Classes
Contents
CLASSES
Dofus was released with 12 classes to choose from, each with very different attributes and play styles. Each class follows a specific deity, which dictates their skills and gameplay. Below you can browse the skills and spells each class has to offer.
NOTE: In the spell tables, for each spell effect, we list the “Normal effect” and “Critical effect” for level 1 of that spell. “Lvl” refers to the level of the character to obtain this spell.
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SADIDA’S BOOTS | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| The Madoll | 1 | 1 to 1 | 6 | The Madoll is made of Chafer’s bones. It will find pleasure in teasing the caster’s enemies. | Summons a creature HP: 5, AP: 5, MP: 3 |
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| Bramble | 1 | 6 | 5 | The Bramble inflicts physical damage to an enemy. | Damage: 4 to 6 (earth) Damage: 8 (earth) |
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| Earthquake | 1 | 0 | 2 | The Earthquake damages all players. | Damage: 2 (fire) (2 turns) Damage: 4 (fire) (2 turns) |
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| Paralyzing Poison | 3 | 6 | 4 | The Paralyzing Poison inflicts damage when AP are used. | 2 AP used hits 1 HP (3 turns) 2 AP used hits 2 HP (3 turns) |
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| Tear | 6 | 3 | 5 | This spell inflicts Water-type damage. | Damage: 11 to 15 (water) Damage: 16 to 17 (water) |
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| The Block | 9 | 1 to 1 | 6 | The Block, as the name indicates, disrupts the enemies by standing in their path. | Summons a creature HP: 10, AP: 0, MP: 3 |
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| Soothing Bramble | 13 | 1 to 4 | 2 | The Soothing Bramble allows to slow down an enemy but gives him back HP. | -4 MP (2 turns), Heals 3 to 12 HP -4 MP (2 turns), Heals 2 HP |
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| Silvan Power | 17 | 0 | 6 | This spell allows the caster to be transformed into a tree and to be protected for several turns. | Changes skin (2 turns), -100 MP (2 turns), Magical reduction of 1000 (2 turns), Physical reduction of 1000 (2 turns), -100 AP (2 turns) | |
| The Sacrificial Doll | 21 | 1 to 1 | 6 | The Sacrificial Doll seeks out the enemy and explodes. | Summons a creature HP: 5, AP: 6, MP: 3 |
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| Dolly Sacrifice | 26 | 1 to 1 | 6 | This spell makes you earn HP by punishing a summoned creature. | Steals 16 to 20 HP (air) Steals 21 to 25 HP (air) |
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| The Knowledge of Dolls | 31 | 0 | 5 | The Knowledge of Dolls allows to summon several dolls. | +1 to summonable creatures (Infinite) | |
| Manifold Bramble | 36 | 4 | 5 | The Manifold Bramble can damage several players. | Damage: 6 to 8 (earth) Damage: 10 (earth) |
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| Tree | 42 | 1 | 6 | This spell allows to plant a tree at your feet, a tree which will block the way and obstruct the line of sight. | Summon a static creature | |
| Poisoned Wind | 48 | 0 | 6 | The Poisoned Wind poisons either player present on the map, enemies or not, and subtracts their intelligence during several turns. | Damage: 3 (neutral) (2 turns), -50 intelligence (2 turns) Damage: 4 (neutral) (2 turns), -100 intelligence (2 turns) |
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| The Inflatable | 54 | 1 to 1 | 5 | The Inflatable Doll increases movement points and can heal the caster or one of his allies. | Summons a creature HP: 5, AP: 6, MP: 3 |
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| Aggressive Brambles | 60 | 4 | 6 | The Aggressive Brambles causes serious damage but can be cast only once per fight. | Damage: 6 to 30 (earth) Damage: 36 (earth) |
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| Wild Grasses | 70 | 6 | 6 | The Wild Grasses cause damage and subtracts movement points. | MP lost: 1 to 2 (1 turn), Damage: 2 to 5 (fire) MP lost: 1 to 2 (1 turn), Damage: 8 (fire) |
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| Bush Fire | 80 | 5 | 5 | This spell inflicts Fire and Earth-type damage. | Damage: 3 to 5 (fire), Damage: 3 to 5 (earth) Damage: 7 (fire), Damage: 7 (earth) |
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| Insolent Bramble | 90 | 3 | 6 | The Insolent Bramble disappears into the ground and comes up again to remove all magic effects from a player. | Dispells magic effects (1 turn) | |
| The Ultra-Powerful | 100 | 1 | 5 | The Ultra-Powerful Doll can invocate several treacherous dolls which take pleasure in reducing the enemies range or movement points. | Summons a creature (1 turn) HP: 20, AP: 6, MP: 5 |
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OSAMODAS’ WHIP | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| The Ghostly Claw | 1 | 1 to 5 | 5 | The Ghostly Claw inflicts Fire-type damage. | Damage: 4 to 7 (fire) Damage: 6 to 11 (fire) |
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| Summoning of Tofu | 1 | 1 to 1 | 5 | That spell allows you to summon a Tofu which will fight for you. | Summons a creature HP: 8, AP: 5, MP: 10 |
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| Bear’s Cry | 1 | 1 to 4 | 3 | The Bear’s Cry increases the damage caused by summonings. | +1 damages (Infinite) | |
| Crow | 3 | 1 to 5 | 3 | The Crow inflicts Fire-type damage to a target, and doesn’t need line of sight to be cast. | Damage: 1 to 3 (fire) Damage: 3 to 5 (fire) |
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| Feline Movement | 6 | 3 | 2 | This spell can increase the MP of summonings. | +1 MP (4 turns) | |
