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'''{{PAGENAME}}s''' (originally named ''Perceptors'' then renamed to ''Collectors'', then changed back) are a kind of "[[Guild]] monster". Commonly called Percs, they can be placed by members of a Guild to gather [[XP]] and [[resources]] from fights occuring on the map.
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'''{{PAGENAME}}s''' (originally named ''Perceptors'' then renamed to ''Collectors'', then changed back) are a kind of "[[Guild]] monster". Commonly called Percs, they can be placed by members of a Guild to gather [[XP]] and [[Drop]]s from fights occuring in the area.
   
==Placing a Perc==
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==Placing a Perceptor==
Designated guild members may place a Perc on their current map for a fee. The Perc will get drops and experience gained on the map as if it were a participant in all combats there, and will hold them until a guild member collects them or until they are killed by another adventurer (who would get all the dropped items, and if they're a member of a guild, all the guild XP gathered).
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Designated guild members may place a Perceptor on their current map. To do that, a [[Perceptor Summoning Potion]] can be used. The Perceptor will get drops and experience gained in the area as if it were a participant in all combats there, and will hold them until a guild member collects them or until they are killed by another adventurer (who would get all the dropped items, and if they're a member of a guild, all the guild XP gathered).
   
One common misconception is that Percs steal drops. This used to be the case, however nowadays Percs have their own seperate roll for drops, and as they roll last, any drops they recieve are simply extra drops, and '''not''' stolen from other players.
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Perceptors used to steal drops from other players, but now Perceptors have their own separate roll for drops, and, as they roll last, any drops they receive are simply extra drops, and '''not''' stolen from other players.
   
Not all maps accept perceptors - the last room of dungeons (as of 1.16.2) do not accept them, and dungeons in general only allow a perceptor to summon two guild members to defend it.
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Not all maps accept perceptors. Places such as Class Temples, and non-subscriber zones no longer accept the placement of perceptors.
   
  +
===Appearance===
The cost of placing a perceptor is <math>1000+10*(Guild Level)</math>.
 
  +
Perceptors hold a banner with the guild's logo. Their spots take on the primary color of said guild, and their bracers and headband correspond to the secondary colors.
  +
[[File:Perceptor_appearance.jpg|left]]
  +
  +
[[File:Perceptor_underwater.png|left]]
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<br clear=all />
   
 
==Characteristics==
 
==Characteristics==
As a guild gains levels, their Percs become more powerful. A Perc has <math>(Guild level)*100</math> [[Vitality]] and (Guildlevel)% resist to all elements (maximum of 50%). Similarly to how a player gains 5 stat points each level gained, Percs also gain 5 stat points for each level a Guild gains. These points can be spent to raise any of the following:
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As a guild gains levels, their Perceptors become more powerful. A Perceptor has '''3000+(Guild level)*20''' [[Vitality]] and 25% [[Resistance]]s to all elements (fixed). Perceptors gain 5 stat points for each level their Guild gains. These points can be spent to raise any of the following:
   
 
{| {{prettytable}}
 
{| {{prettytable}}
 
! Characteristic !! Base !! Max !! Cost
 
! Characteristic !! Base !! Max !! Cost
 
|-
 
|-
| [[Prospecting]] || 100 || 500 || 1 per 1 point
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| [[Prospecting]] || 100 || 500 || 1 per point
 
|-
 
|-
| [[Wisdom]] || 0 || 400 || 1 per 1 point
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| [[Wisdom]] || 0 || 400 || 1 per point
 
|-
 
|-
| [[Pods]] || 1000 || 5000 || 20 per 1 points
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| [[Pods]] || 1000 || 5000 || 20 per point
 
|-
 
|-
 
| Number of Perceptors || 1 || 50 || 1 per 10 points
 
| Number of Perceptors || 1 || 50 || 1 per 10 points
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<nowiki>*</nowiki>See Spells section below for a more in depth description.
 
<nowiki>*</nowiki>See Spells section below for a more in depth description.
   
