Dofus

In Game Guides by Didi Cardoso

Classes

 

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.

 

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
Bramble 1 6 5 The Bramble inflicts physical damage to an enemy. Damage: 4 to 6 (earth)
Damage: 8 (earth)
Earthquake 1 0 2 The Earthquake damages all players. Damage: 2 (fire) (2 turns)
Damage: 4 (fire) (2 turns)
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)
Tear 6 3 5 This spell inflicts Water-type damage. Damage: 11 to 15 (water)
Damage: 16 to 17 (water)
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
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
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
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)
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)
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)
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
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)
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)
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)
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

 

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)
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
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)
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
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)
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
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)
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
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)
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
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
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

 

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)
Fortune 1 0 4 “Fortune” allows the caster to increase his/her chance. +11 to 20 chance (Infinite)
+31 chance (Infinite)
Shovel Throwing 1 4 4 The Shovel Throwing causes earth-type damage. Damage: 1 to 5 (earth)
Damage: 6 (earth)
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)
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
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)
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
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)
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)
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)
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)
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)
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)
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

 

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)
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)
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)
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
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)
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)
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)

 

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)
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)
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)
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)
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)
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)
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
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
Punch of Xelor 90 2 7 The Punch of Xelor inflicts Earth-type damage. Damage: 26 to 30 (earth)
Damage: 31 to 35 (earth)
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

 

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)
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
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)
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)
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)
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
Summoning Claw 42 3 4 This spell allows to summon a feline. Summons a creature
HP: 20, AP: 6, MP: 6
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)
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)
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)
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)

 

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)
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
Curative Word 1 0 6 The Curative Word allows to recover HP. Heals 5 to 11 HP
Heals 16 HP
Healing Word 3 1 to 3 4 The Healing Word allows to heal an ally. Heals 3 to 6 HP
Heals 9 HP
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)
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
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)
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
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) 
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
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
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)
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

 

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)
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)
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)
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)
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)
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)
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)
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
Vitality 36 0 4 That bewitchment allow to increase the vitality of its caster. +21 to 40 vitality (Infinite)
+60 vitality (Infinite)
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)
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
Strengthstorm 60 3 to 4 4 The Strengthstorm inflicts Fire-type damage. Damage: 21 to 25 (fire)
Damage: 26 to 30 (fire)
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)
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)
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)
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)

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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
Bow Skill 100 0 4 The Bow Skill increases physical damage. +5 damage (Infinite)

 

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)
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)
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)
Cloudy Attack 13 1 to 1 5 The Cloudy Attack causes huge damage. Damage: 2 to 13 (fire)
Damage: 11 (fire)
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)
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)
Bubble 31 4 to 6 5 This spell causes Water-type damage. Damage: 9 to 13 (water)
Damage: 11 to 15 (water)
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)
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)

 

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)
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
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)
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
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
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)

 

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)
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.
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)
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)
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)
Pandatak 80 4 5 Causes earth damage. Damage: 11 to 15 (earth)
Damage: 14 to 18 (earth)
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