| Summoning of Gobball | 9 | 1 to 1 | 6 | Allows to summon an aggressive Gobball. | Summons a creature HP: 15, AP: 4, MP: 2 |
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| Toad | 13 | 1 to 3 | 3 | The Toad reduces damage undergone by summonings. | Damage reduced by 1 to 3 (3 turns) Damage reduced by 4 (3 turns) |
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| Summoning of Prespic | 17 | 1 to 1 | 5 | Summoning of a Prespic specialized in the AP loss. | Summons a creature HP: 15, AP: 5, MP: 5 |
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| Whip | 21 | 1 to 3 | 1 | This spell can punish either summoning (ally or not). | Damage: 51 to 55 (neutral) | |
| High-energy Shot | 26 | 1 to 5 | 3 | This spell increases the AP of summonings. | +1 AP (4 turns) | |
| Animal Blessing | 31 | 0 | 5 | With the “Animal Blessing,” you can summon several creatures at the same time. | +1 to summonable creatures (Infinite) | |
| Lashing Claw | 36 | 1 to 5 | 5 | This spell inflicts water-type damages. | Damage: 6 to 9 (water) Damage: 9 to 12 (water) |
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| Animal Healing | 42 | 1 to 3 | 4 | The Animal Healing gives back HP lost to injured summonings. | Heals 11 to 16 HP | |
| Summoning of Boar | 48 | 1 | 6 | It summons a very powerful Boar in close combat which repels enemies. | Summons a creature HP: 50, AP: 5, MP: 3 |
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| Punch of the Crackler | 54 | 1 to 1 | 5 | This spell inflicts Fire-type damage and can hit an enemy with so much strength that it also hurts the players around. | Damage: 6 to 25 (fire) Damage: 11 to 30 (fire) |
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| Natural Defence | 60 | 5 | 6 | The Natural Defence increases the vitality of summonings. | +1 to 10 vitality (Infinite) | |
| Fangs of Boowolf | 70 | 5 | 2 | The Boowolf’s Fangs increase (in percentage) damage caused by summonings. | Damage increased by 10% (Infinite) | |
| Summoning of Magus Bwork | 80 | 1 | 6 | The Magus Bwork can cast long-distance magic spells. | Summons a creature HP: 60, AP: 6, MP: 4 |
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| Summoning of Crackler | 90 | 1 to 1 | 6 | Summons a powerful Crackler which causes numerous damage and stuns enemies. | Summons a creature HP: 100, AP: 4, MP: 2 |
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| Summoning of Red Wyrmling | 100 | 1 to 1 | 8 | This spell allows to summon a red fire-eater wyrmling. | Summons a creature HP: 60, AP: 6, MP: 3 |
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ENUTROF’S FINGERS | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Unsummoning | 1 | 1 to 6 | 6 | The Unsummoning inflicts huge damage to summonings. | Damage: 31 to 50 (neutral) Damage: 81 (neutral) |
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| Fortune | 1 | 0 | 4 | “Fortune” allows the caster to increase his/her chance. | +11 to 20 chance (Infinite) +31 chance (Infinite) |
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| Shovel Throwing | 1 | 4 | 4 | The Shovel Throwing causes earth-type damage. | Damage: 1 to 5 (earth) Damage: 6 (earth) |
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| Reducing Key | 3 | 5 | 1 | The Reducing Key reduces the attack range of an enemy. | -1 to range (5 turns) -1 to range (6 turns) |
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| Living Bag | 6 | 1 to 1 | 3 | With this spell, the caster can liven his bag up. It will protect one of his/her ally until its destruction. | Summons a creature HP: 30, AP: 5, MP: 6 |
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| Pandora’s Box | 9 | 0 | 3 | The Pandora’s Box both restores HP and increases critical hits. | Heals 1 to 4 HP +1 to critical hits (3 turns) |
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| Rocks Den | 13 | 0 | 4 | The Rocks Den allows the caster to bury himself in the ground before moving, and consequently to become almost invisible. | Character become invisible (1 turn) | |
| Ghostly Shovel | 17 | 4 | 5 | The Ghostly Shovel causes Fire-type damage and can remove magic effects upon a target. | Damage: 6 to 10 (fire) Damage: 6 to 10 (fire), Dispells magic effects |
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| Prime of Life | 21 | 1 to 1 | 4 | The Prime of Life inflicts Air-type damage in close combat. | Damage: 7 to 11 (air) Damage: 10 to 14 (air) |
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| Coins Throwing | 26 | 8 | 2 | This spell allows to throw from a great distance fake gold coins at an enemy, which inflicts him/her water-type damage. | Damage: 1 to 2 (water) Damage: 6 (water) |
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| Living Shovel | 31 | 1 to 1 | 3 | That spell can liven a shovel up, which will increase the chance of its master. | Summons a creature | |
| Greed | 36 | 63 | 4 | ‘Greed’ drives mad and increases damage caused by all players, allies or enemies. | +50 strength (10 turns), +50 intelligence (10 turns) | |
| Shovel Kiss | 42 | 1 to 4 | 3 | The Shovel Kiss doesn’t need line of sight and inflicts Fire-type damage. | Damage: 1 to 7 (fire) Damage: 8 (fire) |
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| Clumsiness | 48 | 1 to 4 | 1 | The Clumsiness subtracts MP from a target. | MP lost: 1 (1 turn) | |
| Mass Clumsiness | 54 | 63 | 6 | The Mass Clumsiness subtracts AP from any enemy. | -1 AP (1 turn) | |
| Acceleration | 60 | 63 | 4 | The Acceleration increases the MP of a caster or one of his allies. | +1 MP (1 turn) +2 MP (1 turn) |
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| Shovel of Judgment | 70 | 4 | 5 | The Shovel of Judgment causes slight Water-type damage and subtracts MP on a critical hit. | Damage: 2 to 10 (water) Damage: 5 to 13 (water), MP lost: 1 (5 turns) |
