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Aaah... a lot has happened in 20 years...
Remember when you forgot all the rules because DOFUS was reinventing itself?

It was during Temporis IV: The Rise of the Scrollsayers.

In this new edition, you'll have to remember those rules, as it happens.
Come on, you can do it! It hasn't been 20 years!

Temporis VI

Servers open on September 22, 2021

HUNDREDS OF SPELLS AND ITEMS TO UNLOCK
Gain up to 300 spells, including many brand-new ones, by defeating monsters (drops), unlocking
objectives, or buying them in a marketplace.
Be strategic and create a 10-spell deck you
can use to crush your opponents in the end-of-server tournament!

But that's not all - unlock more than 20 items as well!

Remember, you must be a subscriber to access the Temporis servers!
ITEM DROPS
The monsters you defeat will be dropping items, as you should now know.
SIDEKICKS LIKE YOU'VE NEVER SEEN THEM BEFORE!
No, it's not the comeback of the Multimen or the
Astrub Knight, but of characters with
traditional class appearances who have a passive and a preset of spells:
a total of 36 sidekicks with a male and female version for each class.
NEW REWARDS
Emotes, sets, titles, petsmounts: Win all kinds of brand-new prizes! Match them with the same mastery as your spells, and you might just create the ultimate hero.
rent your equipment
While you're waiting to score coveted
prizes, you can always stop by the store
and rent your equipment to be used only on these servers at a discount. Pretty handy, right?
A TOURNAMENT FOR THE BRAVEST
What better way to reward our most committed among you players than a good old-fashioned family tournament to make everyone see eye to eye? Prevail and show everyone that you're the big boss of Temporis this year!
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BE THE MASTER OF YOUR SPELLS:
MIX THE CLASSES!

Stingy

Stingy

Enutrofs gain 2 combat kamas every turn (10 max). They can spend them wisely to hinder their enemies.
The kama gain increases to 4 per turn when below 50% HP.
Oracle

Oracle

Xelors gain +1 AP (infinite). They gain a second AP (infinite) if they start a turn with less than 40% of their HP.
Lucky

Lucky

Ecaflips' chances of critical hits are naturally increased. When they get a critical hit, they gain 50 Power (2 turns).
Fountain of Youth

Fountain of Youth

Eniripsas regain up to 21% of their HP at the start of each turn:
• 7% without any conditions.
• 7% if they have suffered enemy damage since their last turn.
• 7% if they have less than 50% of their HP.
If they start their turn in the Unhealable state, Eniripsas lose the state and suffer a 50% healing penalty (1 turn, non-reducible) instead.
Épéeist

Épéeist

Iops gain a shield and damage increase when they end their turns in close combat with an enemy. The effect is increased the first time or if it wasn't triggered in the previous turn.
Distant

Distant

At the start of their turn, Cras gain the Unlockable state and 2 MP (1 turn) if they've suffered an enemy attack in close combat since the last turn. Otherwise, they gain +1 Range (infinite, stackable 8 times).
Infection

Infection

At the end of a Sadida's turn, entities in the Infected state inflict 100% of the last damage they suffered plus 1 Neutral damage on themselves. They lose the Infected state. Enemies that attack a Sadida gain the Infected state.
Punishment

Punishment

Sacriers gain bonuses when they suffer enemy damage. +1 MP (1 turn) when ranged, +1 AP (1 turn) when close-combat, stackable 4 times each.
Barrels

Barrels

Pandawas manipulate magical barrels. The barrels become runes when it is not the Pandawas' turns (10 runes max). If an entity is on the rune when the barrel appears, it gains the Drunk state and the barrel disappears.
Barrels are invulnerable to allied damage and inflict 80% of the damage they receive on enemies within a radius of 2 cells around them.
Pandawas gain the Drunk state (1 turn) at the start of each turn.
Bomb

Bomb

Rogues turn into bombs at the end of their turn. On their next turn, they can explode to inflict damage around them. The damage increases each time the bomb suffers enemy damage (10 times max).
Masked Masqueraider

Masked Masqueraider

Each turn, Masqueraiders may choose which mask to wear and thus receive a bonus. This action is refunded as long as they change masks every turn.
Quadramental

Quadramental

Trying to inflict damage in one element then in another creates an elemental combination in both elements. Performing a combination earns the Exalted state for the current turn and 9-25 Power (based on level) for the rest of the fight. The Neutral element doesn't count.
The Exalted state is not stackable and gives +2 AP and 20-100 Power (based on level).
Intimidation

Intimidation

Ouginaks reduce the damage of enemies they finish their turn adjacent to by 25% and apply the Prey state on them. For each enemy already in the Prey state, Ouginaks regain 8% of their HP. The Prey state lasts a little more than one round and ends at the start of the enemy's turn.

