Alliances are a coalition of players similar to guilds. Different to guilds, however, Alliances have a few features exclusive to them. Most notably, Alliances allow for territory conquest through Prisms, and the usage of Perceptors to gather resources. An Alliance that holds territory benefits from experience and recycling bonuses in their territories.
Alliances have a separate Alliance chat, and anybody will get notified of an attack on their Prism or Perceptor, allowing for them to join the defense. Generally, being in an Alliance can involve quite some PvP. Alliances hold a maximum of 250 members.
Note: The Dofus Wiki does not allow the listing of individual Alliances or their guilds.
Alliance Advantages[]
Being in an Alliance has notable benefits that can't be found elsewhere in-game.
- Generating Nuggets through recycling items with Alliance Prisms. Although anybody can recycle using any Prism in the world, using a Prism your Alliance has placed will give you an extra bonus to the generated amount of nuggets.
- Placing Perceptors, allowing the people with the ranks to do so to passively collect resources in any territory.
- Access to the Alliance chat. All players within the Alliance have, much like a guild chat, a separate Alliance chat. This allows for easier organisation of dungeon runs and hunts, as well as help with the game.
- All P2P Areas in the game can be controlled by Alliances by the use of Prisms. Players of an Alliance can benefit from increased experience (+50%) when fighting in an area controlled by their Alliance.
- Possibility of defending Perceptors and Prisms.
- Member of a like minded community. Many Alliances form around like minded people, so being part of an Alliance allows you to enjoy the benefits that it reaps and can simply make your playing time a nicer experience.
- Members belonging to an Alliance can equip the Alliance Shield to display their Alliance Emblem.
- A new emote has been created for members of an Alliance to display their Alliance's banner.
Joining an Alliance[]
To join an Alliance, you have to be at least level 50 and not already in an Alliance. Alliances often get advertised in Recruitment chat, or you can get introduced/invited by a friend. You can also simply join/apply to any Alliance on your own.
Alliances can have three states regarding applications: Closed, Manual Open, and Open.
- Closed: the Alliance is not accepting any new applications. People can still be invited, but only by those with the correct rights.
- Manual open: anybody can apply to join the Alliance with a small motivation attached, but ultimately their application has to be accepted. They can also be rejected.
- Open: anybody can join the alliance. No screening is done, players can just select "join".
Alliance Creation[]
To create an Alliance, you must be P2P and possess an Alliagem, which can be bought at the Alliance Temple from Hal Ions for 30,000 Kamas. Your subscription running out won't impact your standing in your Alliance whatsoever. After acquiring the Alliagem, you have to click on the book inside the building.
The Alliance Temple is located at [13,34] and can be accessed either through Sufokia with its boat to the Alliance Temple at [16,29], or the Zaap at [13,35] after your first time.
Alliance Logos[]
When creating an Alliance the leader must pick a name, logo (consisting of an image and a background shield), an abbreviation (can be anything) and the logo's colours. These can be changed after the fact through the use of Alliance Renaming Potion for the name and Alliance Emblem Change Potion for the loge. Both items can either be bought from the Alchemist Markets, sold by other players, or bought from Dofus Services for 700 Ogrines each.
The choices of selecting an Alliance Logo are the same as those in selecting a Guild Logo.
Alliance Roles[]
Members of an Alliance can take on six different roles with different utilities within a King of the Hill battle: Champion, Seer, Scout, Healer, Sentinel, and Undertaker. These roles can be acquired by talking to Hal Ions at [13,35]. Though switching can be done infinitely, it does have some waiting time in between switches. Some of these roles require a potion to utilise the full effect. The default role without any utility is Cannon Fodder.
Important to note is that opponents can not see the roles of anybody but themselves and allies, unless they are a Seer. Everybody can see their role.
There are a limited number of each role in an Alliance. This limit is only valid in AvA zones, so in theory all members of an Alliance could have the same role. To enter an AvA zone with a specific role, your allies must not have already reached the limit for that role.
The icons change colour based on whether you're an attacker or defender, as well as when there are multiple attackers. Defenders will be blue while attackers will be red.
| Icon | Role | Max in AvA | Description |
|---|---|---|---|
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Champion | 1 | Champions cumulate points after each victory. Their counter starts at 0 and increases by 25 points per victory. The champion's alliance gains these cumulated points after each victory.