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| Slaughtering Shovel | 80 | 1 to 6 | 6 | The Slaughtering Shovel causes a lot of Water-type damage to a target. | Damage: 3 to 22 (water) Damage: 16 to 35 (water) |
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| Bribery | 90 | 1 to 3 | 7 | The Bribery makes an enemy lose a turn but it gives him back a lot of HP. | Heals 500 HP, Skip next turn | |
| Living Chest | 100 | 1 to 1 | 7 | A chest will appear and allow you to win more items by killing a creature. | Summons a creature HP: 10, AP: 5, MP: 0 |
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SRAM’S SHADOW | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Tricky Trap | 1 | 3 | 3 | The Tricky Trap inflicts earth-type damage to the one who activates it. | Puts a trap of size 0 – Damage: 5 to 9 (earth) | |
| Deviousness | 1 | 1 to 3 | 4 | Deviousness is one of the rare long-distance attacks of that class; it inflicts earth-type damage. | Damage: 2 to 4 (earth) Damage: 4 to 6 (earth) |
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| Location | 1 | 0 | 2 | The Location spell reveals hidden traps and characters. | Reveals invisible on the map | |
| Deceitful Attack | 3 | 6 | 5 | This spell inflicts Fire-type damage. | Damage: 2 to 10 (fire) Damage: 6 to 14 (fire) |
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| Mistake | 6 | 1 to 1 | 6 | The Mistake both allows to increase the strength and agility of the caster and to inflict Air-type damage to an enemy. | Damage: 6 to 15 (air), +1 to 10 agility (3 turns), +1 to 10 strength (3 turns) Damage: 8 to 17 (air), +6 to 15 agility (3 turns), +6 to 15 strength (3 turns) |
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| Tricky Blow | 9 | 1 to 1 | 4 | Damages the enemy and makes him to draw back to several squares. | Damage: 2 to 6 (earth), Move back of 2 tiles Damage: 5 to 9 (earth), Move back of 3 tiles |
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| Double | 13 | 1 to 1 | 5 | That spell allows to summon a double with the characteristics of the caster without the ability to attack. | Casts a double of the character | |
| Invisibility | 17 | 0 | 5 | Invisibility allows to become invisible. | Character become invisible (1 turn) | |
| Mass Trap | 21 | 3 | 5 | The ‘Mass Trap’ inflicts huge earth-type damage to the unfortunate who activates it, but also to any player within its range. | Puts a trap of size 2 – Damage: 2 to 10 (earth) | |
| Invisibility of Others | 26 | 1 to 1 | 5 | ‘Invisibility of Others’ allows to make invisible a player. | Character becomes invisible (2 turns) | |
| Poisoned Trap | 31 | 3 | 3 | The Poisoned Trap poisons the player who activates it. | Puts a trap of size 0 – Damage: 3 (neutral) (3 turns) | |
| Chakra Concentration | 36 | 0 | 4 | The Chakra Concentration allows the caster to increase considerably his/her strength. | +2 to 20 strength (5 turns) | |
| Paralyzing Trap | 42 | 1 | 5 | The Paralyzing Trap prevents from moving any player within its range. | Puts a trap of size 1 – MP lost: 10 (2 turns) | |
| Trap of Silence | 48 | 2 | 4 | The Trap of Silence makes players who activate it lose AP. | Puts a trap of size 2 – AP lost: 4 (1 turn) | |
| Unsummoning Trap | 54 | 2 | 4 | The Unsummoning Trap kills summonings which activate it. | Puts a trap of size 0 – Damage: 50 (neutral) | |
| Fear | 60 | 1 to 2 | 2 | This spell allows to repel an enemy. | Move back of 1 tile | |
| Con | 70 | 1 to 2 | 6 | The Con allows you to steal Kamas from enemies. | Steals 1 to 100 gold, Damage: 9 to 23 (air) Damage: 25 (air) |
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| Chakra Impulse | 80 | 0 | 4 | The Chakra Impulse allows to increase the spell caster’s critical hits. | +1 to 5 critical hits (5 turns) | |
| Lethal Attack | 90 | 1 to 1 | 5 | The Lethal Attack seriously damages an enemy and can even kill him/her with a critical hit. | Damage: 21 to 40 (earth) Damage: 41 to 60 (earth) |
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| Lethal Trap | 100 | 2 | 4 | The Lethal Trap can kill an enemy who activates it. | Puts a trap of size 0 – Damage: 21 to 40 (earth) |
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XELOR’S SANDGLASS | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Counter | 1 | 0 | 2 | ‘Counter’ allows its caster to redirect magic and physical damage. | Deals 2 to 3 damage back (2 turns) | |
| Hand | 1 | 1 to 5 | 6 | This spell inflicts large Fire-type damage thanks to a large spine. | Damage: 4 to 8 (fire) Damage: 9 (fire) |
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| Slow Down | 1 | 1 to 4 | 1 | The Slow Down subtracts AP from an enemy. A player can be the target of the spell only once a turn. | AP lost for the target: 1 (1 turn) | |
| Frostbite | 3 | 1 to 4 | 5 | The Frostbite causes Air-type damage and reduces the number of AP. | Damage: 2 to 4 (air), AP lost for the target: 1 (1 turn) Damage: 5 (air), AP lost for the target: 1 (1 turn) |
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| Haziness | 6 | 63 | 6 | ‘Haziness’ reduces the AP of every player for a short time. | -1 to 2 AP (3 turns) | |
| Dark Ray | 9 | 6 | 5 | The Dark Ray inflicts huge Fire-type damage. | Damage: 5 to 9 (fire) Damage: 10 to 14 (fire) |
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| Teleportation | 13 | 1 to 6 | 6 | ‘Teleportation’ allows a player to move rapidly. | Teleport to a maximum range of 6 (1 turn) | |
| Shriveling | 17 | 1 to 5 | 3 | That spell allows to inflict Air-type damage to an enemy. | Damage: 6 to 8 (air) Damage: 8 to 10 (air) |