Glyphs

Glyphs

Places a start-of-turn glyph that inflicts damage on enemies in the caster's last attack element, or Neutral if necessary.

The caster gains a shield if they trigger the glyph.
Sacrificial Fire

Sacrificial Fire

The targeted scrollmagic summons distributes half its HP to its summoner, and the rest to the caster. It dies.
Amortisation

Amortisation

Everyone skips their next turn

Costs 10 combat kamas.
Double

Double

Summons a controllable double that has the same characteristics as the summoner. It does not attack, and dies after 3 turns, switching places with its caster. Allies that attack the double are healed by 50% of the damage inflicted.
Temporal Savings

Temporal Savings

The caster or targeted ally gains 1 AP (1 turn) at the start of their next turn and the following turn.
Jammygit

Jammygit

The caster gains, at random, Power, a shield, or MP.
Echo of Youth

Echo of Youth

The caster heals the target by the same percentage of HP as healed by Fountain of Youth at the start of the turn. The heals really received by the caster do not influence the effect of this spell.
Prontopresto

Prontopresto

The caster moves closer to the target. The cost of the spell is refunded on turns where the effects of Épéeist are increased.
Antidote

Antidote

Removes the Infected state from the targeted enemy.
Leniency

Leniency

The caster regains some of their HP.
Barrel

Barrel

Summons a Magic Barrel.
Healplosion

Healplosion

The caster-bomb explodes to heal allies then becomes themself again. The caster regains 1 AP.
Psychopath Mask

Psychopath Mask

The caster puts the Psychopath Mask back on and gains Power. The cost of the spell is refunded if the mask is different from the previous turn.
Disassembly

Disassembly

Destroys a Turret to grant shield in an area of effect around the caster.
Portals

Portals

Places a portal.
When several portals are active, you can use them to teleport or to project spells.
Portals increase projected spells' damage and healing.
Enemies (excluding summons) cannot move through a portal during the first turn in the game.
Neutralisation

Neutralisation

Resets elemental combinations and their effects. Heals 10% of HP + 9% for each elemental combination created.

This spell's cooldown period is reduced by 1 turn each time the caster tries to inflict Neutral damage.
Hunt

Hunt

The caster gains 3 MP if no enemies are present within 3 cells or less. Reveals invisible enemies in the area of effect.

This spell can be cast again after suffering enemy close-combat damage.

Isolation

Isolation

All the allies gain a shield during the targeted enemy's next turn.
Takeoff

Takeoff

The caster switches places with an allied scrollmagic summons.
Tax

Tax

Removes 2 MP for 1 turn. The effect cannot be unbewitched or parried.

Costs 3 combat kamas.
Infinitisibility

Infinitisibility

Aligns the caster's and the targeted ally's chakras. For 2 turns, the caster becomes invisible and the target reduces damage received by 50%. In exchange, the target inflicts 50% of damage done to them on the caster. If one of the two dies, if the caster casts the spell again, or if they become the target of this spell themself, the effect is dissipated. Infinitisibility: this special invisibility is not lost when the caster inflicts damage; remember, however, as wise Srams already know, the position of an invisible entity is revealed to the opposing team every time the entity casts a spell or uses a weapon.
Poisoned Root

Poisoned Root

Infects the targeted enemy.
Drunkenness

Drunkenness

Sort Pandawa Temporis 6
Explosion

Explosion

The caster-bomb explodes to inflict damage then becomes themself again. The caster regains 1 AP.

The damage increases each time the bomb suffers enemy damage (10 times max).
Coward Mask

Coward Mask

The caster puts the Coward Mask back on and gains MP. The cost of the spell is refunded if the mask is different from the previous turn.
Turret

Turret

Summons a Turret. When two turrets are aligned, they create a mark on the ground that gives MP to allies and removes it from enemies.
Neutral

Neutral

Deactivates a Portal for 1 turn.

Sit… Stay!

Sit… Stay!

The caster increases the Vitality of an allied scrollmagic summons and passes on 50% of their Power (100% if it is their own summons). If the summons dies during the bewitchment (2 turns), the caster gains 2 AP.
Interest

Interest

Removes 2 AP for 1 turn. The effect cannot be unbewitched or parried.

Costs 3 combat kamas.
Blowplosion

Blowplosion

The caster-bomb explodes to push back entities in close combat then becomes themself again. The caster regains 1 AP.
Intrepid Mask

Intrepid Mask

The caster puts the Intrepid Mask back on and gains a shield. The cost of the spell is refunded if the mask is different from the previous turn.
Update

Update

Switches places with one of the caster's Turrets.

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