Osamodas/Chance/1

==Introduction==
While nowhere near as useless as something like a chance Sram, the chance Osamodas is still viewed by many as an odd, rather pointless build. Not as versatile as their intelligence cousins, or as dominating in PvP as vitality orientated builds, the chance Osamodas is however still an interesting and, at times, useful build.
As with all Osamodas builds the chance Osamodas can make good use of a range of summons, buffs and Spiritual Leash, all of which make it an effective character both solo and when in groups.
In terms of damage output the build is rather lacking (even when compared to intelligence Osamodas). Lashing Claw is relatively weak compared to many other ranged spells (such as Pandatak, Sword of Iop and Playful Claw) and damage from summons, while nice at lower levels, isn't as noticeable at later levels.
Map manipulation is rather lacking too. Of the class spells only Boar and Bwork Magus have any form of pushback spell. Release can of course be used as well, though it isn't too effective a spell. As well as this the very key aspect of the class, summons, can at times be more of a hindrance than a help. Dumb AI can lead to mistakes and the use of summons at higher levels decreases because of this.
All that said the build can still be used effectively. If you're simply aiming for the most powerful build out there then you should probably look elsewhere. However, if you feel like trying something different, or you just need a water hitter, then the chance Osamodas is a very good option.
===Advantages===
* More AP efficient. Lashing Claw only costs 3 AP at level 6, unlike Ghostly Claw which still costs 4. It also hits more than Crow, and has better range than Crackler Punch. Also till level 6 Lashing hits more than Ghostly Claw for the same AP cost.
* Higher PP (and thus what should be a better drop rate). More chance means more PP, which is of course a bonus when hunting resources.
* Less common than intelligence and vitality builds. While this isn't a benefit battle wise, it is nice for those who want to make their character something less standard.
* More free spell points. With only one attack spell to raise (as opposed to three for the intelligence Osamodas) and no need for Animal Blessing the chance Osamodas has more points to spend on other spells such as buffs and summons.
===Disadvantages===
* Less healing. Intelligence boosts heals, hence intelligence Osamodas can heal their summons more with Animal Healing. It also means chance Osamodas can't really use healing weapons such as a Boogey Wand.
* No AoE. Chance Osamodas lose out on PoC, which has an AoE (although a smaller AoE can be obtained by using Hammers).
* Less versatility. With only one attack spell (Lashing Claw) chance Osamodas cannot match the versatility of the intelligence Osamodas (intelligence having Ghostly Claw, Crow and Crackler Punch).
* Weaker in PvP. While you can still be powerful character in PvP with the right investment, chance Osamodas' generally require much more time and effort than vitality or intelligence in becoming effective at PvP.
==Characteristic Points==
===Soft Caps===
Rate	Rate	1:1 	2:1 	3:1 	4:1 	5:1
 	Vit 	1~∞ 	- 	- 	- 	-
 	Wis 	- 	- 	1~∞ 	- 	-
 	Str 	- 	1~50 	51~150 	151~250	251~∞
 	Int 	1~100	101~200	201~300	301~400	401~∞
 	Cha 	1~100	101~200	201~300	301~400	401~∞
 	Agi 	1~20 	21~40 	41~60 	61~80 	81~∞
===Characteristics===
* Chance: This is a chance build, as of such chance is the main stat. It increases your damage, as well as raising your prospecting. It should probably be the only thing raised for a long time (if not forever). Scrolling it before putting points into it will give you a boost at lower levels, though the difference is minimal come epic levels assuming you stick to a pure chance build.
* Vitality: An old Osamodas favourite. Lasting longer is of course important for any class, however the vitality obtained from leveling/gaining equipment should be enough, so even at lower levels there's no real reason to raise it. Scrolling is of course nice.
* Intelligence: Although this may be tempting to raise, this is a chance build and as of such it is best to leave intelligence alone. Scrolling can be helpful for healing with Animal Healing, though you'll still heal much less than a pure intelligence build. 
* Strength: It's not recommended to raise this, though it does increase Whip's damage. Scrolling is helpful, and recommended for later levels.
* Agility: Has its uses. The increased critical hit rate and dodge locks are always a nice bonus (albeit a small one) though scrolling it isn't a must.
* Wisdom: You probably should never raise this with points (unless you're going for some major leveling), though fully scrolling this as soon as you can is recommended. At a minimum you should scroll it to 25.
===Guide===
# If you can afford it fully scroll chance to 101. Although the difference between scrolled and non scrolled characters becomes tiny at epic levels (about 15 points come level 150 and even less at 200) it's a bonus Nonetheless. On the off chance you hybridise it also can pay out. This needn't be done right when starting the character (indeed it's better to wait till you have a solid stash of kamas).
# Raise chance to 300 (4:1 soft cap) regardless of whether you scrolled or not.
# At this point you should try and fully scroll everything. Wisdom and chance are your first priorities, strength should be your next stat to scroll, then vitality. Agility and intelligence should be scrolled last, if ever. While the latter two stats can be beneficial it'll likely only be worth the cost to those who either need them to meet weapon requirements, or want to be a fully scrolled character simply for the sake of it. 
# After hitting 300 chance you must decide what stat you wish to further raise (although if you wish to raise another stat it should be scrolled to 101 before placing any points in). Continuing with chance is recommended, given even with the higher soft caps it will still give the most noticeable effect (increasing your damage). Wisdom is a sometimes considered option for those who want to level faster, and probably the best alternative below level 200. The gain from choosing vitality isn't too much, and so likely not worth putting points in. Raising intelligence may be an option for those who are looking to hybridise, though Osamodas soft caps are simply too poor to really warrant placing points into agility or strength (even for hybrids).
==Spells==
===Class Spells===
Icon	Name 	Level/Obtaining 	Comments
 	Spiritual Leash 	Exchange for Doploons	The Osamodas class spell. It revives the last defeated ally, with a % of their life. One of the Osamodas' best group orientated spells. Should be raised at some point (unless no one in your team ever dies) although it is fine at level 1.
 	Summoning of Tofu 	1 	Summons a Tofu which fights alongside you. Your first summon, and a suitably weak one. Not very strong and often quick to die, you shouldn't really raise it as it's more of a summon to spam (and more a thing for the vitality Osamodas).
 	Ghostly Claw 	1 	Ghostly Claw inflicts moderate fire damage. Near useless considering this is a chance build. Don't raise it.
 	Bear Cry 	1 	The first of your buffs, and one of the best. It increases a summon or ally's damage for several turns, has a small AoE, short cooldown and low AP cost. It is a very good, and very useful spell. Useful even after level 100. Raise it.
 	Animal Blessing 	3 	Animal Blessing increases the number of summons the target can have. This is more for the Osa who can't be bothered to look for chance and +summon equipment (it can be hard to find both). It can give a nice boost, and if it means you can get an even better battle set, free of the need for +summons, then surely it's a good thing? Potentially, though your points are likely better spent elsewhere.