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| Sandglass of Xelor | 21 | 4 | 3 | The Sandglass of Xelor inflicts Fire-type damage and makes an enemy lose AP. | Damage: 1 to 4 (fire), AP lost for the target: 1 (1 turn) Damage: 4 to 7 (fire), AP lost for the target: 1 (1 turn) |
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| Temporal Dust | 26 | 5 | 6 | The Temporal Dust inflicts damage and makes several players lose AP. | AP lost for the target: 1 (1 turn), Damage: 1 to 10 (fire) AP lost for the target: 2 (1 turn), Damage: 5 to 14 (fire) |
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| Time Theft | 31 | 1 to 2 | 5 | That spell steals AP from enemies and give them to its caster. | Enables to steal AP (1 turn) | |
| Homing Hand | 36 | 1 | 6 | This spell allows to throw a hand which will ‘seek’ out the nearest enemy and explode. | Summons a creature HP: 5, AP: 5, MP: 40 |
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| Devotion | 42 | 0 | 6 | ‘Devotion’ increases the AP of the caster’s abilities. | +1 AP (2 turns), AP lost for the target: 2 (2 turns) | |
| Flight | 48 | 1 | 3 | The Flight allows to run away from dangerous areas. | Teleport to a maximum range of 1. | |
| Loss of Motivation | 54 | 1 | 1 | The Loss of Motivation can fail the enemy’s resistances to AP loss. | -2% probability to avoid AP losses (5 turns) | |
| Blinding Protection | 60 | 0 | 6 | The Blinding Protection allows the spell caster to avoid the loss of AP (in percentage). | +20% probability to avoid AP losses (Infinite) | |
| Mummification | 70 | 0 | 6 | This spell changes the caster into a mummy so he/she gets some resistances. | Changes skin (5 turns), MP lost: 2 (5 turns), +100% probability to avoid AP losses (5 turns), +3 damages (5 turns), Damage reduced by 10 (5 turns) | |
| Clock | 80 | 3 | 6 | This spell inflicts Water-type damage and steals AP from the target. | Damage: 21 to 25 (water), Enables to steal AP Damage: 26 to 30 (water), Enables to steal AP |
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| Punch of Xelor | 90 | 2 | 7 | The Punch of Xelor inflicts Earth-type damage. | Damage: 26 to 30 (earth) Damage: 31 to 35 (earth) |
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| Dial of Xelor | 100 | 1 to 1 | 6 | This spell allows to put a protective screen in front of the caster. | Summon a static creature |
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ECAFLIP’S COIN | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Roulette | 1 | 63 | 4 | This spell damages every player and monster at the end of turn, according to the number of AP he/she/it spent during his turn. | 2 AP used hits 1 HP (2 turns) 1 AP used hits 1 HP (2 turns) |
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| Heads or Tails | 1 | 5 | 3 | Heads or Tails inflicts earth-type damage to a target or, on a bad blow dealt by fate, can heal him. | Damage: 2 to 8 (earth), HP healed: 1 to 7 Damage: 2 to 10 (earth), HP healed: 1 to 3 |
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| Chance of Ecaflip | 1 | 0 | 2 | The Chance of Ecaflip restores HP or on the contrary doubles the damage taken. | Doubles damage or heals 2 to 8 HP (2 turns) | |
| Perception | 3 | 0 | 6 | The Perception allows the spellcaster and his allies to detect the location of traps and hidden characters. | Reveals invisible on themap | |
| Bluff | 6 | 4 | 4 | The Bluff randomly inflicts Air and Water-type damage. | Damage: 3 to 22 (water) Damage: 3 to 22 (air) |
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| Repercussion | 9 | 0 | 2 | ‘Repercussion’ greatly increases the spellcaster’s vitality for a short period and a few cost of HP. | +2 to 90 vitality (2 turns), Hits the caster: 25 (1 turn) | |
| Clover | 13 | 0 | 4 | The Clover increases critical hits. | +1 to critical hits (Infinite) | |
| All or Nothing | 17 | 0 | 6 | The spell named ‘All or Nothing’ damages all the players or restores them if they are lucky. | Damage: 2 to 7 (neutral) (3 turns), Heals 2 to 7 HP (3 turns) | |
| Feline’s Leap | 21 | 1 to 1 | 6 | The Feline’s Leap allows to move faster and further. | Teleport to a maximum range of 1. | |
| Topkaj | 26 | 5 | 5 | Topkaj inflicts huge Fire-type damage. | Damage: 8 to 20 (fire) Damage: 12 to 24 (fire) |
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| Rough Tongue | 31 | 1 to 3 | 5 | The Rough Tongue causes Fire-type damage and reduces from one point the overall level of AP in case of critical hit. | Damage: 3 to 12 (fire) +1 to range (Infinite) Damage: 6 to 15 (fire) |
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| Wheel of Fortune | 36 | 0 | 6 | The Wheel of Fortune doubles the damage caused but subtracts HP from the spellcaster. | Multiply damage by 2 (2 turns), Hits the caster: 15 to 30 Multiply damage by 3 (2 turns), Hits the caster: 15 to 30 |
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| Summoning Claw | 42 | 3 | 4 | This spell allows to summon a feline. | Summons a creature HP: 20, AP: 6, MP: 6 |
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| Feline Spirit | 48 | 1 to 1 | 3 | The Feline Spirit is a close combat attack inflicting Earth-type damage which can rebound on the caster. | Damage: 11 to 20 (earth) | |
| Smell | 54 | 0 | 6 | The caster increases tenfold the smell of any player around him, which can cause a loss of concentration or motivation? It depends on what the players smell? | -1 to 2 AP (3 turns), +1 to 2 AP (3 turns), -1 to 2 MP (3 turns), +1 to 2 MP (3 turns) | |
| Reflex | 60 | 0 | 6 | The spell ‘Reflex’ greatly increases the points of agility. | +15 to 35 agility (Infinite) | |
| Playful Claw | 70 | 1 to 4 | 5 | This scratch inflicts horizontal or vertical Earth-type damage and hurts any players within its range. | Damage: 10 to 15 (earth) Damage: 16 (earth) |
