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The feature(s) mentioned on this page have been removed from the game, and are merely left on the Wiki for historical reasons.

Unlike normal classes that are chosen during character creation, Incarnations come in the form of magical Weapons. Once equipped, it transforms a character into another, physically changing its appearance and replacing its entire spell set. Removing the weapon returns the character to its original form.

While in the form of an Incarnation, the character cannot earn XP, it is instead diverted towards leveling the Incarnation (See Incarnation#Levels for a list of XP needed to level up). As a result, neither characteristics points nor Spell Points are obtained with each level. Instead, all Incarnation class spells are learned at the beginning. For every 10 Incarnation levels, the level of all its spells are increased by one (to a maximum of 6 at Incarnation level 50).

Table of Contents
In case incarnation spells aren't here yet, check these links.

Ektope[]

Spell Effect (Lv50)
Lasm Applies Rooted state on itself and reduces damage by 8 (9 on CH) for 3 turns (20% CC). Four turns of cooldown.
Spectral Motivation Can be cast only on summons. +5 AP (+6 on CH) and +3 (+4 on CH) MP for 1 turn (3ap, 20% CC, 1-3 modifiable range). Cast only in line. Two uses per turn.
Summon Spectral Boar Summons a Spectral Boar (4ap, 1 modifiable range). Three turns of cooldown.
Summon Spectral Tofu Summons a Spectral Tofu (2ap, 1 modifiable range). Two uses per turn.
Crow Corpse Deals 10-15 (17 on CH) air damage (3ap, 20% CC, 1-9 modifiable range). Doesn't require line of sight.
Bonus Per level Total
Agility ? 20
Vitality ? 70
Critical hits ? 6
Initiative ? 50
Damage ? 3
Summons ? 3

Fyred Ampe[]

Spell Effect (Lv50)
Tunnel Teleports to targeted cell (3ap, 1-7 fixed range). Cast only in line. Six turns of cooldown.
Rock Slide -2 to -3 MP for 2 turns (2ap, 20% CC, 1-10 modifiable range). Effect lasts 3 turns on CH. Three turns of cooldown.
Bonanza Heals 8 to 11 (12 on CH) hp on itself during 3 turns (3ap, 20% CC). One cast per turn.
Firedamp Explosion Inflicts 15-21 (24 on CH) water damage on a circle of 4 cells (3ap, 20% CC, 0-4 modifiable range). Two uses per turn.
Headtorch Reveals invisible items and characters on a circle of 9 cells around caster (2ap). One cast per turn.
Bonus Per level Total
Vitality ? 70
Initiative ? 50
Chance ? 20
Damage ? 8
Critical % ? 6

Goboff[]

Spell Effect
Zmartz'eh This sell inflicts Air-type damage
Zatzux This sell repels all characters around the caster and increase the caster's MP.
Znotfair This spell steals Agility from the target.
Znotme This spell allows a close-combat attack to be dodged.
Zgoodzat This spell heals the target
Bonus Per level Total
? ? ?

Grouillot[]

Spell Effect
Furious Rage 50% damage buff (2 turns), along with a fire poison that is activated when the buff runs out
Cloak of Flames A self-buff that steals HP from adjacent characters on the caster's next turn
Trapped! Switches positions with a character and puts a fire damage trap on adjacent tiles of the target square
Creeping Flames A fire poison
Regenerative Stone Skin Takes 99% of the caster's HP while giving them 1000 damage reduction and -100 pushback resistance for 2 turns, restores 5000 HP after the effect runs out
Bonus Per level Total
Vitality ? 70
Initiative ? 51
Wisdom ? 30
Damage ? 8
Intelligence ? 20


Grute[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Haku[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Hichete[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Hulkrap[]

Spell Effect
Cauterization Restores some health to target
Amputation Non-linear fire damage and AP drain
Shrapnel Places a trap while doing direct fire damage to adjacent tiles, linear casting
Reckless Rage Gives AP and +damage buff along with weakness to all elements
Arsonist Summons Will-'o-the-wisp, a fire spark that gives the opponents fire weakness
Bonus Per level Total
? ? ?


Inferno[]

Spell Effect
Heat Theft Steal ap from allies and to a lesser extent, summons, in an area of effect
Treacherous Flames Steal health in fire damage and add erosion to allies and to a lesser extent, summons, in an area of effect
Mind-numbing Flames Deal fire damage, steals intelligence, and adds erosion to allies and to a lesser extent, summons, in an area of effect
Infernal Flames Deals ranged fire damage in an area of effect
Infernal Storm Deal ranged high fire damage to a target
Bonus Per level Total
? ? ?