 	Feline Movement 	6 	The second buff, and again a good one. It boosts a summon or player's MP for several turns. Extra MP is always helpful, although the spell itself has a relatively long cooldown. You'll want to raise it.
 	Summoning of Gobball 	9 	The second summoning spell that you'll get, but the first one you should actually raise. It's the base spell for any kind of Osa, and will be the main summon until Bwork Magus. It summons a Gobball which fights alongside you. It does what an Osa wants a summon to do, get stuck in close combat with the enemy. This way it'll hold them up, allowing you to hit them from afar. After you get Magus/Crackler there are some who see it as useless, so you may want to unlearn it, though if you ever get some spare spell points, level 6 Gobball is quite good.
 	Toad 	13 	Toad reduces the damage undergone by a summon or ally for several turns. The damage reduction increases with your level. A nice option.
 	Summoning of Prespic 	17 	Summons a Prespic which fights alongside you. An infuriating summon. Will often choose the wrong target to take AP from. It does however have a good base amount of wisdom. More of a PvP thing than for monsters, nice to have though. Not really recommended if you don't plan to PvP.
 	Whip 	21 	Whip deals massive damage to a summon for low AP cost. It might do neutral damage, but it sure is a gem. With a massive base damage it can obliterate most summons in a hit, when raised. With a small amount of strength or percent damage it can deal even more! A must have for the tactical Osa.
 	High-Energy Shot 	26 	High-Energy Shot increases the AP of a summon or ally for several turns. A Crackler hitting once is nice, but if it strikes twice, that's twice the damage! A good spell and key in team fights. A must have, for team and solo play.
 	Crow 	31 	Crow deals low fire damage and needs no LoS. Another fire damage spell, so no real point in it. With enough +damage it might find its way into your extra spell bar on the odd occasion your LoS is blocked, though you'd need a lot to make it worthwhile. Not recommended.
 	Lashing Claw 	36 	Lashing Claw deals moderate water damage. The build's only offensive spell. With a higher base damage than Ghostly at level 5, and a lower AP at level 6, it is a good a reason as any to be chance. It does however have rather low base damage. You will need to raise this.
 	Animal Healing 	42 	Animal Healing heals summons and allies. Healing spells are affected by intelligence. As of such any heals you get with this will be minimal compared to your intelligence counterparts. You shouldn't raise it, as it's just not worth it while you're pure chance.
 	Summoning of Boar 	48 	Summons a Boar which fights alongside you. Can be useful for keeping oponents away, though it can be a little dumb at times. You may consider raising it.
 	Crackler Punch 	54 	Crackler Punch deals high fire damage in an AoE. As it deals fire damage it's no use for a chance Osamodas.
 	Natural Defense 	60 	Natural Defense increases the vitality of a summon or an ally for several turns. Keeps your summons alive for longer and can make up for the build's lack of healing. A must have.
 	Fangs of Boowolf 	70 	Fangs of Boowolf increases (by percentage) the damage cause by a summon or an ally for several turns. An okay spell. Not a must have though every little helps. Something to consider raising.
 	Summoning of Bwork Magus 	80 	Summons a Bwork Magus which fights alongside you. A rather quirky summon, it deals damage in an AoE, can pushback a target and take an MP. Although Boar is better for those wanting to keep back opponents, it does deal better damage and the AoE is useful when farming. A solid choice.
 	Summoning of Crackler 	90 	Summons a Crackler which fights alongside you. One of the best Osamodas summons. It is a formidable tank with its large amount of HP and when attacking it even buffs your team's resistances, although low agility makes it a somewhat ineffective tank. A must.
 	Summoning of Red Wyrmling 	100 	Summons a Red Wyrmling which fights alongside you. One powerful little dragon. It deals alright damage, has a small damage buff and can unbewitch. A long cooldown and poor AI kind of hinder it's use as an ubewitcher, though it is still an excellent summon.
 	Summoning of Osamodas Dopple	200 	The Osamodas Dopple lies right in the middle of all the Dopple summons in terms of usefulness. While it's not entirely useless, it's use is pretty short-lived. Of its four spells: Feline Movement, Crow, Bear Cry and Fangs of Boowolf, only Crow has no cooldown. Add to this that the buffs themselves aren't amazingly battle changing it means that Dopple will likely be one of the later things you should raise with Scroll Spells, and certainly not with normal spell points.
===Non Class Spells===
Icon	Name 	Level/Obtaining 	Comments
 	Leek Pie 	Via Scroll 	A quirky little spell, Leek Pie deals minor fire damage for 2 AP. While nothing groundbreaking for most of your Dofus levels it can be useful if only as you've 2 AP and nothing else to cast. It can also deal quite a bit of damage for its AP in high +damage sets. It's a nice little extra spell to have but doesn't need to be raised.
 	Soul Capture 	Via Dungeon 	A spell which allows you to capture souls of monsters to fight again. While extremely useful it doesn't add any quality to your fighting ability (in fact it hinders you as it requires you to replace your weapon with a soul stone to use) thus it isn't recommended to level (at least until you can scroll spells) unless your team really needs a souler and is competent enough to not need you to use a weapon.
 	Mount Taming 	Via Dungeon 	A spell which lets you catch mounts, it also boosts the XP you give to a mount. Not too useful. Only on newer servers where mounts are still starting to be bred (in which case you'll likely unlearn it once you've caught enough mounts to start breeding) or for those who've scrolled it with spell points and are raising mounts often enough.
 	Summoning of Chaferfu	Via Dungeon 	Summons a Chaferfu. While the Chaferfu is quite a solid summon in itself (comparable even to the mighty Crackler) it has a rather random AI (it can attack allies). Not very useful and probably shouldn't be raised.
 	Summoning of Arachnee	Via Quest or Scroll	Summons an Arachnee. A bit better than Chaferfu, the Arachnee can serve as a minor meatshield though probably best not to raise it.
 	Release 	Obtained via Scroll	Pushes back characters on surrounding tiles. Aside from Boar and Bwork Magus your only form of map manipulation. A must to avoid all sorts of tricky situations although you can manage without it.
 	Perfidious Boomerang 	Obtained via Quest 	Does steal damage in one random element. While you might spam it on the odd occasion simply for the slight steal, a long cooldown coupled with bad range and a low chance of the right element all combine to make this pretty much useless.
 	Moon Hammer 	Via Quest 	Deals air damage and takes range. Even worse than Perfidious Boomerang, as it deals air damage (not even a steal!) and has a longer cooldown. Only real use is for the -1 range but that'll rarely if ever be needed.
 	Lightning Strike 	Via Scroll 	Deals fire damage in an AoE. Can be thought of as a worse PoC, and given this build has no need of PoC, it especially has no need for Lightning Strike.
 	Cawwot 	Via Quest 	Summons a static Cawwot which heals characters around it. Has a situational use as a LoS blocker but as this is a chance build it'll likely have poor heals so very limited in use.
 	Hammer Skill 	Via Scroll 	Boosts hammer damage. If you use hammers you'll raise it, if not don't.