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| Claw of Ceangal | 80 | 1 to 1 | 4 | The Claw of Ceangal inflicts Earth-type damage and can make a target lose an AP for several turns with a critical hit. | Damage: 13 to 25 (earth) -1 AP (6 turns) Damage: 13 to 25 (earth) |
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| Rekop | 90 | 1 to 3 | 6 | This spell inflicts huge damage of Air, Fire, Earth and Water-type, but the caster has got a fifty-fifty chance to lose an additional AP. | AP lost for the target: 1 (Infinite) Damage: 6 to 20 (water), Damage: 6 to 20 (air), Damage: 11 to 20 (fire), Damage: 11 to 20 (earth) |
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| Fate of Ecaflip | 100 | 1 to 1 | 6 | The Fate of Ecaflip inflicts Earth-type damage and subtracts a MP from the enemy, for several turns and on a critical hit. | Damage: 1 to 20 (earth) -1 MP (10 turns), Move back of 5 tiles, Damage: 51 to 70 (earth) |
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ENIRPISA’S HANDS | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Wounding Word | 1 | 1 to 3 | 4 | The Wounding Word causes magic injuries. | Damage: 1 to 3 (fire) Damage: 4 (fire) |
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| Draining Word | 1 | 1 to 1 | 3 | The Draining Word can subtract AP from enemies but hurts the spellcaster. | AP lost for the target: 1 to 2 (1 turn), hits the caster: 1 to 4 AP lost for the target: 1 to 2 (1 turn), hits the caster: 1 |
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| Curative Word | 1 | 0 | 6 | The Curative Word allows to recover HP. | Heals 5 to 11 HP Heals 16 HP |
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| Healing Word | 3 | 1 to 3 | 4 | The Healing Word allows to heal an ally. | Heals 3 to 6 HP Heals 9 HP |
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| Forbidden Word | 6 | 1 to 1 | 6 | The Forbidden Word is a very powerful attack… for a fairy. | Damage: 2 to 7 (fire) Damage: 9 (fire) |
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| Stimulating Word | 9 | 0 | 3 | The Stimulating Word can increase the AP of several players but hurts the caster. | +1 AP (3 turns), Hits the caster: 1 to 12 +1 AP (3 turns), Hits the caster: 2 |
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| Preventing Word | 13 | 0 | 4 | The Preventing Word prevents magic and close combat damage. | Damage reduced by 1 to 10 (1 turn) Damage reduced by 11 (1 turn) |
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| Frightening Word | 17 | 1 to 1 | 3 | The Frightening Word repels enemies. | Move back of 1 tile | |
| Revitalizing Word | 21 | 4 | 3 | The Revitalizing Word allows to heal several players. | Heals 1 to 5 HP Heals 6 HP |
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| Word of Regeneration | 26 | 0 | 3 | This Word gives the spellcaster the power of regeneration. | Heals 1 to 4 HP (2 turns) Heals 5 HP (2 turns) |
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| Word of Thorn | 31 | 0 | 2 | The Word of Thorn allows its caster to reflect magic or physical damage. | Deals 1 to 3 damage(s) back (2 turns) | |
| Word of Youth | 36 | 1 to 1 | 6 | That spell allows to remove the bewitchments casted on an ally. | Dispells magic effects | |
| Vampiric Word | 42 | 1 | 6 | The Vampiric Word damages and steals a few HP from enemies. | Damage: 3 to 9 (fire), Heals 3 to 9 HP Damage: 12 (fire), Heals 12 HP |
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| Word of Sacrifice | 48 | 1 to 3 | 6 | That word allows the transfer of a part of your HP to someone who needs them. | Hits the caster: 11 to 20, Heals 11 to 20 HP | |
| Friendship Word | 54 | 1 to 1 | 3 | The Friendship Word allows the summoning of a Healer Rabbit. | Summons a creature HP: 10, AP: 5, MP: 4 |
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| Paralyzing Word | 60 | 1 to 4 | 6 | The Paralyzing Word prevents a player from moving. | MP lost: 10 (1 turn) MP lost: 10 (2 turn) |
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| Wiping Word | 70 | 0 | 6 | The Wiping Word allows to become invisible. | Character become invisible (3 turns) | |
| Word of Silence | 80 | 1 | 6 | The Word of Silence reduces considerably the AP of an enemy. | AP lost for the target: 4 (1 turn) | |
| Word of Torture | 90 | 63 | 6 | The Word of Torture increases the HP of the team but hurts the spellcaster. | +1 to 40 life (Infinite), Hits the caster 1 to 40 | |
| Word of Recovery | 100 | 1 to 4 | 8 | The Word of Recovery allows to restore in a sizeable way the life of a player. | Heals 101 to 200 HP Heals 301 HP |
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IOP’S HEART | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Jump | 1 | 1 to 2 | 6 | This spell allows to jump. | Teleport to a maximum range of 2. | |
| Intimidation | 1 | 1 to 1 | 4 | That spell inflicts neutral damage and repels the enemy. | Move back of 1 tile, Damage: 1 to 2 (neutral) Move back of 2 tile, Damage: 3 to 4 (neutral) |
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| Pressure | 1 | 1 to 2 | 5 | The Pressure inflicts Earth-type damage with a range of 2 squares. | Damage: 5 to 9 (earth) Damage: 7 to 11 (earth) |
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| Compulsion | 3 | 1 to 1 | 4 | ‘Compulsion’ increases the damage caused by an ally to a target. | +2 to 3 damage (10 turns) +3 to 4 damage (10 turns) |
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| Divine Sword | 6 | 1 | 5 | That spell inflicts Air-type damage and boosts damages caused by the caster. | Damage: 4 to 13 (air), +1 damages (3 turns) Damage: 6 to 15 (air) |
