Perceptor

Dofus' version of Robin Hood, only in reverse: they steal from the poor and give to the rich.

Previously named Perceptors.

Setting a Collector
Designated guild members have the right to place a Collector on a given map location for a fee, which is based on the level of the guild. That location then effectively belongs to the guild. The Collector will take a percentage of the kamas (from both battles and trades), resources, objects dropped by monsters, and even experience gained on the map.

(Kama cost is 20 * level squared)

Collector's Characteristics
As members contribute experience to their guild, it will gain levels and make its Collectors more powerful. A Collector has (Guild's level)*100 Vitality and (Guild's level) % resist to all elements. In addition, for each level the guild gains one of the Collectors' abilities can be improved. Points can be spent to raise any of the following:


 * % taxes on kama exchange
 * % drop of object
 * % drop of resources
 * 0-30% of experience

Many guilds focus their Collectors on taking items dropped in battles, but some distribute their points more evenly between the different abilities.

The perceptor can also have spells to attack, or to help guild members who defend him.

Collector's Spells
Like all summons, Collector spell use can be somewhat erratic. In battles where many defenders are present, they will often move away from an enemy or simply pass their turn without acting. This can be especially frustrating if the Collector has an ability such as Unbewitchment that would be helpful if used.

Fighting a Collector
Fighting Collectors is difficult, but far from impossible. They have a large number of hit points (exact number varies by level) and elemental resistances too. They can have an area of effect attack, which they will use on groups if possible, so either avoid standing in clumps, or have a group of Feca and/or Sacriers stand close together to soak the damage.

In addition, when a Collector is attacked, the members of the guild have an opportunity to join the fight and help defend it. Guild members are almost always mid- to high-level (because of the difficulty involved in founding a guild), so these characters are very powerful. However, the Collector acts as a summoner: when it is killed, the fight is over. Ignoring the guild members would be a crucial mistake, however--unless you can eliminate the Collector faster than the guild members. Attacks which only affect summoned creatures do not work on guild members defending a Collector, even though they have been summoned.

Losing a fight against a Collector costs 3000 energy in addition to normal energy loss.

There is no experience award for defeating a Collector. However, any items a Collector is carrying (objects and resources) will be disbursed to the victorious party. In addition, a defeated Collector leaves the map. Therefore, that map doesn't "belong" to the Collector guild any longer. So unless you are a high level or in a good group, attacking is not the best of ideas because if you lose you will lose 3000 points of energy.

Defending a Collector
When your Collector is attacked, you will be warned by a purple message in your chat window. A hyperlink with your Collector's name and location will automatically open your guild window and you will see who's attacking. You can join the fight to defend him only if you are not actually in a fight or otherwise occupied. Don't close the guild window, or you won't join the defenders of your Collector. Defending your Collector, if you lose the battle with your pet equipped, it will not lose HP. Also, note that if in certain dungeons you will be removed from them if you lose (i.e. Gob dungeon, Dark Smith dungeon, etc.).