Perc spells and characteristics can be turned back into characteristic points through [[Forgetfulness Potion for Collectors]].
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Perceptor spells and characteristics can be reset using a [[Perceptor deleveling potion]].
   
 
==Spells==
 
==Spells==
Just like characters, {{PAGENAME}}s have spells too, to use when they come under attack. In contrast to [[Character]]s who gain spells at level 1 and can use them without spending spell points, Percs begin with all spells at level 0 (and must raise them to lv. 1 to make them usable). Their spells vary, from Shields to Healing. Perc spell use can be erratic. In battles where many defenders are present, they often move away from enemies or pass their turn without acting.
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Just like characters, Perceptors have spells. In contrast to [[Character]]s who gain spells at level 1 and can use them without spending spell points, Perceptors begin with all spells at level 0 (and must raise them to level 1 to make them usable). Their spells range from Shields to Healing. Perceptor spell use is erratic. In battles where many defenders are present, they often move away from enemies or end their turn without acting.
   
 
{| {{prettytable}}
 
{| {{prettytable}}
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|-
 
|-
 
| [[Image:Perceptor Icon Spell Aqueous Armour.png]]
 
| [[Image:Perceptor Icon Spell Aqueous Armour.png]]
| [[Aqueous Armor (Perceptor)|Aqueous Armour]]
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| [[Aqueous Shield]]
 
|
 
|
 
| ''Reduces Water damage.''
 
| ''Reduces Water damage.''
 
|-
 
|-
 
| [[Image:Perceptor Icon Spell Glowing Armour.png]]
 
| [[Image:Perceptor Icon Spell Glowing Armour.png]]
| [[Glowing Armor (Perceptor)|Glowing Armour]]
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| [[Glowing Shield]]
 
|
 
|
 
| ''Reduces Fire damage.''
 
| ''Reduces Fire damage.''
 
|-
 
|-
 
| [[Image:Perceptor Icon Spell Earth Armour.png]]
 
| [[Image:Perceptor Icon Spell Earth Armour.png]]
| [[Earth Armor (monster spell)|Earth Armour]]
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| [[Earth Shield]]
 
|
 
|
 
| ''Reduces Earth damage.''
 
| ''Reduces Earth damage.''
 
|-
 
|-
 
| [[Image:Perceptor Icon Spell Wind Armour.png]]
 
| [[Image:Perceptor Icon Spell Wind Armour.png]]
| [[Wind Armor (Perceptor)|Wind Armour]]
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| [[Wind Shield]]
 
|
 
|
 
| ''Reduces Air damage.''
 
| ''Reduces Air damage.''
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|-
 
|-
 
| [[Image:Perceptor Icon Spell Healing Word.png]]
 
| [[Image:Perceptor Icon Spell Healing Word.png]]
| [[Healing Word (Perceptor)|Healing Word]]
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| [[Word of Healing]]
 
|
 
|
 
| ''Heals target.''
 
| ''Heals target.''
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| [[Destabilization]]
 
| [[Destabilization]]
 
|
 
|
| ''+Critical Failures to target.''
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| ''-Critical Hits to target.''
 
|}
 
|}
   
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|}
 
|}
   
==Collecting Percs==
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==Collecting Perceptors==
Guild members who have the right to remove items from a Perc may do so if they're on the same map. As of 1.23, any of these exchanges also removes the Perc from the map. Removing a Perc does not return the kamas spent to place it.
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Guild members who have the right to remove items from a Perceptor may do so if they're on the same map. As of 1.23, any of these exchanges also removes the Perceptor from the map. Removing a Perceptor does not return the potion used to place it.
  +
 
Once withdrawn (or defeated), a Perceptor cannot be placed on the same map by the same Guild for <math>(Guild level) * 10 minutes</math>, so for a level 24 Guild, it would be 240 minutes, or 4 hours.
  +
 
==Perceptor Fights==
 
Perceptor fights are similar to other forms of [[PvP]], with a few differences:
 
* The preparation phase is significantly longer than with other fights in order to allow for Guild members to join the Perceptor's side.
  +
* Only one character per IP can join a Perceptor fight.
 