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| Sword of Fate | 9 | 1 to 2 | 6 | The Sword of Fate cuts crosswise which can hurt several enemies causing Fire-type damage. | Damage: 4 to 13 (fire) Damage: 14 (fire) |
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| Bravery Guide | 13 | 0 | 2 | The Bravery Guide increases physical damage caused by the caster and his allies. | +1 to 2 damage (2 turns) | |
| Increase | 17 | 0 | 1 | The ‘Increase’ allows its caster to increase the damage inflicted to his enemies during his turn. | +1 to 2 damage (1 turn) | |
| Destructive Sword | 21 | 1 | 6 | The Destructive Sword inflicts Fire-type damage to an enemy. | Damage: 5 to 20 (fire) Damage: 10 to 25 (fire) |
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| Cut | 26 | 1 to 2 | 5 | The spell named “Cut” allows to hit an enemy and to slow him down, inflicting Fire type damage. | Damage: 3 to 8 (fire), MP lost: 1 (1 turn) Damage: 9 (fire), MP lost: 1 (1 turn) |
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| Blow | 31 | 1 | 5 | The spell “Blow” is a more efficient variant of the spell “Intimidation.” | Damage: 3 to 8 (neutral), Move back of 1 tile Damage: 9 (neutral), Move back of 1 tile |
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| Vitality | 36 | 0 | 4 | That bewitchment allow to increase the vitality of its caster. | +21 to 40 vitality (Infinite) +60 vitality (Infinite) |
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| Sword of Judgment | 42 | 1 to 1 | 6 | The Sword of Judgment inflicts Air-type damage. | Damage: 1 to 27 (air) Damage: 1 to 32 (air) |
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| Power | 48 | 1 | 6 | Power allows to increase (in percentage) the damage inflicted by a caster or an ally. | Damage increased by 20% (3 turns) | |
| Mutilation | 54 | 0 | 3 | This spell allows to multiply in a significant way the damage inflicted during this turn, but the caster loses HP. | +25 to physical damage, Hits the caster: 30 +35 to physical damage, Hits the caster: 40 |
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| Strengthstorm | 60 | 3 to 4 | 4 | The Strengthstorm inflicts Fire-type damage. | Damage: 21 to 25 (fire) Damage: 26 to 30 (fire) |
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| Celestial Sword | 70 | 3 | 6 | The Celestial Sword inflicts Air-type damage by throwing flashes of lightning at any player within its area. | Damage: 11 to 20 (air) Damage: 16 to 25 (air) |
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| Concentration | 80 | 1 to 1 | 2 | Concentration causes slight Earth-type damage for a few AP. | Damage: 2 to 10 (earth) Damage: 7 to 15 (earth) |
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| Sword of Iop | 90 | 1 to 3 | 6 | The Sword of Iop allows to inflict Earth-type damage to several enemies. | Damage: 10 to 30 (earth) Damage: 15 to 35 (earth) |
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| Iop’s Wrath | 100 | 1 to 1 | 8 | The Iop’s Wrath allows to inflict huge Earth-type damage but it is rarely cast. | Damage: 101 to 300 (earth) |
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CRA’S RANGE | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Critical Shooting | 1 | 0 | 4 | The Critical Shooting allows to get a bonus to critical hits. | +2 to critical hits (Infinite) | |
| Frozen Arrow | 1 | 1 to 2 | 3 | The Frozen Arrow hurts an enemy and makes him lose AP. | Damage: 1 to 2 (fire), AP lost for the target: 1 (1 turn) Damage: 4 to 5 (fire), AP lost for the target: 1 (1 turn) |
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| Magic Arrow | 1 | 1 to 8 | 6 | The Magic Arrow causes long-distance Fire-type damage. | Damage: 3 to 7 (fire) Damage: 7 to 10 (fire) |
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| Homing Arrow | 3 | 2 to 9 | 3 | The Homing Arrow inflicts Earth-type damage thanks to a tremendous range. | Damage: 1 to 3 (earth) Damage: 3 (earth) |
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| Burning Arrow | 6 | 1 to 5 | 6 | The Burning Arrow allows to make enemies kebab by inflicting them Fire-type damage. | Damage: 5 to 9 (fire) Damage: 13 (fire) |
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| Distant Shooting | 9 | 0 | 4 | The Distant Shooting allows to increase the range of the caster’s spells. | +1 to range (10 turns) | |
| Atonement Arrow | 13 | 1 to 2 | 6 | The Atonement Arrow causes serious damage but is really difficult to cast. | Damage: 6 to 20 (earth) Damage: 9 to 23 (earth) |
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| Eye of Mole | 17 | 0 | 5 | The Eye of Mole allows to reduce the range of any attack spell and concerns every player present on the map. | -1 to range (3 turns) | |
| Retreat Arrow | 21 | 1 to 2 | 4 | The Retreat Arrow inflicts Air-type damage by repelling enemies thanks to the impact. | Move back of 1 tile, Damage: 5 to 6 (air) Move back of 2 tile, Damage: 8 to 9 (air) |
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| Paralyzing Arrow | 26 | 1 to 4 | 4 | The Paralyzing Arrow can both damage and immobilize an enemy. | Damage: 2 to 4 (earth) Damage: 4 to 6 (earth), MP lost: 6 (1 turn) |
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| Punitive Arrow | 31 | 1 to 3 | 4 | The Punitive Arrow is extremely difficult to cast but can KO a player on a critical hit. | Damage: 1 to 10 (earth) Damage: 1 to 50 (earth) |
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| Powerful Shooting | 36 | 0 | 6 | The Powerful Shooting doubles the damage of other spells. | Multiply damage by 2 (2 turns) | |
| Plagued Arrow | 42 | 1 to 8 | 5 | The Plagued Arrow allows to inflict damage from a great distance and doesn’t need line of sight. | Damage: 1 to 2 (air) Damage: 2 to 3 (air) |