 	Axe Skill 	Via Scroll 	Boosts axe damage. If you use axes you'll raise it, if not don't.
 	Bow Skill 	Via Scroll 	Boosts bow damage. If you use bows you'll raise it, if not don't.
 	Wand Skill 	Via Scroll 	Boosts wand damage. If you use wands you'll raise it, if not don't.
 	Dagger Skill 	Via Scroll 	Boosts dagger damage. If you use daggers you'll raise it, if not don't.
 	Shovel Skill 	Via Scroll 	Boosts shovel damage. If you use shovels you'll raise it, if not don't.
 	Staff Skill 	Via Scroll 	Boosts staff damage. If you use staves you'll raise it, if not don't.
 	Sword Skill 	Via Scroll 	Boosts sword damage. If you use swords you'll raise it, if not don't.
===Guide===
* Lv. 1~11: Save points then raise Summoning of Gobball to 5. It can initially be hard grinding through Incarnam with poor spells, but it's worth the wait.
* Lv. 12-21: Raise Bear Cry to 5. It speeds up fights, a lot.
* Lv. 22~27: Raise High-Energy Shot to 4. It effectively doubles your Gobball's attack power.
* Lv. 28~37: Save points, then raise Lashing Claw to 5. Your main and only attack spell.
* Lv. 38~47: Raise Toad to 5. Very helpful for keeping your summons alive for longer.
* Lv. 48~50: Raise Feline Movement to 3. Gets your summons stuck in the action faster.
* Lv. 51~60: Save points, then raise Natural Defense to 5. When paired with Toad it's great for prolonging the lifetime of your summons.
* Lv. 61~70: Raise Whip to 5.
* Lv. 71~80: Save points, then raise Summoning of Bwork Magus to 5.
* Lv. 81~90: Raise Summoning of Crackler to 5. One of the best summons.
* Lv. 91~100: Save points then raise Summoning of Red Wyrmling to 5. It deals alright damage, has a minor damage buff and can unbewitch.
* Lv. 101-112: Raise Bear Cry to 6. It's great at 5, but better at 6.
* Lv. 113~124: Raise Feline Movement to 6. For the lower AP cost and general improvements. You should also look to unlearn Summoning of Gobball in favour of a Weapon Skill, as this is the time when you'll first really start to use weapons as a damage source.
* Lv. 125~129: Raise Whip to 6. The higher base damage is a must.
* Lv. 130~136: Save points, then raise Lashing Claw to 6. After all, it only costs 3 AP!
* Lv. 137-151: Raise Summoning of Gobball to 6. You unlearnt it once, but it's too nice a block to leave unraised for long.
* Lv. 152-160: Raise High-Energy Shot to 6.
* Lv. 161-164: Raise Natural Defense to 6.
* Lv. 165-179: Raise Spiritual Leash and Toad to 6.
* Lv. 180-184: Raise Summoning of Bwork Magus to 6.
* Lv. 185-190: Save points then raise Summoning of Crackler to 6.
* Lv. 191-200: Save points then raise Summoning of Red Wyrmling to 6.
==Equipment==
===General===
The following is a rather general list of items which may be useful to the user, and the levels at which they're usable. It is only meant to serve as a list of potential items. Obtaining every item (aside from being rather wasteful) is likely unneeded. It is at the player's discretion which items they use and is by no means meant to list every single useful item in the game.
* Lv. 1: Adventurer Amulet, Adventurer Belt, Adventurer Boots, Adventurer Cloak, Adventurer Hat, Adventurer Ring, Issa Mess, Muffin Belt, Pluswan, Crashers, Cape S'loque and Flud.
* Lv. 12: Farmer Moth-Eaten Mittens.
* Lv. 15: Moskito Amulet and Moskabuto.
* Lv. 16: Small Moskito Schoolbag.
* Lv. 18: Farmer Boots.
* Lv. 20: Farmer Beltudas.
* Lv. 21: Mos Kitano.
* Lv. 30: Pilbocks Hat.
* Lv. 35: Akwadala Geta.
* Lv. 37: Akwadala Wedding Ring.
* Lv. 40: Ice Kwakoboots.
* Lv. 41: Ice Kwape, Ice Kwak Headdress, Ice Kwakblade, Ice Kwakelt, Akwadala Cloak and Akwadala Amulet.
* Lv. 42: Ice Kwakring and Ice Kwakamulet.
* Lv. 43: Kam Assutra Amulet, Akwadala Hat, Black Scarabelt and Blue Scararing.
* Lv. 44: Salt 'n' Battery Cape and Blue Scara Helmet.
* Lv. 45: Treechelmet and Blue Scaracape.
* Lv. 48: Dark Treering.
* Lv. 50: Indigo Amublop, Indigo Blop Belt, Indigo Blop Ring, Indigo Bloopts and Bowisse's Boots.
* Lv. 60: Caracap, Caracape, Caraboots and Gelano.
* Lv. 68: Gobball Breeder Boots.
* Lv. 69: Skill of Dolls.
* Lv. 70: Ano Neemous Ring, Crocodyl Chief Belt, Crocodyl Chief Headgear and Sapphire Dreggheadgear.
* Lv. 77: Drasmuty Belt.
* Lv. 80: Royal Indigo Amublop, Royal Indigo Blop Ring, Royal Indigo Blop Belt, Royal Indigo Bloopts, Shika's Ears, Shika's Cape, Powerful Dazzling Belt and Loopine's Ring.
* Lv. 84: Event Belt.
* Lv. 93: Dragon Pig Mules and Black Dreggheadgear.
* Lv. 100: Bwork Chief Amulet, Bwork Chief Helmet and Bwork Chief Cloak.
* Lv. 108: Dragon Pig Ring.
* Lv. 110: Bimd'Oule Hat, Ancestral Torc, Powerful Dazzling Cloak and Ancestral Shin Guards.
* Lv. 113: Ancestral Ring.
* Lv. 114: Ancestral Treechelmet and Ancestral Treecape.
* Lv. 120: Snailmet Ring and Royal Mastogob Boots.
* Lv. 122: Sandal Titude and Himune.
* Lv. 125: Royal Mastogob Hat.
* Lv. 126: Mastic Band.
* Lv. 127: Mastralis Croak.
* Lv. 128: Royal Mastogob Amulet.
* Lv. 129: Doro L. Blak.
* Lv. 130: Royal Mastogob Belt.
* Lv. 138: Indigenous Boots and Kanigloo Loincloth.
* Lv. 142: Frigostine's Boots and Royal Pingwin Crown.
* Lv. 144: Royal Pingwin Cloak.
* Lv. 146: Notwithstand Ring.
* Lv. 148: Wreck Ring.
* Lv. 149: Minotot Belt.
* Lv. 151: Minotot Bracelet.
* Lv. 152: Mopy King Sovereign Cape.
* Lv. 153: Hippy Pants.
* Lv. 156: Minotot Cloak.
* Lv. 157: Minotot Headgear.
* Lv. 158: Mopy King Sovereign Seal, Jav Voodoo Mask and Minotot Necklace.
