing, making them useful for PvP), and nothing prevents the players from buying 3 one year subscriptions to grab three subscriber gifts. However, such items cannot be traded for 3 months after they are obtained, and the items are only marginally better than similar ones present in the game.
    • Subverted in that Ogrines (which are used to buy items from the game's cash shop) can be bought with real money, but they can also be bought with in-game currency.
  • Cast from Hit Points: Sacriers Punishment Spell to some extent, it works on a bell curve, it supposed to deal damage equal to 30% of the casters total life but only if the caster is close to or at 50% hp, it does less damage the farther you are away from 50% and none when your at full hp or 1 hp.
  • Cat Folk: The Ecaflips are cat people and possess a number of feline traits, including a lot of "Claw" attacks.
  • Cute Monster Girl: The female player characters, even when the males are more monstrous. Usually averted with female monster enemies, who are just as monstrous as their male counterparts, but there are some exceptions.
  • Dance Battler: The Masqueraiders use a variety of breakdancing moves and somersaults in their main attacks.
  • Day Old Legend: Almost every piece of equipment in the game can be crafted, along with just about anything with a practical use. This doesn't prevent you from crafting an item with some long historical background. Nor does it prevent several of the item existing at once.
  • Dem Bones: Male Srams appear to be this, but it's an illusion, an appearance bestowed upon them by the god Sram. (Female Srams are just normal-looking women in ninja outfits) However, there's plenty of actual skeletons lurking in the graveyards, and the player-summonable Chaferfu.
  • Disc One Nuke: The Gelano Ring is an extremely useful item, available at level 60 (out of 200 levels total), that gives +1 AP to the wearer. In practice, this allows most builds to use their primary attack twice in a single turn, who could not otherwise. Even amongst builds that don't need a Gelano to attack twice in a round, it's still extremely useful and can easily last until level 100 (when characters naturally get +1 AP). Gelanos modified to have bonus stats (most popularly Wisdom, which increases leveling speed) are even more popular, and are generally the most expensive item that can be found at that level.
  • Devour the Dragon: Osamodas can absorb one of their summons, transforming them into a hybrid form, which boosts some of their stats (while reducing others), and boosts and allows direct control of all the summons of the same type as the one that was absorbed. Moreover, one of the types of creatures they can summon is literally a dragon.
  • Drunken Master: The Pandawa are an entire class built around this. Some of their attacks can only be used while drunk, while some can only be used while sober.
  • Elemental Embodiment: The Elemental Spark monsters found in some areas function as this, being small blobs of elemental power which explode in proximity to player characters. There's also an enhanced version, the Elemental Spirits, which can be summoned by one particular Incarnation form and, rather than exploding, provide support to their master.
  • Elemental Powers: Each attribute (except Vitality and Wisdom) is linked to an element. Strength = Earth (and Neutral), Intelligence = Fire, Agility = Air, Chance = Water. Most builds will only focus on one of these, although a few builds make use of two, and some characters can even manage to be omni-elemental.
  • Empathic Healer
    • To some extent, Sacriers: when using "Life Transfer" ("Gift of Life" in Wakfu) they give 10% of their life (which usually numbers in the thousands) to allies around them.
  • Enemy Summoner: Many bosses can pull this off, with the Soft Oak possessing a branch independent of its body specifically for the purpose. The most noticeable was a (mercifully Nerfed) fight against two Arachnids and one Arachnee. Killing the three on the first turn isn't difficult, but if you fail, the Arachnids summoned more Arachnids. Which summoned more Arachnids.
  • Fanservice: Like with Wakfu, pick your poison.
  • Final Death Mode: The Epic and Heroic servers feature this. The Epic server, Shadow, resets your character to level 1 with no equipment if you lose against a monster (but you can participate in PvP normally), and the Heroic server, Oto Mustam, resets your character to level 1 with no gear if you die against monsters or other players. The lost gear either goes into the monster's drop table or the winning player's inventory. You can keep backup gear in your bank, which does not reset. Both servers also feature triple experience gain and triple drop rate compared to the normal servers. Furthermore, they keep track of the maximum level you reached on each character, and further doubles the experience you get (to 6x normal) until you reach your previous level.
  • Gameplay and Story Segregation: There are some instances where what happens in the game just doesn't match up with the fluff. Osamodas' are said to be capable of enslaving any creature through mere eye contact, but in-game their summons are just spells, obtained at the same rate as everyone else gains them (and half of their summons aren't even normal monsters). To a lesser extent, Iops are universally treated as being Dumb Muscle incarnate, but a Iop that forgoes Strength in favor of Intelligence can be an entirely effective build (particularly after a stat revamp in late 2015 made it just as easy for a Iop to raise Intelligence as it is to raise Strength).
