eniripsa
Eniripsas are Healers with the power to ease your pain with a single Word. Their potent utterances can either heal their allies or hurt their enemies... Some of them even became word hunters, wandering the earth in search of obscure verbs and forgotten languages!
- Speciality : Healing
- Preferred Weapons : Wand (100 % damage) and Staff (95 % damage)
- Basic characteristics :
- 42 Health Points (HP)
- 6 6 Action Points (AP)
- 3 3 Movement Points (MP)
- 1 1 Initiative Point
- 100 - 100 Prospecting Points
Each time you level up in combat, you'll receive 5 points which you can use to improve your characteristics and one point for your spells. You should spend these points carefully and establish a direction in which you want your character to evolve.
In the table below you'll see how much it costs to improve each characteristic. The more you invest in any one characteristic, the more points you'll have to spend to continue improving it.
For Eniripsas, each INTELLIGENCE point will only cost one capital point until you have accumulated 50. Thereafter, you'll have to spend two capital points to improve this characteristic.
VITALITY will always cost one point and WISDOM will always cost three.
| Cost in points for each characteristic . |
1 for 1 | 2 for 1 | 3 for 1 | 4 for 1 | 5 for 1 |
|---|---|---|---|---|---|
| Intelligence | 0 to 100 | 101 to 200 | 201 to 300 | 301 to 400 | 401+ |
| Strength | 0 to 20 | 21 to 40 | 41 to 60 | 61 to 80 | 81+ |
| Agility | 0 to 20 | 21 to 40 | 41 to 60 | 61 to 80 | 81+ |
| Chance | - | 0 to 50 | 51 to 150 | 151 to 250 | 251+ |
INTELLIGENCE is the basic characteristic of the Ecaflips and it is this aspect that will require the least number of points capital to increase. INTELLIGENCE increases the intensity of your healing spells but also of Fire damage.
Eniripsa spells
Eniripsas in general
What sets the Eniripsas apart is their ability to heal themselves and their enemies. If you play this kind of character, you'll soon become popular with groups of warriors looking to be cured in the heat of battle.
As a healer, the following spells will be essential in your arsenal, no matter what style of game you choose to play:
STIMULATING WORD, PREVENTING WORD, FRIGHTENING WORD
All the same, you shouldn't forget the wide range of other spells you'll be using:
CURATIVE WORD, HEALING WORD, REVITALIZING WORD, REGENERATING WORD, WORD OF SACRIFICE, WORD OF ALTRUISM, WORD OF RECOVERY
These spells are every Eniripsa's trademark and whatever your basic element, you should get to know them as you will use them often .
As for the Eniripsa's weapons, they will tend to use a wand (100 % damage) and a staff (95 % damage). Nothing is stopping you from using other weapons, but with these, your damage will fall to 90%.
As for choosing your attack spells, this will depend on the element you decide to specialise in. remember that Eniripsas really aren't made for attacking enemies, as they only have three attack offensive spells. Their enchantments are usually for healing their allies. Fire Eniripsas are the most common type as well as the easiest to play, due mostly to fact that their healing is improved by INTELLIGENCE. As always, you can choose to take another direction, but you will certainly find your character more difficult to play.
Fire Eniripsa
Fire Eniripsas are the easiest of all characters to evolve. The intensity of their healing effects will increase as their INTELLIGENCE grows, but they can also resort to an attack spell once they reach level 6 which, in spite of its feeble power, can get them out of a sticky situation.
Fire Eniripsas choose equipment on the basis of INTELLIGENCE the intelligence bonuses they can reap from them, but as a result their effectiveness in attack is reduced. They can compriomise by combi8ning different types of equipment. For example, an Enripsa might carry a stout wand such as the Wily Wand or the Clearing Balgourde, which will give them considerable power in close combat situations.
The Fire Eniripsa's attack spells are: FORBIDDEN WORD.
When they are starting out, Fire Eniripsas should concentrate on the way of Fire. This will bring them good healing powers which will become almost indispensible as they advance towards the higher levels, even if afterwards they decide to switch to another element. Starting out in an element other than Fire can, however, form part of a strategy, but such things are for highly experienced Eniripsa players.
Earth Eniripsa
Earth Eniripsas are without doubt some of the most difficult of all the characters to evolve. They have no spell linked to their element and the only advantage with them is the large choice of close combat weapons they have at their disposal. As a result, they don't waste their capital points investing in STRENGTH (which they can so with scrolls in any case) but rather seek to improve their INTELLIGENCE and therefore their healing.
They favor equipment which gives STRENGTH bonuses. Among the numerous wands available to them, Treechnid Root Treechnid Root .
Earth Eniripsas have no spells linked to their element. The only means of defence they have is close combat attacks. Since they often clash with the enemy, it is in their interest to develop their personal healing spells to the maximum.
Water Eniripsa
Water Eniripsas are as difficult to evolve as their Air equivalents and like them, Water Eniripsas have to be very careful when dividing up their CHANCE characteristic points but will have to invest in INTELLIGENCE to improve healing. Given that Eniripsas receive their first Water spell at level 42, this is a wise direction to take with these characters. At the same time, CHANCE scrolls are easy to come by and they should not have much trouble evolving this characteristic.
Water Eniripsas will choose their equipment based on CHANCE bonuses. Their most valuable allies in close combat will be Water-type weapons such as the wand The Hyldegarde or the Akwadala Staff.
The Water Eniripsas attack spells are: VAMPIRIC WORD.
Just like the Air Eniripsa, Water Eniripsas have only one spell in their own element, but this spell is the most powerful attack they have. What is more, VAMPIRIC WORD is useful in that it heals the caster while dealing damage to the target (Theft of Life).
Air Eniripsa
Air Eniripsas are highly mobile and can follow their allies and heal them. On the other hand, they are very difficult to evolve, given the cost in points capital required to increase AGILITY. For this reason it is preferable to use scrolls to improve this characteristic and to use points capital to improve INTELLIGENCE to boost healing. Afterall, being mobile on the field of battle isn't much use if they can't heal anyone
Until they amass a high number of AGILITY points, Air Eniripsas will seek out items to improve this characteristic. Such items may well reduce the chances of being tackled. Items which increase MP will also be very uselful to them and their allies. An Air damage wand such as the Wangs will certainly be among the weapons of choice for aamateur Eniripsas.
The Air Eniripsa's attack spells are: WOUNDING WORD.
The only Air spell of this type of Eniripsa will not deal much damage but does not cost much AP and should therefore form part of a well thought-out strategy.
Multi-elemental Eniripsa
As their name indicates, multi-elemental Eniripsas combine spells of at least two specific elements. The combination is almost always formed between the element Fire and another complementary element. In theory, it is possible to play a Water/Air Eniripsa or an Air/Earth Eniripsa, but such a character would be very difficult to play and wouldn't really be of much interest, given that Eniripsas are born healers. Compensating their weak INTELLIGENCE with items is a viable option, however.
It is not advisable to evolve your character based on more than two attack elements. Your capital points will be spread too thin and your character will lack focused strength, making it an impractical option.