* Lv. 161: The Maidartes.
* Lv. 163: Minotot Sandals and Boy's Own Chain.
* Lv. 164: Grendibelt.
* Lv. 168: Mopy King Sovereign Hood and Ring of the Prophets.
* Lv. 169: Postapocalypte Hat.
* Lv. 173: Notewell Ring and Amulet Cetera.
* Lv. 174: Pope Ory Hat.
* Lv. 175: Guten Tak's Ring, Soryo Snowfoux Loincloth and Ta Boots.
* Lv. 177: Guten Tak's Amulet.
* Lv. 178: Ougaat.
* Lv. 179: Slice of Undergrowth, Potsan Pants and Nose Ring.
* Lv. 180: Korriander Ring and Crocodyl Dandy's Hat.
* Lv. 181: Ougaamulet and Biibl Belt.
* Lv. 182: Korriander Cape and Bherbal Bherb Belt.
* Lv. 183: Borealis's Band and Turbine Belt.
* Lv. 184: Pierced Boots and Korriander Amulet.
* Lv. 185: Ougaabelt.
* Lv. 186: Odourless Boots, Eroclite Amulet and Sinuous Amulet.
* Lv. 189: Head Band and Batouta Helmet.
* Lv. 190: Hail Boots.
* Lv. 193: Professor Xa's Boots.
* Lv. 194: Kralomansion, Awmigawd Band, Hail Cape and Professor Xa's Cloak.
* Lv. 195: Round Kimbo Sandals, Celestial Bearbarian Belt and Celestial Bearbarian Headdress.
* Lv. 196: Hail Ring and Celestial Bearbarian Boots.
* Lv. 197: Celestial Bearbarian Cloak.
* Lv. 198: Bearbaric Wedding Ring and Celestial Bearbarian Amulet.
* Lv. 199: Kringlove and Celestial Bearbarian Mask.
===Weapons===
Weapons aren't really used for damage until around level 60 at the earliest. Sticking with weapons purely for stats is actually advised until around level 110 (when you start to require proper damage output). Although Osamodas' are traditionally associated with hammers and staves the use of other weapons is perfectly acceptable and there are many good alternatives.
As with the "General" section above, the following is a list of weapons which are potentially useful. Your actual set choice generally revolves around which weapon you use (to meet requirements) which is why weapons have been kept separate from other equipment. Where neutral weapons are listed it should be assumed that they should be water forged if the player wishes to use them for damage.
* Lv. 10: Gobball Hammer and Sponge Shovel. The Gobball Hammer is perhaps the earliest weapon which has any real use. While it doesn't deal chance damage the extra summon can be helpful. The Sponge Shovel is a rather weak option, although it does provide a source of water damage and has a relatively high damage potential.
* Lv. 17: Damaged Farmer Scythe. Mostly used simply for the set bonus, however the water steal can be a lifesaver.
* Lv. 20: Ergot Mina. One of the few useful chance daggers. The water steal and low AP cost make it an interesting option.
* Lv. 24: Layte's Slicer. A rather uncommon weapon. Could potentially be useful as a rather solid source of water damage.
* Lv. 29: Arson Fire Staff. A common staff. Should be cheap so you might want to pick one up for damage prior to Lashing Claw.
* Lv. 30: Ykulf Bow. A potential source of ranged damage, however with Lashing Claw in only six levels probably not worth it.
* Lv. 41: Ice Kwakblade. While it does deal alright damage you likely will only want it for the set bonus.
* Lv. 43: Akwadala Staff. At only 3 AP cost you might like it for damage, however its main use is simply for the set bonus.
* Lv. 55: Tortoi Hammer. If you do decide to use a weapon for damage early on the Tortoi Hammer is likely your best option. The damage is excellent and due to decent AP cost (4), it is very easy to create a set allowing to use it twice a turn.
* Lv. 70: Shovel Minster. While it might be a waste to water forge a weapon, it does have a high base damage and a steal.
* Lv. 72: Axel and Wand Else?. Axel is useful for the stats (namely the AP bonus) as opposed to the damage. Can be helpful in making an 8 AP set. Wand Else? is an odd choice and, while it only costs 3 AP, it's no better damage wise than Lashing Claw.
* Lv. 79: Bow Liwood. Another weapon useful only for the stats (again it has an AP bonus) however Axel is the better option due to Bow Liwood's requirements.
* Lv. 80: Koss Axe. Probably the first useful axe. Could potentially serve as a nice source of damage however probably better not to waste time with it.
* Lv. 115: Shovel Ijah. Likely the first weapon you should ever use for damage. At 4 AP and with steals it is a lovely shovel for its level.
* Lv. 120: Dark Miner Shovel. High base damage makes this shovel look promising, however it does cost 5 AP so should probably be avoided.
* Lv. 122: Snailmet Bow. While ranged damage isn't something really needed for the chance Osamodas the Snailmet Bow is an option for those who feel they should be hitting harder at range. The 5 AP cost is a turn off however.
* Lv. 123: Mastic Hammer. A nice, quirky little option. Damage is alright however with the Metal Hammer only three levels away its use is limited.
* Lv. 125: Great Coralator Mace. Another odd option. While the damage is decent the 5 AP cost will likely mean you avoid it.
* Lv. 126: Metal Hammer. Likely your best weapon for a long time. Decent damage, water steal and alright stats make it a great option.
* Lv. 126: Dreggon Axe. As with most of the Dreggon weapons it's horribly weak, although has some nice stats.
* Lv. 131: Cake Shovel. More a pair of daggers than a shovel. At 3 AP cost they can fit nicely into a 9 AP setup, however do require 1/2 to be a proper damage option.
* Lv. 135: Cogito Hammer. Another 5 AP hammer. If you want to try a 10 AP set it may prove useful, however chances are it's not worth it.
* Lv. 139: Zoth Warrior Axe. A pure stat weapon, useful if you want the extra AP however the loss of a decent close combat weapon likely isn't worth it at this point.
* Lv. 142: Splitting Shovel. An old Enutrof favourite. Similar in appeal to the Dark Miner Shovel, its high base damage and steals are appealing although again the 5 AP cost will likely mean that it's avoided.
* Lv. 151: Minotot Sceptre. An okay option, however unless you're using the full set it is about equal to the Metal Hammer (albeit with a smaller AoE).
* Lv. 161: Unchewa Staff. A pure stat option (this time for the MP). With the 6 MP hardcap this isn't as nice an option as it once was and the MP likely isn't worth the cost of losing decent close combat damage.
* Lv. 163: Sternutatory Wand. While it has low range and a high AP cost it is one of the few weapons which doesn't need LoS. So a potential option if you often find yourself merely hiding behind other characters in fights.
* Lv. 169: Staff of the Prophets. While normally more of an intelligence weapon, the Staff of the Prophets can be a quirky chance based weapon (especially with the 1 AP lost to target), although the intelligence requirements do rather limit the sets it can be used in.