  • Gameplay And Story Intergration: Done when the Bonta vs. Brakmar PvP was downplayed in favor of the Alliance vs. Alliance system. There's a quest talking about the king of the main Amaknan continent having the two warring cities sign a truce. There's the typical Dofus humor about the treaty being so complex that everyone participating in the treaty-signing gets a massive headache. It's not a joke; the headache is due to mind control, and the whole thing was orchestrated by a villain to make the realm even more chaotic by taking the skirmishes out of the hands of two organized governments and putting it into the hands of dozens of loosely-aligned independent groups.
  • Geometric Magic: Feca's Glyphs, represented as glowing patches of ground with a symbol in the center. Several of their best spells use this — Burning Glyph is their most potent Fire attack spell, and it also removes enemies' MP, often trapping them on the glyph. Other glyphs include a small Air glyph (that reduces the damage of anyone standing on it), an extremely large Earth glyph (that also removes AP), a large Water glyph (that reduces the range of anyone standing on it), and a very small glyph that does a lot of damage in all four elements. The latter replaces their former level 100 spell, which was another AP-removing glyph, larger and more powerful than the one they still have.
  • Grim Up North: The latest expansion takes place on a large continent to the north called "Frigost". An once beautiful area that was covered in frost and ice after Count Harebourg tried to create an eternal summer and pissed of the demon Djaul, though Harebourg took all the blame and has a Bounty on him that the players can collect. Most of the creatures there are geared towards characters between level 100-200 and best taken care of by groups of players. (In the final part of Frigost, the area around the Count's castle, the monsters start at level 210 and only go up from there, the weakest of them easily having twice the HP and damage of an optimally-geared player)
  • Healing Shiv: Some weapons can heal targets as well as hurting them, often factors in to some builds. These are very important as most classes don't have any way to heal normally. But stick a healing weapon on an intelligence character, and you suddenly have a good source of HP.
  • Idiot Crows: an enemy in the moors (though named "Krobak", a combination of English "Crow" and French "Corbac"). Formerly an Osamodas attack spell.
  • Infinity+1 Sword
    • The Dofus. Each character has space for 6 Dofus that will spend a very long time unused. However, they provide an effectively free boost to stats. In particular, the Ochre Dofus requires a character to capture the soul of every monster, every boss, and every incredibly rare spawning named monster. (There exists one for each regular monster type.) This takes a while. Not all of the Dofus are that powerful (the Emerald Dofus, for example, gives a bonus of 200 HP to characters who can have over 4000), but most are. This has been slightly changed due to the introduction of the Trophy items, who use the same slots, but give smaller bonuses or come with penalties to compensate.
  • It's Pronounced Tro-PAY: Iop is pronounced "yop". So it's "a Iop", not "an Iop".
  • Magic Wand: One of the ranged weapon types.
  • Mass Monster Slaughter Sidequest: Several, including one requiring you to defeat and capture the soul of every non-boss monster in the game. And the bosses. And a second copy of every monster which spawns randomly, has a unique name and increased power.
    • The Achievement system has achievements for beating specific monster types.
  • Meaningful Name: most classes names are meaningful (in French) when read backward:
    • Cra: Arc, French for "bow".
    • Enutrof: Fortune. Both meanings (good luck or a pile of treasure) apply.
    • Osamodas: sado-maso(chist) - the full class name is "Osamodas' Whip". (However, the class uses whips for animal training rather than for... what the backwards name suggests)
    • Ecaflip: a shortening of "Pile ou Face", which means heads or tails, as in a coin flip.
    • Eniripsa: Aspirine
    • Sadida: Adidas (the sportswear brand) - the full class name is "Sadida's Shoe"
    • Xelor: Rolex (the watch brand)
    • Sram: Mars (as in the candy bar)
    • Feca: An anagram of "cafe", coffee.
    • Iop: Yop, a type of breakfast drink sold in France. The last three are the first three classes created (back when Ankama was just three people in a basement with an idea), and their names come from the drinks and snacks the developers used to get through long nights.
    • Rogues, Masqueraiders, and Foggernauts are English names only, so they don't have French puns in them (or, in the Rogue's case, a pun at all), but Masqueraiders are dance battlers who derive their powers from magical masks, while the steampunk Foggernaut's name is a tribute to Jules Verne.