Kalkaneus[]

Spell Effect (Lv50)
Polymorphkick Deals 1-18 (18 on CH) neutral damage (4ap, 5% CC, 1-5 fixed range). Switches position with target on critical hit. Two uses per turn.
Trampled Increases Polymorphkick's basic damage by 10 (15 on CH) for 1 turn and gives itself and allies 100 power (150 on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Long Distance Increases Polymorphkick maximum range by 10 (12 on CH) for 1 turn and gives itself and allies 5 range (6 on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Light On Your Feet Decreases Polymorphkick maximum range by 4 (1 turn), reduces Polymorphkick ap's cost by 2ap (1 turn), increases number of casts per turn by 4 (5 on CH, 1 turn) and gives itself and allies +2ap (+3 on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Achiles' Heel Increases Polymorphkick critical hit chance by 50% for 1 turn and increases itself and allies critical hit chance by 10% (12% on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Bonus Per level Total
Vitality ? 70
Initiative ? 50
Strength ? 20
Neutral Damage ? 8
Critical % ? 6

Kawotz[]

Spell Effect (Lv50)
Explosive Kawwot Causes 14-18 (15-19 on CH) water damage and removes 3mp from target for 1 turn (4ap, 3-7 modifiable range, 5% CC). Two uses per turn.
Invewse Grawity Glyph Sets a glyph that lasts 1 turn and causes Rooted and Gravity state on a circle of 4 cells (3ap, 1-6 modifiable range). Four turns of cooldown.
Kwunch my Kawwot Steals 19-23 (15-19 on CH) in water element and steals 13-17 (15-19 on CH) chance stat from hit allies/enemies around caster (4ap, 5% CC). Two uses per turn.
Awthwitic Telepowtation Teleport anywhere on the map, but miss the next turn (1ap). Five turns of cooldown.
Wabbit Leap A linear leap with cross-shaped water damage (4 to 7, 6 to 9 on CH), that pushes one square at the destination cell (3ap, 5% CC, 2-6 modifiable range). One cast per turn. Doesn't require line of sight.
Bonus Per level Total
Agility ? 20
Vitality ? 70
Critical hits ? 6
Initiative ? 50
Damage ? 3
Summons ? 3

Kloug[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Klume[]

Spell Effect
Skullcrusher Causes Earth damage and reduces the target's range
Fortress Considerable reduces damage received and allows damage to be taken in the place of nearby allies, but stops reaction and movement the following turn
Heavy Armour Reduces damage received but also damage inflicted
Come to me Attracts all enemies in caster's line of sight, and steals their agility if they come into contact with the caster
Attila Summons Attila, a mechanical weedkiller that inflicts area-of-effect Neutral Damage
Bonus Per level Total
? ? ?


Koksiks[]

Spell Effect (Lv50)
Marrow Sucking Steals 11-14 (15 on CH) on earth element (3ap, 20% CC, 1-5 modifiable range). Can be cast twice per target.
Malevolent Stare Pushes target back by 2 squares (2ap). Cast in line only. Can be cast up to 3 times per target.
Flinty Blade Inflicts a 9-10 (11 on CH) end-of-turn earth poison for 3 turns (3ap, 20% CC, 1-2 modifiable range). Can be cast once per target.
Rotten Teeth Inflicts a 13-15 (18 on CH) end-of-turn earth poison for 2 turns (4ap, 20% CC, 1-6 modifiable range). Can be cast twice per target.
Bone Call Summons a Boney Chafer (4ap, 3-9 modifiable range).
Bonus Per level Total
Vitality ? 70
Initiative ? 50
Strength ? 20
Damage ? 8
Critical % ? 6

Kubitus[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Kwismas Goblimp[]

Spell Effect
Prez' Ley Summoning Summons a neutral Prez' Ley which will die by itself in 3 turns
Heart Colouring Changes the element of targeted Prez
Unwrapping Triggers targeted Prez
Jerk in the Box Casts a movement spell from a Prez' Ley
Ink jet Inflicts damage on target in random element
Bonus Per level Total
? ? ?


