The character classes
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!
Preferred weapons: Wand (100 % damage) and Staff (95 % damage)
- 50 Health Points (HP)
- 6 Action Points (AP)
- 3 Movement Points (MP)
- 0 Initiative Points
- 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
|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+|
|Chance||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+|
|Strength||-||0 to 50||51 to 150||151 to 250||251+|
Intelligence is the basic characteristic of Eniripsas 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.
Required level 100Totally heals the target but leaves it unhealable for the next three turns.
- 100% (HP restored)
- 'Unhealable' state (3 turns)
- Critical hit probability -
- Failure probability -
- No. of casts per turn -
- No. of casts per turn per player -
- No. of turns between two casts 11
- Boosted range yes
- Line of sight yes
- Linear yes
- Free cells no
Eniripsas in general
What sets the Eniripsas apart is their ability to heal their allies as well as themselves. 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:
All the same, you shouldn't forget the wide range of other spells you'll be using:
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.