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| Lashing Arrow | 48 | 1 to 6 | 4 | The Lashing Arrow damages an enemy and slows down him/her for a short time in case of critical hit. | Damage: 2 to 6 (earth) -1 MP (2 turns), Damage: 5 to 9 (earth) |
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| Eye of Lynx | 54 | 0 | 6 | The Eye of Lynx allows to increase the range of any player on the map. | +1 to range (3 turns) | |
| Destructive Arrow | 60 | 5 | 5 | The Destructive Arrow causes significant Earth-type damage to an enemy. | Damage: 4 to 16 (earth) Damage: 9 to 21 (earth) |
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| Absorptive Arrow | 70 | 1 to 8 | 6 | The Absorptive Arrow steals HP from an enemy. | Steals 7 to 16 (air) | |
| Slow Down Arrow | 80 | 6 | 6 | The Slow Down Arrow allows to reduce the number of AP thanks to a huge effect zone. | AP lost for the target: 1 to 2 (1 turn), Damage: 9 to 13 (water) | |
| Explosive Arrow | 90 | 1 to 6 | 6 | The Explosive Arrow damages any enemy or character within its range. | Damage: 4 to 18 (fire) Damage: 13 to 21 (fire) |
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| Bow Skill | 100 | 0 | 4 | The Bow Skill increases physical damage. | +5 damage (Infinite) |
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FECA’S SHIELD | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Blindness | 1 | 1 to 6 | 3 | The Blindness reduces the target’s AP and HP. | AP lost for the target: 1 to 2 (1 turn), Damage: 1 (neutral) | |
| Natural Attack | 1 | 1 to 6 | 5 | The Natural Attack damages enemies with fire. | Damage: 2 to 6 (fire) Damage: 8 (fire) |
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| Glowing Armor | 1 | 0 | 2 | This armor prevents fire-type damage. | Damage reduced by 2 to 3 (Infinite), Damage reduced by 1 to 2 (3 turns) Damage reduced by 4 to 5 (Infinite), Damage reduced by 2 (3 turns) |
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| Spell Rebound | 3 | 0 | 4 | The Spell Rebound can redirect spells causing HP or AP damage. | Reflects a spell of maximum level 1 (Infinite) | |
| Aggressive Glyph | 6 | 1 to 2 | 3 | The Glyph causes damage to any player on the map. | Casts a glyph of size 2 (3 turns) – Damage: 1 to 3 (fire) | |
| Armor of Earth | 9 | 0 | 2 | The Armor of Earth prevents neutral and earth-type attacks. | Damage reduced by 2 to 3 (Infinite), Damage reduced by 1 to 2 (3 turns) Damage reduced by 4 to 5 (Infinite), Damage reduced by 2 (3 turns) |
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| Cloudy Attack | 13 | 1 to 1 | 5 | The Cloudy Attack causes huge damage. | Damage: 2 to 13 (fire) Damage: 11 (fire) |
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| Aqueous Armor | 17 | 0 | 2 | That armor prevents Water-type damage and bestows resistance to AP loss. | Damage reduced by 3 to 4 (Infinite), +15% probability to avoid AP losses (Infinite), Damage reduced by 1 to 2 (3 turns) Damage reduced by 5 to 6 (Infinite), +18% probability to avoid AP losses (Infinite), Damage reduced by 2 (3 turns) |
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| Immunity | 21 | 1 | 5 | The spell “Immunity” makes the spell caster or one of his allies invinicible for several turns. | Damage reduced by 1000 (1 turn) | |
| Wind Armor | 26 | 0 | 2 | This armor prevents Air-type damage and bestows resistance to MP loss. | Damage reduced by 5 to 6 (Infinite), +15% probability to avoid MP losses (Infinite), Damage reduced by 1 to 2 (3 turns) Damage reduced by 3 to 4 (Infinite), +18% probability to avoid MP losses (Infinite), Damage reduced by 2 (3 turns) |
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| Bubble | 31 | 4 to 6 | 5 | This spell causes Water-type damage. | Damage: 9 to 13 (water) Damage: 11 to 15 (water) |
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| Truce | 36 | 0 | 6 | Truce gives protection to any player present on the map. | Damage reduced by 200 (2 turns) | |
| Art of Staff | 42 | 0 | 4 | The Art of Staff allows the disciples of that guild to increase the power of their physical damage. | +3 to physical damages (5 turns) | |
| Backlash | 48 | 1 to 1 | 3 | Attack spell used in close combat to inflict Neutral damage. | Damage: 6 to 15 (neutral) Damage: 16 to 18 (neutral) |
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| Glyph of Blindness | 54 | 4 | 3 | This Glyph reduces AP. | Casts a glyph of size 3 – AP lost: 1 (1 turn) | |
| Teleportation | 60 | 3 | 5 | Players use the “Teleportation” to quickly move during a fight. | Teleport to maximum range of 3. (1 turn) | |
| Burning Glyph | 70 | 3 | 4 | This Glyph burns any player situated in its area. | Casts a glyph of size 1 (2 turns) – Damage: 10 to 30 (fire) | |
| Feca Shield | 80 | 1 | 6 | This shield reduces (in percentage) the damage undergone. | Decreases damage by 15% (10 turns) | |
| Glyph of Immobilization | 90 | 3 | 3 | This Glyph immobilizes all the players, without further distinction between allies or enemies. | Casts a glyph of size 2 (2 turns) – MP lost: 10 (1 turn) | |
| Glyph of Silence | 100 | 1 | 6 | The Glyph of Silence prevents the players situated in its area from casting spells. | Casts a glyph of size 1 (2 turns) – AP lost: 4 (1 turn) |
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SACRIER’S BLOOD | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| Bold Punishment | 1 | 0 | 4 | That spell allows the caster to increase his chance each time he loses AP. Can be cast only once per fight. | +1 to 5 chance (1 turn) | |
| Foot of the Sacrier | 1 | 1 to 1 | 4 | This attack spell inflicts Earth-type damage in close combat. | Damage: 5 to 9 (earth) Damage: 11 (earth) |
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| Forced Punishment | 1 | 0 | 4 | That spell allows the caster to increase his strength each time he loses HP. Can be cast only once per fight. | +11 to 15 strength (1 turn) | |