    • Eliotropes are an offshoot of the Eliatrope class from Wakfu, where the pun is "portail" (portal) with an "e" on each side.
    • Huppermage is a mumbled variation of Hyper Mage.
  • Morph Weapon: Inverted by Incarnation weapons - they remain the same and the wielder is changed to the same form as the original owner. Results in a Swiss Army Hero for anyone carrying more than one of them.
  • Nigh-Invulnerability
    • Speciality of the Feca class, of the Divine Protection type (although they have to actively cast the shields, the deity Feca provides the power). Two of their spells grant outright invulnerability to the target for one turn unless dispelled (one only protects against ranged attacks, the other only against melee attacks).
    • Many dungeon bosses have outright invincibility that has to be removed through specific strategies, and even then the vulnerable phase only lasts for a couple of turns before they become invincible and you have to go through the process of removing it all over again.
  • Nintendo Hard: This is not a game for the faint-hearted. Generally speaking, monsters added to the game more recently are more challenging, regardless of their actual level, because the developers keep giving them trickier attacks, more and more actions per turn, and lots of buff and debuff spells, but even some of the classic monsters - like the Dragon Pig and Soft Oak, who have been there since the start - can wreck you if you aren't prepared or get careless (or unlucky).
  • No Arc in Archery: Cras, and anyone using a bow. At least, prior to graphical overhaul of the entire game with version 2.0. Most archery-based spells now show a realistic trajectory.
  • No Points for Neutrality: Aligned characters get cheaper access to Zaap transport, could headhunt other aligned players for money and experience (though this feature has been removed), can transport themselves between Prisms which allow teleportation to areas that normally have to be walked to and can use multi-target healing potions or invisibility potions. Neutral players? Get a knight to defend them if an aligned player attacks them in a non-aligned area and have no conventional access to multiple villages across the game.
    • As of June 2013, alignments are being downplayed in favor of guilds forming alliances and fighting one another that way. These days, it's more like No Points For Not Being A Member Of An Alliance.
  • Nostalgia Level: Well, more like Nostalgia Server. In October 2016, Ankama opened up the Dofus version 1.29 servers (formerly only available to certain communities) to the world, allowing everyone to play the game as it was in 2009.
  • Only a Flesh Wound: The Sacrier school of tanking results in this. A lot. The class (usually) gains 15 HP per level (compared to 5 for other classes), and at the level cap can easily have over six thousand HP with equipment bonuses, allowing them to shrug off attacks that would have killed anyone else.
  • Power-Up Food
    • Five star fish and meat and some bread can permanently increase certain characteristics if they are below a certain threshold.
    • Certain Candies that can be acquired both in game in though the lottery system can temporarily increase certain stats or characteristics for a set amount of fights.
    • Characteristic scrolls are very common, they can be used to add up to 100 additional points per stat if used right.
  • Prospector: The visual motif for the Enutrof class. They're the treasure-hunting class and use a lot of shovels in their attacks.
  • Puzzle Boss: Most of the bosses towards the end of the game don't go down just because you hit them enough. Many are capable of generating perfect defenses until you perform some trick to make them lose it. Considering that these tricks often require support or tactical abilities that are not available to all classes, it's possible to go into a boss fight with no chance of winning.
    • Late-game bosses also have tricks they can pull which instantly kill you even through resists, shields, or even invulnerability. You not only have to know the trick to make them vulnerable, you have to know the trick to not getting yourself killed. (To take one example: the Royal Mastogob is completely invulnerable until you use a pushback effect on him, at which point he becomes vulnerable for one turn. However, if you use a pushback effect on him and he runs into a wall or another enemy, everyone in line with him instantly dies - which usually includes the character doing the pushback)
  • Randomly Drops: Cranked up to eleven. Very few pieces of equipment directly drop from monsters except at the lowest levels. Instead, high-level players have to hope for things like fur or horns to drop. Common items have a 10-20% chance of dropping (and it requires anywhere from a dozen to a hundred of such items for a single piece of gear), while rare items have a drop rate of 1% or less. This can be mitigated somewhat through Achievements (which often reward a pile of items that would be dropped by that class of monsters or that boss), but you can only do an achievement once per character.
  • Running Gag:
    • The Dev team have repeatedly made jokes about how Feca players complain of the nerfs they have received. The players usually find it considerably less amusing, especially since this means they're acknowledging the players don't like it...