* If the Perceptor is killed, the battle ends immediately even if there are still defenders from the Guild left alive.
 
* If you lose against a Perceptor you lose 3000 energy in addition to normal energy loss.
  +
* When you lose a fight, you must wait 60 minutes before you can attack the same Perceptor.
  +
* You cannot attack a Perceptor in a dungeon room if you logged in at that room, although you can still join the fight if another person starts it.
  +
* Perceptors can no longer be attacked by characters who are below level 50.
  +
 
==Defending a Perceptor==
  +
When a Guild's Perceptor is attacked, every player in the Guild and their Alliance (if they have one) will receive a notification. By opening the guild/alliance menu and going to the Perceptor menu, they can join the fight by clicking "Join". Members with "Be the main Perceptor defender" right, has a priority in joining the defending of a perceptor.
   
  +
Battles against the Perceptors are now 5 defenders against 5 offenders maximum (Perceptors not included) in order to speed up these battles and make them easier to organize.
Once withdrawn (or defeated), Percs cannot be placed on the same map by the same Guild for <math>(Guild level) * 10 minutes</math>, so for a level 24 Guild, it would be 240 minutes, or 4 hours.
 
   
  +
Only one character per IP can be used in defense of the Perceptor.
==Perc Fights==
 
Whilst fighting a Perc is pretty similar to other forms of [[PvP]], there are a few differences:
 
* The preparation phase is significantly longer than with other fights.
 
* If the Perc is killed, the battle ends immediately even if their are defenders from the Guild left alive.
 
* If you lose a against a Perc you lose 3000 energy in addition to normal energy loss.
 
   
 
Winners of a Perceptor battle are returned to where they were before the battle, while losers are returned to their last save point. Defenders of a Perceptor do not lose energy nor do their pets lose health.
==Defending a Perc==
 
When a Guild's Perc is attacked, all members will recieve a message in their Guild chat, along with a link your Perc's name and location. Clicking it will open the guild window. There you can see who's attacking by hovering over the progress bar in the "Att." column. To defend the perc, click one of the player slots on the right. You can join the fight to defend only if you are not in a fight or otherwise occupied. ''Don't close the guild window, or you will lose the chance to defend the Perc.'''
 
   
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==Events==
Winners of a perc battle are returned to where they were before the battle, while losers are returned to their last save point. Defenders of a perc do not lose energy nor do their pets lose health.
 
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[[File:Kwismas 2010 Perceptor.png|thumb|100px|right]]
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Since 2010 (2014 not included), during Kwismas, Perceptors change appearance from their normal centaur like appearance to that of a reindeer.
   
 
<!-- Interlanguage links-->
 
<!-- Interlanguage links-->

Revision as of 15:03, 21 June 2019

Perceptor

Perceptors (originally named Perceptors then renamed to Collectors, then changed back) are a kind of "Guild monster". Commonly called Percs, they can be placed by members of a Guild to gather XP and Drops from fights occuring in the area.

Placing a Perceptor

Designated guild members may place a Perceptor on their current map. To do that, a Perceptor Summoning Potion can be used. The Perceptor will get drops and experience gained in the area as if it were a participant in all combats there, and will hold them until a guild member collects them or until they are killed by another adventurer (who would get all the dropped items, and if they're a member of a guild, all the guild XP gathered).

Perceptors used to steal drops from other players, but now Perceptors have their own separate roll for drops, and, as they roll last, any drops they receive are simply extra drops, and not stolen from other players.

Not all maps accept perceptors. Places such as Class Temples, and non-subscriber zones no longer accept the placement of perceptors.

Appearance

Perceptors hold a banner with the guild's logo. Their spots take on the primary color of said guild, and their bracers and headband correspond to the secondary colors.