| Attraction | 3 | 30 | 4 | That spell allows the caster to make the enemies approach him when they are too far away. | Move forward of 3 tiles Move forward of 4 tiles |
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| Life Transfer | 6 | 0 | 6 | That spell allows the caster to transfer part of his HP onto his allies. | Gives 10% of own health | |
| Assault | 9 | 1 to 3 | 4 | The assault allows to hit an enemy from a distance and to inflict Air-type damage. | Damage: 5 to 9 (air) Damage: 8 to 12 (air) |
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| Nimble Punishment | 13 | 0 | 4 | That spell allows the caster to increase his agility each time he loses HP. Can be cast only once per turn. | +11 to 15 agility (1 turn) | |
| Transposition | 17 | 3 | 4 | The caster exchanges his position on the map with an ally’s one. | Switch the placement of 2 players | |
| Dancing Sword | 21 | 1 to 1 | 6 | The sacrier summons a sword which dances around him in following large curves… which inevitably damage him. | Summons a creature HP: 10, AP: 6, MP: 2 |
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| Sacred Punishment | 26 | 0 | 4 | That spell allows the caster to increase his intelligence each time he loses HP. Can be cast only once per fight. | +11 to 15 intelligence (1 turn) | |
| Sacrifice | 31 | 1 to 1 | 4 | That spell allows to undergo damage on an ally’s behalf. | Switch the placement of 2 players (Infinite) | |
| Absorption | 36 | 1 to 1 | 5 | That spell allows its caster to steal life from an enemy by inflicting Fire-type damage. | Steals 4 to 8 HP (fire) | |
| Wise Punishment | 42 | 0 | 4 | That spell allows the caster to increase his wisdom each time he loses HP. Can be cast only once per turn. | +1 to 3 wisdom (1 turn) | |
| Evasion | 48 | 0 | 4 | This spell allows the caster to make a dodge roll each time he/she is attacked. | Avoid 5% of hits by moving back of 1 tile (Infinite) | |
| Cooperation | 54 | 4 | 4 | That spell allows the caster to exchange his place with an enemy on the map. | Switch the placement of 2 players | |
| Punishment | 60 | 1 to 1 | 5 | The punishment inflicts Water-type damage to an enemy. The injuries inflicted depend on the life of the caster. | Damage: 17% of health of attacker (neutral), Hits the caster: 50 to 80 | |
| Fury | 70 | 0 | 6 | That spell allows the caster to increase his damage. | +1 to 2 damage (1 turn), Damage: 30 (unboost) (1 turn) | |
| Flying Sword | 80 | 1 to 1 | 6 | The sacrier summons a magic sword which will charge straight at the enemy to run him through. | Summons a creature HP: 10, AP: 6, MP: 4 |
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| Coagulation | 90 | 0 | 4 | This spell allows the caster to ignore pain and even find a comfort in it. | Heals 10 HP (1 turn) | |
| Bloodthirsty Madness | 100 | 1 to 3 | 6 | The sacrier absorbs an ally’s blood to recover strength. But he can kill him/her… | Steals 76 to 125 HP (fixed) |
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PANDAWA | ![]() |
| Name | Lvl | Range | AP | Description | Effect (Initial) | |
| White-Hot Vulnerability | 1 | 1 to 3 | 4 | Decrease fire resistance of an enemy. | -5% resist fire (2 turns) | |
| Boozer | 1 | 0 | 6 | Allows the caster to become “drunk.” | -1 to 2 MP, -5% damage (2 turns) | |
| Blazing Fist | 1 | 1 | 5 | Causes fire damage. Must be “drunk.” | Damage: 7 to 11 (fire) Damage: 9 to 13 (fire) |
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| Terror | 3 | 1 | 6 | Causes the enemy to become a “coward.” | Enemy is “coward” (2 turns) | |
| Alcoholic Blow | 5 | 3 | 6 | Causes air damage and knockback. Must be “drunk.” | Damage: 7 to 12 (air), move enemy back 1 tiile. Damage: 9 to 14 (air), move enemy back 1 tile. |
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| Aqueous Vulnerability | 9 | 1 to 3 | 4 | Decrease water resistance of an enemy. | -5% resist water (2 turns) | |
| Hang Over | 13 | 1 | 6 | Causes earth damage. Must be “drunk.” | Damage: 7 to 11 (earth) Damage: 9 to 13 (earth) |
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| Kercham | 17 | 1 | 6 | Allows you to carry an ally. | Carries ally | |
| Wind Vulnerability | 21 | 1 to 3 | 4 | Decrease air resistance of an enemy. | -5% resist air (2 turns) | |
| Stabilization | 26 | 0 | 6 | Stops caster from being moved around by knockback or Attraction, and avoids some MP loss. | Caster is rooted, 20% avoid MP loss (3 turns) | |
| Chamrak | 31 | 0 | ? | Throws a carried ally. | Throw ally | |
| Earth Vulnerability | 36 | 1 to 3 | 4 | Decrease earth resistance of an enemy. | -5% resist earth (2 turns) | |
| Stain | 42 | ? | ? | Removes bewitchments on enemies/allies. Must be “drunk.” | Remove bewitchments | |
| Bamboo Milk | 48 | 0 | 6 | Removes all bewitchments on the caster, including state changes. | Remove bewitchments from caster | |
| Melancholy | 54 | 2 | 6 | Causes water damage. | Damage: 11 to 20 (water) Damage: 13 to 22 (water) |
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| Karzam | 60 | 1 | 6 | Allows you to carry an enemy. | Carry an enemy | |
| Explosive Flask | 70 | 2 to 4 | 6 | Causes area-of-effect fire damage. | Damage: 6 to 15 (fire) Damage: 9 to 18 (fire) |
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| Pandatak | 80 | 4 | 5 | Causes earth damage. | Damage: 11 to 15 (earth) Damage: 14 to 18 (earth) |
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| Pandiniuras | 90 | 0 | ? | Doubles damage or heals HP. | Double damage or heal 1-1000 HP | |
| Spirit Bond | 100 | 0 | ? | Summon an old Pandawa Master | Summons a creature HP: 500, AP: 10, MP: 5 |





