    • Iops are repeatedly insulted for their intelligence in various places in the game. It's not just that they're slow, but they are usually treated as though they were literally dumber than rocks.
  • Sdrawkcab Name / Punny Name: Sadida, Sram, Ecaflip, Enutrof, Osamodas, Eniripsa... try to reverse the letters. These are most obvious examples, but almost every character or piece of stuff has a Punny Name. It's often in French, though the translators usually try to preserve the spirit of the pun. Even Bonta and Brakmar are French puns on "Bon à rien" (good-for-nothing) and "braquemart" (literally, a sword; less literally, a part of the male anatomy that sort of looks like a sword).
  • Set Bonus: Every equipment set has a bonus for wearing multiple pieces of it. At higher levels, this can extend to hundreds of HP, or extra action or movement points.
  • Shovel Strike: Shovels are an equippable weapon type usable by all classes. Furthermore, several Enutrof spells involve shovels (Shovel Throwing, Shovel Kiss, Mound, Shovel of Judgement and Slaughtering Shovel), and one of them (Living Shovel) even summons an animated shovel to push enemies around the battlefield.
  • Summon Magic: Western Variant, the Osamodas can summon all sorts of monsters to fight for him (the Osamodas itself is very support oriented), and the Sadida can summon dolls to provide support (the Sadida itself being very damage oriented). Eastern variant has Sacrificial Doll (Sadida), which makes a kamikaze attack.
    • In fact, eleven of the seventeen classes learn at least one summon spell as part of their basic class spells, all classes get a spell to summon a "Dopple" of themselves as a reward for getting to the level cap, and any class can learn to summon an Arachnee (spider) and a Chaferfu via quests or scrolls.
  • Swiss Army Hero: Most characters over level 30 have at least one Incarnation weapon, which turns the wielder into a clone of its original owner. It's not hard to get four or five, and some players carry around several just for the versatility of the extra classes — being able to unbewitch or dispel invisibility aren't otherwise available to most classes.
  • Time Master: Xelors, though a major class revamp in late 2014 replaced most of their action-stealing spells and replaced it with a focus on inflicting Telefrag (a sort of teleport sickness) on enemies, and other spells that take advantage of that Telefrag condition.
  • Teleporters and Transporters: The portal-generating Eliotrope class (added in late 2014). They're explicitly based on Yugo the Eliatrope from Wakfu, who has the same powers.
    • In addition, Fecas, Xelors, Iops, and Huppermages can teleport around the field, while Sacriers can teleport-swap with enemies. (In Iop's case, the spell's name implies that it's actually just a gigantic leap across the field, but the effect is the same as the more-magical Teleport abilities) Xelors can inflict a sort of teleport sickness ("Telefrag") by landing on an opponent, which can then be taken advantage of with other spells. Huppermages can teleport in four different manners depending on which elemental state they've inflicted on enemies.
    • The Krosmoglob and Archiduk Sidekicks also make a lot of use of teleporting.
  • Villainous Harlequin: The Masqueraider class looks like one. They're only as villainous as the player wants, of course.
  • What Kind of Lame Power Is Heart, Anyway?
    • Eniripsa are the healing class of the game, but healers are generally not needed in a group, as there exist enough defensive powers and other healing methods that many bosses can be defeated just by outlasting them. They also have the poorest attack abilities in the game. This is not to say healing isn't useful, but it's not necessary like it is in most RPGs, especially as any intelligence build can heal thanks to Healing Shivs. Furthermore, all damage taken will decrease the targets max health by a small amount, preventing any kind of indefinite sustainability. It doesn't help this trope that their spells now take on the appearance of big pink hearts.
      • Bear in mind that just because they're not necessary does not mean they aren't good, especially if the team also has a dedicated tank. Sacrier and Eniripsa teams are deadly to just about any enemy that doesn't require special tricks to beat.
      • After an update in early 2016, Eniripsas are now much more offense-oriented while still being primarily healers. Their fire-elemental spells damage enemies but heal allies (replacing most of their original healing spells), and their air- and water-elemental spells heal allies via stealing life from enemies and healing all allies in an area around the caster (for air) or the target (for water).
    • Bloodthirsty Madness: it drain 300 hp but only from allies for only 2 AP; it's great to use on summons but some players turn on you pretty quick when you start using it on them, though on a crit it steals their life and heals them.
  • World of Pun: The class names and many (if not most) NPC names are puns. For example, an important early NPC allows you to reset your build at will until level 30 (which is about when most builds will start to be functional). She's called Fairy Sette. Go ahead, say it out loud.

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