* Lv. 175: Contemporary Bow. The last potentially useful bow. Only costing 4 AP to use it is a nice option, especially in fights where you're better off staying away from the enemy.
* Lv. 176: Canni Blade. Another pure stat weapon. Damage is meagre so unless you're after the critical hits avoid.
* Lv. 178: Dorado Shovel. With alright stats (even a summon) it may be nice, although the neutral steal does let it down somewhat.
* Lv. 180: Ougaammer. The best chance hammer in the game, indeed it's one of the best weapons full stop. It however can roll very low damage, and requires the user to be 1/2 for truly devastating results.
* Lv. 183: Aggravating Daggers. Another chance dagger. Reliant on being 1/2 for decent damage, it can make an interesting alternative to the normal end game weapons although non critical hit damage is dissapointing.
* Lv. 184: Peccary Blade. If all you want from a weapon is potentially insane damage than you can't go wrong with a Peccary Blade, though the 5 AP cost may make it less desirable.
* Lv. 186: Az'tech. The final useful sword. Again it's 5 AP however it does have steals. The requirements can be a nuisance though.
* Lv. 188: Korriander Axe. More of a chance/agility weapon than one for pure chance builds. Useful only as part of the full set otherwise don't bother.
* Lv. 191: Professor Xa's Shovel, Shovel Emlaka and Mush Mishish Staff. Shovels are sadly rather weak end game and these two are perfect examples of why. Professor Xa's Shovel is solely a stat weapon (mainly useful for the AP) while Shovel Emlaka just doesn't hit hard enough to really warrant its use. The Mush Mishish Staff deals alright damage and is an option for those who aren't crit based.
* Lv. 193: Ethical Wand. The highest wand in the game, and one of the best for chance builds. While it has quite low range it has wonderful damage and is especially useful in many of the game's later dungeons. The 300 intelligence requirement may however be hard to reach in some setups.
* Lv. 197: Elven Shovel. The final shovel. With double steals and decent stats it is an interesting option, however like most other shovels it likely pales when compared to other end game weapons.
* Lv. 198: Hail Sceptre. A favourite for PvPers. The stat requirements and lack of decent steals make this a rather weak option for those who simply do PvM however.
===Sets===
The following is a list of possible full sets. There is a gap of around 20 levels between each set, although you may change gear earlier or later depending upon your own preferences. Damage is given for Whip, Lashing Claw and a close combat weapon (assuming said attacks are available at the level). Unless otherwise stated the damage given is based off of a set with perfect stats, no Dofus, no pet or mount, all points into chance (with no scrolling) and spells at the level which you'd have if you follow the build's spell leveling guide. Where weapon damage is listed no weapon skill has been included either.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon	Ring 1 	Ring 2
1 	Adventurer Hat	Adventurer Amulet	Adventurer Belt	Adventurer Cloak	Adventurer Boots	None 	Adventurer Ring	None
The best of the early, level 1 sets. Giving minor bonuses to vitality, chance and strength it can be a nice setup for new player (maged pieces are quite commonplace too) however it is also quite difficult to obtain (although it can be used right up until level 40 or so).
The Boon Set is a cheaper, easier to find alternative as is stuff from the Blue Piwi Set and the Novice Set.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon 	Ring 1 	Ring 2
21 	Moskabuto	Moskito Amulet	Farmer Beltudas	Small Moskito Schoolbag	Farmer Boots	Damaged Farmer Scythe	Farmer Moth-Eaten Mittens	Mos Kitano
The first proper upgrade from the starter set. While it may prove a poorer option for those who want wisdom it does give decent chance and vitality, as well as a summon.
Given the lack of strength, Whip will more or less hit its base amount at 51 to 55 damage normally (101 to 110 on a critical hit). The Damaged Farmer Scythe serves a tad better, stealing around 18 to 24 HP normally (35 to 40 on a critical hit).
Some may prefer to stick with the Young Adventurer Set due to it giving higher wisdom.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon 	Ring 1 	Ring 2
60 	Wabbit Ears	Indigo Amublop	Indigo Blop Belt	Salt 'n' Battery Cape	Indigo Bloopts	Tortoi Hammer	Indigo Blop Ring	Gelano
Decent chance and wisdom (and several other nice little bonuses) means that, if you're not yet out of the Young Adventurer Set, you should be now. The 8 AP allows for better versatility in fights, while the Tortoi Hammer allows for decent damage on the odd occasion you end up too close to an enemy.
At this stage the Tortoi Hammer deals quite varied damage, between 110 and 205 normally (165 to 231 on a critical hit). Whip still fairs rather poorly, only doing around 71 to 76 damage normally (136 to 148 on a critical hit). Lashing Claw deals similar damage (though it can of course be used on a lot more targets) doing 60 to 75 damage normally (75 to 90 on a critical hit).
Alternative sets may include the Ice Kwak Set and the Blue Scaraleaf Set.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon 	Ring 1 	Ring 2
80 	Caracap	Royal Indigo Amublop	Royal Indigo Blop Belt	Shika's Cape	Drasmuty Belt	Tortoi Hammer	Royal Indigo Blop Ring	Ano Neemous Ring
Quite a jumbled up set. It gives 8 AP, decent chance, wisdom and even a few summons. While the Royal Indigo Blop Set is relatively easy to find some of the other pieces may prove quite hard to get, especially the Caracap, so it may be that you swap out a lot of the set. The Tortoi Hammer is included as an option for close combat damage however it may be preferred to swap it out allowing for a more stat based weapon (one without the negative MP).
In this setup damage isn't too noticable an upgrade over the previous set. Tortoi Hammer deals around 126 to 232 damage normally (187 to 293 on a critical hit). Whip still doesn't benefit much from your stats (although it should be level 5 by now which is a major boost to damage) dealing 183 to 188 damage normally (356 to 366 on a critical hit). As with the close combat damage Lashing Claw's damage isn't too improved either, dealing 71 to 87 normally (and 87 to 104 on a critical hit).
At this stage there are few other decent sets, however there are quite a few nice stand alone items, such as an Axel which is a solid option for those who'd prefer an extra AP to any close combat damage.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon 	Ring 1 	Ring 2
129 	Doro L. Blak	Ancestral Torc	Ancestral Treechelt	Mastralis Croak	Ancestral Shin Guards	Metal Hammer	Ancestral Ring	Dragon Pig Ring
The first major set you should aim for after level 100 is of course the Ancestral Set. The above setup includes mostly Ancestral pieces, however the hat has been swapped out for a Doro L. Blak (gaining in wisdom and chance but losing some vitality) and the cloak for a Mastralis Croak (again gaining in wisdom and chance). Overall the set gives nice amounts of chance, vitality, wisdom and even some strength (which is a great boost for Whip).
At this stage the Metal Hammer should be dealing (including steals) around 273 to 436 damage normally (379 to 549 on a critical hit). With the copious amounts of strength from the Ancestral Set Whip at last begins to shine, and should be dealing in the range of 893 to 905 damage normally (1748 to 1774 damage on a critical hit). However Lashing Claw at this stage may seem a tad weak in comparison, only dealing 125 to 149 normally (149 to 173 on a critical hit).