When the champion dies or leaves the area, they lose all their points. |
| Seer | 10 | Seers can always see opponent' roles in the form of icons above them. | |
| Scout | 50 | Scouts earn 3 points per minute in a stock of their own. They cannot earn points on the prism's map.
This temporary stock cannot exceed 30 points. The points in this temporary stock are displayed above each Scout. If a Scout leaves the KOTH territory, their temporary stock of points is lost. To convert this temporary stock of points into "Scout points" counted in the cumulative score, Scouts must go to the map with the prism and use a Scout potion. Scouts don't earn points by winning a fight. In the event of a loss, Scouts cause their team to lose half the points from their temporary stock rounded up. Charging up the potion takes a few seconds which leaves them vulnerable to be attacked. | |
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Healer | 100 | Healers can revive a player who died in a fight. When healed by a healer, the character will be able to return to the territory and be counted in their Alliance’s score. They will also be able to continue fighting in the war zone.
They have to use a healer potion. |
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Sentinel | 150 | Sentinels can automatically attack members of other Alliances that pass by them (within 6 cells) while they are in a combat zone.
They use a sentinel potion. |
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Undertaker | 150 | Undertakers can forcibly and permanently send characters who died in a fight to leave the KOTH. This means they will be removed from their Alliance’s score and cannot continue to fight in that particular war zone.
They use an undertaker potion. |
| Icon | Meaning |
|---|---|
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Probation period |
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Defender (no specific role) |
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Attacker |
| Out of the fight |
Conquest[]
Alliance Prism[]
Alliances are able to place Alliance Prisms in different P2P areas to control them. When fighting in an area controlled by your Alliance you will receive a 25% bonus to XP. These Prisms also allows teleporting between Zaaps and other Prisms, but you need to install a Teleportation Module first. Note that Prisms can only be placed 48 hours after the creation of the Alliance, and not sooner.
To place a Prism, you need to have the Alliance right to place or change a Prism. Only one Prism can be placed in an area server-wide, which means that Alliances must compete to control territories. Conquering a territory means attacking the existing Prism, which takes place in two distinct stages: the initial attack and the King of the Hill final battle.
The initial attack is similar to attacking a Perceptor, it’s a 5v5 fight against the Alliance Prism (monster), which can be started at any time by talking to a Prism that isn't pacified. Defenders are warned when someone attacks, and they can send their best fighters to join the defensive team. If the Prism is not defeated, nothing changes. However, if the Prism is defeated it goes into a “weakened” state. This will trigger a King of the Hill for the next 30 minutes.
AvA Mode[]
AvA mode allows you to enter a vulnerable territory and fight for control against other attackers and defenders. It will also notify you in chat when a territory has become vulnerable or been defended.
While in AvA mode and in a King of the Hill area, any other player with this enabled will be able to attack you, but the same rings true for you being able to attack others. This will be visible by icons showing above a character's head.
King of the Hill (KOTH)[]
The King of the Hill final battle is pretty straightforward: whatever Alliance holds the top score for 30 minutes wins. This is also where the roles mentioned above are utilised. To join a KOTH, you have to have AvA mode enabled, and you must have been a member for at least 48 hours. Territory wars are single-account only, limited by IP.
When a captured territory is vulnerable, a KOTH will automatically start. If nobody comes to attack that territory in 30 minutes, the Alliance that owned it before will have won the KOTH and keep the territory. They will have to place a new Prism.
A KOTH can be triggered in three ways:
- If a Prism reaches 0% durability.
- If a Prism is attacked and the attackers win the fight.
- If a Prism is placed on neutral territory (not controlled by any Alliance). In this situation, the Alliance that placed the Prism is considered the "Defender".
- In all three situations, there is no obligation for Alliances to participate. Therefore, a player can reduce the durability of a Prism to 0% then leave to do something else.
To win control of an area, there are a number of factors that give points: Map control, Scout points, and Combat points. Note that somebody has to be present in this area, with AvA enabled, to gather points for their Alliance.
- Map control: this is when players are spread across maps to accumulate points. The more players in the territory, the more points they will gain. One player equals one point.
- Scout points: as explained in the roles section, scout will accumulate points simply by being alive in a KOTH area. They can dunk these points (max of 30) in the Prism and gain 30 total points.
- Combat points: these are won through fighting any other attackers in the area. The winner gains points, the loser loses them. The total score can be negative.
- In the case of victory, the base gain is 50 points. In the case of defeat, the base loss is -25 points.