Perceptor appearance
Perceptor underwater


Characteristics

As a guild gains levels, their Perceptors become more powerful. A Perceptor has 3000+(Guild level)*20 Vitality and 25% Resistances to all elements (fixed). Perceptors gain 5 stat points for each level their Guild gains. These points can be spent to raise any of the following:

Characteristic Base Max Cost
Prospecting 100 500 1 per point
Wisdom 0 400 1 per point
Pods 1000 5000 20 per point
Number of Perceptors 1 50 1 per 10 points
Spells* Level 0 Level 5 1 per 5 points

*See Spells section below for a more in depth description.

Perceptor spells and characteristics can be reset using a Perceptor deleveling potion.

Spells

Just like characters, Perceptors have spells. In contrast to Characters who gain spells at level 1 and can use them without spending spell points, Perceptors begin with all spells at level 0 (and must raise them to level 1 to make them usable). Their spells range from Shields to Healing. Perceptor spell use is erratic. In battles where many defenders are present, they often move away from enemies or end their turn without acting.

Icon Name Element Short description
Perceptor Icon Spell Aqueous Armour Aqueous Shield Reduces Water damage.
Perceptor Icon Spell Glowing Armour Glowing Shield Reduces Fire damage.
Perceptor Icon Spell Earth Armour Earth Shield Reduces Earth damage.
Perceptor Icon Spell Wind Armour Wind Shield Reduces Air damage.
Perceptor Icon Spell Flame Flame Fire
Fire
High Fire damage, linear.
Perceptor Icon Spell Cyclone Cyclone Air
Air
Low/Average Air damage, No line of sight.
Perceptor Icon Spell Wave Wave Water
Water
Low/Average Water damage, linear, 3 square linear AoE.
Perceptor Icon Spell Rock Rock Earth
Earth
Average to High Earth Damage, 2 squares circular AoE.
Perceptor Icon Spell Healing Word Word of Healing Heals target.
Perceptor Icon Spell Unbewitchment Unbewitchment Unbewitches target.
Perceptor Icon Spell Mass Compulsion Mass Compulsion Increases allies damage in an AoE.
Perceptor Icon Spell Destabilization Destabilization -Critical Hits to target.
Spell level Points Total points
1 5 5
2 5 10
3 5 15
4 5 20
5 5 25

Collecting Perceptors

Guild members who have the right to remove items from a Perceptor may do so if they're on the same map. As of 1.23, any of these exchanges also removes the Perceptor from the map. Removing a Perceptor does not return the potion used to place it.

Once withdrawn (or defeated), a Perceptor cannot be placed on the same map by the same Guild for , so for a level 24 Guild, it would be 240 minutes, or 4 hours.

Perceptor Fights

Perceptor fights are similar to other forms of PvP, with a few differences:

  • The preparation phase is significantly longer than with other fights in order to allow for Guild members to join the Perceptor's side.
  • Only one character per IP can join a Perceptor fight.
  • If the Perceptor is killed, the battle ends immediately even if there are still defenders from the Guild left alive.
  • If you lose against a Perceptor you lose 3000 energy in addition to normal energy loss.
  • When you lose a fight, you must wait 60 minutes before you can attack the same Perceptor.
  • You cannot attack a Perceptor in a dungeon room if you logged in at that room, although you can still join the fight if another person starts it.
  • Perceptors can no longer be attacked by characters who are below level 50.

Defending a Perceptor

When a Guild's Perceptor is attacked, every player in the Guild and their Alliance (if they have one) will receive a notification. By opening the guild/alliance menu and going to the Perceptor menu, they can join the fight by clicking "Join". Members with "Be the main Perceptor defender" right, has a priority in joining the defending of a perceptor.

Battles against the Perceptors are now 5 defenders against 5 offenders maximum (Perceptors not included) in order to speed up these battles and make them easier to organize.

Only one character per IP can be used in defense of the Perceptor.

Winners of a Perceptor battle are returned to where they were before the battle, while losers are returned to their last save point. Defenders of a Perceptor do not lose energy nor do their pets lose health.

Events

Kwismas 2010 Perceptor

Since 2010 (2014 not included), during Kwismas, Perceptors change appearance from their normal centaur like appearance to that of a reindeer.