As the set bonus from Ancestral isn't too great there is the option of swapping out some pieces (ditching the boots for Sandal Titude for instance) however this will of course likely hurt damage dealt by Whip (likewise if you would rather a stronger Whip you it may be an option to simply use the full Ancestral Set). There's also a range of other interesting pieces of equipment in this range, most notable the Mastic Set, the Chief Bwork Set and the Dragon Pig Set.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon 	Ring 1 	Ring 2
168 	Mopy King Sovereign Hood	Minotot Necklace	Minotot Belt	Mopy King Sovereign Cape	Minotot Sandals	Metal Hammer	Mopy King Sovereign Seal	Minotot Bracelet
An interim set. Generally speaking there is little of major note between the Ancestral Set and endgame sets for chance builds. The Sovereign Set is a nice option for the high chance, vitality and wisdom which it gives though it is rather lacking in any other bonuses (such as extra summons). The Minotot Set is also an alright option, if rather low in wisdom. Using more pieces of the Minotot Set isn't too advised as the set bonus is rather poor and the set can be a pain to obtain. The Minotot Sceptre works out at around the same damage to the Metal Hammer (if not lower due to class penalties) so isn't a must have.
Being more of an interim set the boost to damage here isn't too noticable. Metal Hammer should be dealing a total of 299 to 474 damage (412 to 597 on a critical hit). Whip loses out in this swapover, damage dropping to around 461 to 467 (991 to 894 on a critical hit). As with the Metal Hammer, Lashing Claw recieves a small boost in damage too, dealing around 136 to 162 damage normally (162 to 189 on a critical hit).
In terms of alternatives sets there are few options at this stage, the Royal Pingwin Set perhaps being the only one. There are quite a few interesting stand alone pieces however, such as the Wreck Ring and the Grendibelt.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon 	Ring 1 	Ring 2
189 	Batouta Helmet	Ougaamulet	Biibl Belt	Korriander Cape	Pierced Boots	Ougaammer	Nose Ring	Head Band
Something approaching an epic set and certainly an improvement over the previous set in every way. The set bonus from the Gladiator Bworker Set gives for a nice 9 AP setup (allowing for three Lashing Claws). While the damage at the moment will be around the same as the Metal Hammer's, the Ougaammer's stats certainly make it a worthwhile upgrade. The set is somewhat a mix of older equipment and newer things from Frigost, so some pieces may prove harder to obtain than others.
The swap to Ougaammer may not be normally noticable, it dealing a total of 356 to 581 normally, however on a critical hit it will be (dealing around 608 to 817 damage). Whip's damage recovers in this set, spiralling back up to around 1042 to 1055 damage (2017 to 2046 on a critical hit). Lashing Claw pushes up to 173 to 200 damage too (200 to 227 on a critical hit).
At this stage there are a range of options. Swapping out the Head Band for a Gelano to get an easy 10 AP set is an option, though you may prefer the extra stats over the AP. Using more pieces from the Korriander Set may appeal to some, however the benefit of the additional agility isn't too great. Using the remaining pieces from the Ougaa Set may also appeal to some, however it is more for vitality and wisdom than actual stats. As ever there are some interesting stand alone pieces such as the Turbine Belt and Sinuous Amulet which may warrant a look.
Max Lv.	Hat 	Amulet 	Belt 	Cape 	Boots 	Weapon 	Ring 1 	Ring 2
199 	Batouta Helmet	Kralomansion	Celestial Bearbarian Belt	Korriander Cape	Round Kimbo Sandals	Ougaammer	Kringlove	Head Band
The final, if you would ultimate set (or at least one possible version of it). Again a mix of older gear and newer gear it may seem in parts not much of an upgrade over the previous set, however it simply requires a decent Turquoise Dofus for a 1/2 Ougaammer setup. It is again only 9 AP, pre empting if you would an Ochre Dofus (though the use of a Powerful Dazzling Cloak or similar piece is an option). The listed setup also allows for easy transition to what some would consider a true final setup (namely 12 AP) though this would require the Korriander Cape being swapped for a Professor Xa's Cloak and having some sort of AP mage.
This being the final set the damage listed does assume scrolling (in both chance and strength) however the increase in damage is rather minimal compared to the previous set (this namely being as this set is more for the critical hits as opposed to outright damage boost). Ougaammer goes up to 365 to 587 normally (614 to 818 on a critical hit), while Whip rises to 1132 to 1146 (2200 to 2232 on a critical hit). Lashing Claw also goes up to 178 to 205 damage (205 to 231 on a critical hit).
At this stage there are a few interesting alternative sets, although they may make a potential 1/2 Ougaammer set harder. The Celestial Bearbarian Set is an interesting alternative, giving nice boosts to all of your resistances, agility and intelligence, at the cost of minimal strength/percent (which means that Whip becomes rather useless). The Hail Set is also another option, however it is rather lacking in critical hits. For those without the funds to obtain an Ochre Dofus, the Awmigawd Band and aforementioned Professor Xa's Cloak make obtaining a 10 AP set very easy. Stand alone pieces such as the Celestial Bearbarian Headdress are also worth mention.
===Pets and Mounts===
For the sake of simplicity pets and mounts have been kept separate from other equipment. Pets and mounts differ from other equipment for two reasons. Firstly the stats they give can be very varied, giving from tiny boosts, to very large once raised and secondly you can use most pets from very low levels, while any mount can be used from level 60, meaning you can generally fit them in with any of your sets (though of course some will work better than others).
The list of pets and mounts has been split in two. The first, "Recommended", lists those pets and mounts which work very well with the build, the latter list, "Alternatives", includes pets and mounts with different stat boosts which may be useful to some players. For pets with more common bonuses there are also a couple of alternatives listed, as they may be preferred for some players.
====Recommended====
* Almond and Emerald Dragoturkey: One of the best choices for a chance Osamodas. It gives a summon, initiative, vitality and an MP! What more could you want? The general complain against this will be "It has no Chance"; true enough, but really the loss of 80 Chance (less than that too really given most end up using cross breeds of mounts anyway) is minimal compared to the extra MP gained alone. 
* Water Bwak: You can't go wrong with a Bwak. Probably the most common chance pet, it has quite a long feeding time, which means that it's good when it's maxed, but harder to raise. It does give a nice solid, cheap and easy +80 (90 with improved abilities) chance once it's maxed, so for those who don't play as often it won't be a nuisance to feed. Probably the best pet for a chance Osamodas. Alternatives include: Bow Meow and the Indigo Dragoturkey.
====Alternatives====
* Almond and Indigo Dragoturkey: Gives summons, chance, vitality and initiative. Although slightly less than a pure breed this is a good option.
* Gobtubby: The most common pet for +vitality. It's easy to obtain, relatively easy to max and with a +150 (165 if improved stats) life bonus, makes it a good pet to get. Alternatives include: Ghast and the Cromigmite.