- The number of points gained or lost depends on the team that has the fewest characters when the combat was started. For example, during a fight between alliance A (with 3 characters) and alliance B (5 characters), alliance A is in the minority. Base point gains therefore depend on alliance A. At the end of the fight, the winning alliance can gain a maximum of 150 points (3x50) and cause a loss of a maximum of 75 points (3x25) for its opponent.
- After base points have been determined, role points can be added or removed if characters with specific roles were present in the fight (scout or champion).
- Managing to win a fight against the alliance that is first in the KOTH earns you a lot more points than defeating the alliance in last place.
- Fights are limited to two Alliances at a time. You can't join a fight if a member of your alliance is not already in the fight.
All of these factors combined will give a score that, at an interval of a minute, will be calculated and reward a domination point to the Alliance with the highest score. These scores are not reset at the end of each minute of the KOTH. Example: in the 10th minute of a KOTH, if an alliance has 15 combat points and 5 control points (a cumulative score of 20), in the 11th minute, the alliance will still have 20 cumulative points. In the event of a tie, each Alliance with the same score gets one minute of domination.
When a player first enters a contested territory, there is a probation period of 1 minute + the remaining time before the next minute of the KOTH counter before they can actually join the KOTH. During this period, the player cannot attack other players, does not win any map control points, and does not earn any points for the Scout role.
To win the KOTH, an Alliance needs to have a domination total of 30 minutes. These do not have to be consecutive, only the total matters. There is no limit on the amount of Alliances that can contest an area.
When a character is defeated in an AvA battle, they will automatically be transformed into a tombstone and they can no longer be counted in their Alliance’s population score for the area. However, they can be revived by a Healer to join once again for the KOTH. If they return without being healed, they will have a white flag above their head and be unable to be counted.
Characters that are currently in combat within the area do not count towards their Alliance’s total score. So a lengthy battle might not be the best use of one’s time within a territory, it might be better to aim to fight several shorter fights rather than one long battle. If the KOTH while still in a battle, the battle will immediately end.
Victory and Rewards[]
Whatever Alliance wins the KOTH will have priority for 120 minutes to place a Prism and claim the territory for themselves. After that, it is open to any other Alliance to be captured again. If a Prism is placed within those 120 minutes, it will automatically be in the pacified state, the length of it based on the amount of territories the Alliance has. The more territories, the shorter the length. Any Prism placed after that will trigger another KOTH.
Every Prism holds Nuggets, the amount of which dependent on how much was recycled with that Prism or others in the same Alliance. Once a KOTH is won in a territory, the Nuggets held by the Prism will be distributed as follows:
- 10% will be lost no matter what.
- 75% goes to the winner's pot.
- 15% goes to the loser's pot.
They can be exchanged with Teggun at the Alliance Temple for emotes and petsmounts, or sold on the Market.
Territory advantages[]
There are two territories in the game that, when owned by an Alliance, give a special advantage to all players of that Alliance.
- Controlling Abandoned Labowatowies allows Alliance members to use the Drill system.
- Controlling Imp Village allows Alliance members to use Imp Carriers.
Perceptors[]
Perceptors are a monster summonable by an Alliance member with the correct rights. Commonly called Percs, they can be placed by members of an Alliance to gather drops from fights occurring in the area. They hold these drops in their inventory until either an alliance member collects them, or an enemy player kills the Perceptor and steals the drops.
The page for Perceptors features a full rundown of their usability.
Ranks and rights[]
By default, an Alliance will have four ranks to start out with: Rookie, Candidate, Lieutenant, and Alliance General. These can be renamed, removed, and customised by the Alliance Leader and anybody with the correct rights.
The Alliance Leader is, by default, the creator of the Alliance. However, the title can be passed on to whoever the current leader desires.
All rights are detailed in the collapsed text.
- Manage ranks and rights below my own
- Assign ranks below my own
- Manage appliocations and invitations
- Manage recruitment
- Expel members
LOG
- Change the alliance message
- Change alliance information
PERCEPTORS
- Place a Perceptor
- Configure the alliance's default perceptor
- Modify own perceptors
- Modify members' perceptors
- Retrieve loot from own Perceptors
- Retrieve loot from members' Perceptors
- Be the main Perceptor defender
- Have priority to control the Perceptor
ALLIANCE VS ALLIANCE (AVA)
- Place or change an alliance Prism
- See nugget balance
- Distribute nuggets