Lektor[]

Spell Effect (Lv50)
On the edge Deals 21-26 (23-28 on CH) water damage and pushes back target by one square (3ap, 20% CC, 0-1 fixed range). Can be cast twice per target
Wyaye Water Inflicts a 11-13 (13-15 on CH) start-of-turn water poison on target for 3 turns (4ap, 20% CC, 1 fixed range). Three turns of cooldown.
Doowatya Water Makes itself invisible and gives +2mp for 2 turns (2ap, 20% CC). Effects last 3 turns on critical hit. Five turns of cooldown.
Donmentionda Water Leaps at targeted cell (3ap, 1-4 fixed range). Four turns of cooldown.
Lykmuthalyk Water Inflicts a 20-25 (22-27 on CH) start-of-turn water poison on target for 1 turn (3ap, 20% CC, 1-5 modifiable range). Can be cast twice per target.
Bonus Per level Total
Vitality ? 70
Initiative ? 50
Chance ? 20
Damage ? 8
Critical % ? 6

Logram[]

Spell Effect
Pyromania Logram randomly transforms for 3 turns, gaining or losing characteristics and access to certain spells depending on what he becomes
Ignition Inflicts Fire damage
Interference Steals HP and swaps places with a target in close combat The Flamboyant state is required to cast this spell
Disabling Burn Inflicts damage and applies a fire type poison to the target, which injures them depending on the number of AP they use during their next turn The Ardent state is required to cast this spell
Transmission Sacrifices part of their HP to inflict damage on an opponent and steal his AP and MP The Ectoplasmic state is required to cast this spell
Bonus Per level Total
? ? ?


Magik Riktus Bandits[]

Weapon Image Turns you into Image
Wandering Bandit Staff Wandering Bandit Staff Wandering Bandit Wandering Bandit
Bandit Archer Bow Bandit Archer Bow Bandit Archer Bandit Archer
Bandit Sorcerer's Wand Bandit Sorcerer's Wand Bandit Sorcerer Bandit Sorcerer
Swashbuckling Bandit Sword Swashbuckling Bandit Sword Swashbuckling Bandit Swashbuckling Bandit
  • Swashbuckling Bandits mainly serve to weaken enemies in close combat. Although they suffer from having the absolute worst range in the entire game, they can jump, buff their MP, and most importantly, greatly reduce an opponent's MP for multiple turns. Although they appear similar to Iops, they do not share the same tactics, they should be played tactically like a Pandawa. They also have the unique ability to inflict damage-over-time to a single target, which is useful for penetrating armor spells that some enemies use.
  • Bandit Archers focus on sniping enemies from a distance, while reducing their range and MP. What separates them from Cras is their direct access to disabling spells. While Cra spells depend upon Critical Hits, Bandit Archers can inflict effects as supportive spells. They can also detect invisibility.
  • Wandering Bandits are tanks that combine the resilience of Fecas with the melee power and endurance of Sacriers. While they are more powerful than Fecas (until Burning Glyph comes along), they also inherit the horrible range of Sacriers. On the upside, their spells provide huge buffs and can get them quickly into range.
  • Bandit Sorcerers are spell casters with various capabilities. They can be thought of as a hybrid between Eniripsas and Xelors, since their spells contain a mixture of healing, dispelling, AP reduction, and AP boosting. In addition, their attacks deal Area of Effect damage. Amazingly, their strong healing power is only second to that of Eniripsas. Not only that, ranged life stealing is part of their main arsenal.
Class Solo Combat Team Support Range Damage Evasion
Swashbuckling Bandit
Swashbuckling Bandit
+
Difficult
++
Fair
All supportive spells level up. Increases Damage, Critical Hits and MP. Minor healing. Summoned creature provides minor healing through an attack.
+
Short
++
Moderate
++
Fair
All supportive spells level up. Can jump. Reduces Damage and MP. Summoned creature distracts enemies.
Bandit Archer
Bandit Archer
++
Average
+
Limited
All supportive spells level up. Invisibility detection. Increases Range. Slightly reduces Damage taken.
+++
Long
++
Moderate
++
Fair
All supportive spells level up. Has Pushback. Reduces Range and MP. Summoned creature distracts enemies.
Wandering Bandit
Wandering Bandit
++
Average
++
Fair
All supportive spells level up. Increases HP. Reduces Damage taken.
+
Short
++
Moderate
+
Limited
All supportive spells level up. Has Pushback. Reduces Agility and Critical Hits. Summoned creature distracts enemies.
Bandit Sorcerer
Bandit Sorcerer
++
Average
+++
Good
All supportive spells level up. Powerful healing. Increases AP. Reflects spells. Summoned creature increases various elemental characteristics.
++
Medium
++
Moderate
++
Fair
All supportive spells level up. Can unbewitch. Reduces Damage and AP. Summoned creature distracts enemies.
Class Spells
Fire Fire Water Water Earth Earth Air Air
Wandering Bandit
  • Mineral Blow
  • Whack o' Earth
  • Seismic Crush
  • Wanderer's Fury
  • Mini'jack
Bandit Archer
Bandit Sorcerer
Swashbuckling Bandit
Weapon Per level Total bonus
Wandering Bandit Staff 0.1 Air Resistance, 0.1% Air Resistance, 0.1 Water Resistance, 0.1% Water Resistance, 0.1 Fire Resistance, 0.1% Fire Resistance, 6 Earth Resistance, 0.1% Earth Resistance 6 Air Resistance, 6% Air Resistance, 6 Water Resistance, 6% Water Resistance, 5 Fire Resistance, 6% Fire Resistance, 5 Earth Resistance, 6% Earth Resistance
Bandit Archer Bow 0.04 Range, 0.5 Agility, 0.5 Chance, 0.5 Intelligence, 0.5 Strength 2 Range, 25 Agility, 25 Chance, 25 Intelligence, 25 Strength
Bandit Sorcerer's Wand 1 Agility, 1 Chance, 1 Intelligence, 1 Strength 50 Agility, 50 Chance, 50 Intelligence, 50 Strength
Swashbuckling Bandit Sword 0.1 Critical Hits 6 Critical Hits