* Peki Peki (pet): Pet with the highest vitality (with over double that of any other pet it warrants its own mention). If you need the extra vitality a good option, though that's unlikely.
* Plum and Indigo Dragoturkey: A nice alternative, with +1 Range, +60 Chance and 200 Vitality it's a nice option for those who don't mind losing a bit of chance in exchange for some range. That said range isn't too useful for cha Osas, Lashing Claw has a large range anyway and few other spells really need the boost. Nice Nonetheless.
* Emerald and Ginger Dragoturkey: Another high vitality option, this time with an MP as well.
* Minimino: One of the many percent damage pets. More for those looking to hybridise than a pure build, though can give a nice boost to Whip. Alternatives include: Little Black Bow Wow and the Pandawa Cub.
* Kanigloopy: One of the newer pets from Frigost. While +damage pets are generally not too useful for the chance Osamodas the potential +20 (+22 if with improved abilities) water damage can be a nice boost to Lashing Claw.
* Croum: More of a PvP thing than a PvM thing. The Croum's boost to your resistances can however be useful when fighting monsters. Alternatives include: El Scarador.
* Golden and Indigo Dragoturkey: A rarely used crossbreed. It gives some wisdom, chance and vitality. Generally speaking if you're looking for a pet you're looking either for as much wisdom as possible, or as much chance/damage, so the Indigo and Golden Dragoturkey is rather useless.
==Leveling==
There is a general leveling guide here. 
===Notes===
One of the main parts of Dofus for many players is of course leveling (though there are some more casual players who may never explicitly work on leveling). Picking a place to level involves a number of factors, though for most the ratio of time to experience is the decider. Especially at lower levels however it is not the only factor (the availability of the right mobs, the potential drops and the ease of the fights amongst other things can play a role).
The guide here aims to give a rather general number of suggestions for where players can level, both solo and with a team of players of a similar level, based around the above mentioned sets. Just where you level however is of course a matter of preference and, especially at higher levels, dependant on your team (for instance it might make more sense for you to stick with options which are below the your actual suggested level range if your team isn't all of a similar level).
===Guide===
* Lv. 1~11: Train in Incarnam, it's the best place for you. While there you should be able to pick up many of the game mechanics. Most monsters there shouldn't be too hard so you shouldn't be really have any issues gaining XP. If you feel like a challenge you could try and join a group and do the Kardorim's Crypt. 
* Lv. 12~20: Face Snapper's in the Astrub Rocky Inlet. They're pretty simple, just stay away from them! They've only got 3 MP so you can easily run away and they give nice XP for the time and ease with which it takes. 
* Lv. 21~36: Train on small mobs of Lousy Pig Shepherds, or you could try Blops. Both are pretty easy and simple, again just try to stay away from them. Best to only take solo ones, though an extra Biblop might not hurt. You could also try solo Trunknids though they're hard to find, maybe even a Treechnid if you feel up to it.
* Lv. 37~47: Here's where the fun starts. You can stick to fighting on the Lousy Pig Plain steadily increasing the mob sizes as you improve. You should now be able to fight Treechnids so long as you're careful. You can also try the old Osamodas favourite, Fungi Masters. Only face low level ones though, and ones which are in small groups as their summons can be overwhelming. If you feel like a change join a group for Royal Gobball's Court, it's one of the most run dungeons in Dofus so it shouldn't be hard to find a group and the XP is nice too. 
* Lv. 48~80: The long haul, as you won't have much new in terms of spells, you'll just be stuck facing the same old things. Keep increasing the mob sizes though and you should stay on top of things. Fungi Masters are the main thing to face really, there's plenty of them around and it can be an okay kama earner on most servers if you sell of any Mushrooms which you drop. You can still fight Treechnids for a bit, same goes for Pigs, but they aren't recommended to stay on forever. Fighting mobs on the Coral Beach on Otomai Island can be good XP too. Tagging along through dungeons such as Blop Fields is also nice for a change of scene.
* Lv. 80~89: Although you've got your first decent summon in many levels you'll still feel like you're much lower. The pushback from Bwork Magus can be useful though. Kanigers are an option, both for groups and solo. If you're soloing best to stick at Fungi Masters, Coral Beach or large Blop mobs. Whatever you decide only 10 levels to go. 
* Lv. 90~100: The home straight. At last you'll have a powerhouse with you in the form of Crackler, and so it's time to move onto something new. When soloing Kanigers, Koalaks, Dopples in the Dopple Village, Plain Boars, small mobs of Chafers in the Heroes' Cemetery and Fungi Masters are all good option. When in a group larger Kaniger mobs can give good XP, as does running dungeons like Royal Rainbow Blop Lair.
* Lv. 101~128: So you've got Red Wyrmling, now it's time to face some serious things. When soloing you can try Plain Boars, Kanigers, Chafer maybe even small Koalak mobs, they're all pretty easy. When in groups you can try decent sized Koalak mobs, large Kaniger mobs, Dreggons, Dopples, Mastogobs and monsters across Pandala.
* Lv. 129-167: From here on then it's pretty repetitive. You can continue soloing where you were before (although at this stage you should be aiming more for group fights), as well things on Minotoror Island, though obviously with bigger mobs. In groups you'll begin to look at more epic things in Dofus such as: The Dreggons' Sanctuary, Agony V'Helley, The Zoth Village, Putrid Peat Bog, Bottomless Peat Bog, Dark Jungle, Icefields and Lonesome Pine Trails. As well as general areas dungeons such as Royal Mastogob's Greenhouse and The Royal Pingwin's Excavation are excellent sources of XP.
* Lv. 168-189: As you get ever higher your options for soloing decrease significantly, really most of your old spots are your only choice, so things like: Kanigers, Minotoror Island mobs, Zoths and Chafers, though you could also look at soloing at the Bottomless Peat Bog and Trools. Training with a group is really the best from here on in though, at places like: Ghosts in Nolifis Island, Fungus Cavern and Sakai Island as well as in dungeons such as: the Minotot Room, Firefoux Dungeon, Dreggon Dungeon, The Wreck of the Hesperus, The Obsidemon's Hypogeum. Easier options like Royal Mastogob's Greenhouse are also fine with smaller groups.
* Lv. 190-200: Soloing at this point is a rather sadistic venture, however there are some who do prefer it. As well as the options mentioned before Pirates on The Pirate Boat can prove decent XP as well as easy fights. In groups you should be looking at end game content. Mobs in Nolifis Island, Fungus Dungeon, Sakai Island, The Fangs of Glass and Mount Scauldron all being within range. Dungeons to run include places like Bearbarian Antichamber, Kolosso's Caverns and the Snowfoux Den (facing the Tengu/Fuji mob). As well as the harder options, easier options like Royal Mastogob's Greenhouse are of course available.
As well as all of this there are a few things which can be done by most levels:
* From level 10 Training Dopples can be good if you're just solo and also offer a variety of rewards (most prominently Characteristic Scrolls).
