The Eniripsa or Eniripsa's Hands are the Healers of the Dofus world.
Of all the Classes they have the vast majority of effective Healing spells. These range from AoE healing with Selective Word, to the multiple target Revitalising Word, or the choice to harm an enemy or heal a friend from Alternative Word and Puzzling Word. Many of their damage-dealing spells will also cause AoE healing based on the amount of damage inflicted.
Despite all of the Healing spells, Eniripsas shouldn't just be seen as healers. Aside from their Healing spells they have a number of Buffs, many of which are very useful. These buffs include shields from Preventing Word and the AP bonus of Stimulating Word. Lifting Word may also be useful for battlefield positioning.
- Intelligence: Fire based Healing spells gain a 1% bonus from Intelligence, which originally made it the near only Characteristic to raise for Eniripsas.
Warning: the spells that describe their healing as a "% of max HP" do not receive this bonus.
- Chance: Can be useful if building an Eni around Forbidden Word, Blaring Word and Thunderous Word. All chance spells heal allies around the target ( 2C) by up to 50% of the damage caused before reductions.
- Agility: May be useful as Wounding Word is one of the first spells received. Whirling Word causes decent AoE damage. All agility spells heal allies around the caster ( 2C) by up to 50% of the damage caused before reductions.
- Vitality: It can be useful at low levels to help the Eniripsa survive long enough to Heal. Come higher levels though most Eniripsas should be able to Heal enough and have enough Vitality from Equipment not to warrant putting points into this.
- Wisdom: No real point to raise this as they don't really have much in the way of MP/AP theft abilities.
- Strength: As Eniripsa's have no Earth based spells, there is not much point in raising Strength. It might be raised to meet weapon requirements.
|Decisive Word||Exchange for Doploons||Increases the caster's damage, but halves the effectiveness of heals generated by their spells, and by Preventing Word, for 3 turns. The spell's effects cannot be unbewitched.|
|Wounding Word||1||Air||Inflicts Air-type damage. Allies near the caster (within 2 cells) are healed by up to 50% of the damage caused before reduction.|
|Alternative Word||1||Fire||Inflicts Fire-type damage on enemies. Heals allies.|
|Friendship Word||1||Summons a Coney which gives the caster the Stimulated state as long as it is alive: it gives 2 AP and increases the heals received. The Coney heals its allies. When the Coney dies, a heal glyph appears: entities who end their turn on the glyph are healed.|
|Forbidden Word||3||Water||Causes Water-type damage. Allies near the target (within 2 cells) are healed by up to 50% of the damage caused before reduction.|
|Frightening Word||6||Repels the target.|
|Stimulating Word||9||The target gains the Stimulated state: it gains 2 AP and the heals received are increased for 4 turns. Doesn't affect Eniripsas.|
|Turbulent Word||13||Air||Inflicts Air-type damage on enemies and repels the target. Allies near the caster (within 2 cells) are healed by up to 50% of the damage caused before reduction.|
|Word of Youth||17||Healing||Heals an ally and removes 1 bewitchment turn from them.|
|Selective Word||21||Fire||Causes Fire-type damage on enemies in an area of effect. Heals allies.|
|Blaring Word||26||Water||Causes Water-type damage in an area of effect. Allies near the targets (within 2 cells) are healed by up to 50% of the damage caused before reduction.|
|Preventing Word||31||The target gains shield points for 2 turns.|
|Regenerating Word||36||Healing||The target is healed with a delay: at the start of the caster's next turn, and the following turn.|
|Paralysing Word||42||Reduces MP for 1 turn. At the end of the caster's turn, heals nearby allies (within 2 cells).|
|Puzzling Word||48||Fire||Inflicts Fire-type damage on enemies and reduces their Power for 1 turn. Heals allies and increases their Power for 1 turn.|
|Whirling Word||54||Air||Inflicts Air-type damage in an area of effect. Allies near the caster (within 2 cells) are healed by up to 50% of the damage caused before reduction.|
|Thunderous Word||60||Water||Inflicts Water-type damage on enemies and reduces their AP. Allies near the target (within 2 cells) are healed by up to 50% of the damage caused before reduction.|
|Word of Silence||70||Reduces AP in an area of effect, and reveals invisible allies and enemies. Allies who have the Stimulated state, as well as the caster, are not affected.|
|Lifting Word||80||Switches places with an ally (excluding Summons). Removes the Stimulated state. Applies the Unhealable state to the caster if they ally doesn't have the Stimulated state. The Coney can be targeted, but is killed.|
|Revitilising Word||90||Healing||All allies who have the Stimulated state are healed, but they lose the Stimulated state. Kills the Coney if already summoned. Sets the recasting delay for Stimulating Word to 1 turn.|
|Word of Recovery||100||Healing||Completely heals an allied target, but makes it Unhealable for the next 3 turns and removes the Stimulated state. If the target (unless the caster) is in the Stimulated state, it causes damage according to its Unhealable Vitality on nearby enemies (within 2 cells).|
|Summoning of Eniripsa Dopple||200||Summons an Eniripsa Dopple|
The table below summarizes the main options for viable Eniripsa builds. More experienced players might take the challenge of less common, harder to play builds.
°=Not recommended, +=Longshot build (require high investment), ++=Fun but challenging build, +++=Proven, solid build
|Team support builds|
|Support||+++||An Intelligence-based build that concentrates on healing and boosting AP. Dependent on others for leveling, but becomes an incredible asset to any group.|
|Battle||++||An Intelligence-based build that focuses upon self healing and protection spells rather than directly supporting the team. This allows for independent leveling and, when done right, very high survivability.|
|Chance||+||Vampyre build. Uses Vampyric Word to deal heavy damage while stealing life. Very hard to kill, but has limited range and mobility. Most variants cannot heal allies.|
See the general Leveling guide or the specific build pages.
Reading Eniripsa backwards spells out aspirine, which is the French spelling of aspirin, a common pain reliever.