* From level 50 the Kolossium can be a very good option, assuming one finds decent teams to fight with.
==Notes==
===Additional Summons===
The exact number of +summons you should have is matter for much debate. Strictly speaking the Osamodas class is meant to be the summoner class of Dofus, so one might question why you'd play one and not actually summon. This might prove a critical point for low, sub level 100 players, however come end game Osamodas' summons become increasingly useless (and in many of the newer dungeons they can be life threatening due to silly AI).
This leaves the player with a number of different options. Some players may still choose to have sets based around having as many summons as possible (though one would really expect them to be a vitality build in that case) however most chance builds should aim for less. Really you should aim to have an extra three or four summons from your set. Just enough for several summons at once (Crackler, Wyrm, Gobball and perhaps a revived player).
Some players may still find such restrictions too hard to fit in with a powerful set (or may find the need for more than four summons) and may instead rely on Animal Blessing for additional summons. It isn't really recommended and is not a main part of the build, though it is an option. The reason it's not recommended is that, while it is useful, it's an additional number of spell points which could be used elsewhere. It's also a buff with a cooldown, meaning it may end up being unbewitched at a critical point in a fight, as well as taking AP which could be used elsewhere. That said it is an alternative to keep in mind.
===PvP===
While PvP is a key part of the game, and something which many players aspire one day to partake in, no guide has been included in this build. Some might question this decision however there are a few key points to be made. Firstly the chance Osamodas isn't a build one generally makes to be effective in PvP (vitality and intelligence fare much better). As well as this there are far too many factors which can change in PvP to make any sort of guide truly effective. The best advice one can give on the matter really is to just try and experience PvP for yourself by taking part in everything from Prisms, to Percs, to Head Hunter, as well as observing other players when possible.
===Spell Scrolling===
While you can make an effective character with the 199 spell points which you gain simply from leveling, those who want to make a truly epic character often will look into raising more spells, via Spell Point Scrolls. This is often for added versatility in PvP, though it of course can help in PvM too.
If you ever reach the time when you feel you need more spell points then you should really know what you want to raise (after all why would you want to work for the Diamonds needed if you have no idea what you're doing with them).
===Critical Hits===
Osamodas are rather unlucky in that critical hits do relatively little for them as a class. As all of their class summonings have no critical hit it means that if you ever reach 1/2 on all 1/50 attacks (more or less the standard for an "epic" character) then the only benefit you'll gain is with buffs, Lashing Claw and your close combat weapon. The difference isn't too noticeable with either Lashing Claw or your buffs, meaning that the only major bonus comes with getting your close combat weapon to 1/2. 
While something like Ougaammer can be devastating when at 1/2 (and of course the slight boost to the other spells on a critical hit is always nice) it probably isn't enough of a reason to go out of you way to obtain a 1/2 set. For those who want to be the best they can be, then 1/2 on all 1/50 attacks will of course be an eventual aim. If however you don't have the patience (or luck) needed to obtain the required set (which would likely include a Turquoise Dofus) then you shouldn't worry too much about not being 1/2.
===Dofus===
As with obtaining a 1/2 on 1/50 set, obtaining all of the Dofus is likely an eventual aim for many players. Of the currently available Dofus the only two which give a major boost to the chance Osamodas are the Ochre Dofus and the Turquoise Dofus (both of which are mentioned in the final end game set). The former allows for easier 10 AP setups (or perhaps even attempts at an effective 12 AP setup) while the latter is of course useful for critical hits. Aside from these two however no other Dofus is particularly game changing (the Vulbis Dofus is simply too rare to really consider as an option), though the boosts they give are of course nice.
Working on the Dofus is generally an end game task, though it is certainly possible for people to begin working on them below even level 150. Indeed theoretically the moment one with their team can beat the Dragon Pig (with enough PP of course) the Turquoise Dofus becomes a possibility and while obtaining the later bosses/archmonsters might be too hard for lower levels, trading can certainly help weaker players obtain the Ochre Dofus. Failing even this lower players can certainly start work on souling those bosses/archmonsters which they can beat.
===Hybridization===
This being a pure build hybrids won't be something which are documented in too much detail. However, there are some chance Osamodas who do choose to hybridize, and it is a viable option, so some information will be given. Generally speaking hybridizing makes little sense until endgame. While there are some options for lower players even under level 100 (a few of which will be listed), hybridizing normally involves copious amounts of stat and spell scrolling, which is of course expensive. Because this is meant to simply be a rather general overview of hybrids stand alone pieces won't be listed, although there are many potentially useful stand alone items available.
Of the five stats, you can only really hybridize with the three other offensive stats (agility, intelligence and strength). While some may may place points into wisdom and vitality nearly all endgame gear gives said stats anyway so it's not strictly a hybrid build (in the sense that you've explicitly gone looking for gear giving chance and vitality or wisdom).
Intelligence is perhaps the most obvious hybrid, especially given the good soft caps (after scrolling players can obtain 300 chance and 299 intelligence at level 200). Hybrizing with intelligence gives access to a wide range of offensive spells, as well as healing with Animal Healing and by using healing weapons. As of such it can prove a nice, more support orientated build.
The earliest possible set for chance/intelligence hybrids is the Shika Ingalsse Set (although being a hybrid at so low a level is of course not advisable). The Royal Mastogob Set makes an interesting choice at higher levels, although it's only with the Minotot Set where such a hybrid is really viable. Following on from that you have endgame sets like the Gladiator Bworker Set and the Celestial Bearbarian Set, with weapons like the Ethical Wand and Hail Sceptre making interesting choices.
Hybridizing with strength is a more unusual option (owing to the poor softcaps) however it can be effective. The boost to Whip is of course helpful (making it even more devastating a spell in PvM and PvP) while also allowing the use of both earth and neutral damage weapons. 
The Ancestral Set is perhaps the earliest hybrid set, although even at level 114 it's still likely too early to hybridize well. After the Ancestral Set the options are rather limited for a while, although the Royal Pingwin Set is a nice option with fillers approaching epic levels. At endgame the Hail Set is perhaps the most obvious choice (although rather lacking in critical hits). Weapon choices include the Mush Mishish Staff and Hail Sceptre.
Choosing to hybridise with agility is perhaps the most unusual hybrid, owing to poor softcaps and the Osamodas' lack of agility spells, thus the only benefit in itself being the increased dodge/lock rates.
The first set for the hybrid is, amusingly enough, the Gobkool Set (although why one would hybridize so low is another matter). The first proper set for the build would likely be the Sovereign Set, along with many fillers. The Korriander Set, and the Celestial Bearbarian Set make up the endgame sets for the hybrid. Weapons to look at include Dagger Doo and the Sword Indinz.
As well as the sets listed the option to use more percent damage based sets is of course available, although the use of such sets may (especially in the case of the agility hybrid) rather defeat the point of hybridizing. The Royal Rainbow Blop Set is the earliest of such sets (though too low to be of much use), with the Ougaa Set and the Kolosso Sets making up the endgame choices.