Mandrin[]

Spell Effect
Robbery Steals Earth health , increases the Earth damage suffered by the target, and increases the casters Earth resistance.
Salt Tax Steals AP and HP (Earth) from the enemy.
Leasing Steals MP and Hp (Earth). Pushes back any enemies in contact with a caster by one cell.
Tax Steals Range and HP (Earth).
Contraband Steals Stregnth and HP (Earth(.


Manitou Zoth[]

Spell Effect
Aerolance ?
Aqualance ?
Geolance ?
Pyrolance ?
Gusty Pellet ?
Muggy Pellet ?
Incendiary Pellet ?
Rocky Pellet ?
Piercing Rock ?
Powerful Rock ?
Flamboyant Rock ?
Crushing Rock ?
Terrifying Spirit ?
Aggressive Spirit ?
Devoted Spirit ?
Spirit Grace ?
Air Summon ?
Water Summon ?
Fire Summon ?
Earth Summon ?
Bonus Per level Total
Vitality ? ?
Agility 1 50
Intelligence 1 50
Chance 1 50
Strength 1 50
Power ? ?


Mirh[]

Spell Effect
Left Foot Inflicts Air damage
Fairy Nuff Inflicts damage and makes a target drowsy, inflicting the Gravity and Weakened state on them and making them lose MP
Field of Sand Makes the surrounding Earth vibrate with its drum, causing damage and MP loss over time to everyone in the zone of effect, apart from Mirh and its stations
Rise and Shine Mirh changes places with an enemy or a summons If it's an enemy it will lose MP If it's a summons, it will inflict damage in a cross around it based on its Agility
Parked Mirh calls a stationary summons which reduced nearby enemies' resistance to MP loss The longer they stay alive, the more damage Rise and Shine will do to it
Bonus Per level Total
? ? ?


Ougicle[]

Spell Effect
Lock Up Inflicts air damage and increases the caster's lock.
Coat of Mail Reduces received damage and adds a MP when the caster is pushed.
Scallywag Swap places with the target and inflect cross-shaped damage to enemies.
Snare Places a trap that inflicts air damage in a cross-shaped AoE.
Call of the Wind Summons an Air Ouaivz capable of reducing enemies' Air resistance or applying the Gravity state to them.
Bonus Per level Total
? ? ?

Phong Huss[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Piggy Paupe[]

Spell Effect
Instinct Transform into a Lousy Pig Knight to increase damage and MP to the detriment of range
Preliminaries Attracts by 1 cell and reduces the target's MP
Smash 'em all Causes damage
Blah Blah Blah Poisons the target to cause damage to it
Summoning of Nasty Little Lousy Pig Summons a Nasty Little Louse Pig that will increase its allies damage
Bonus Per level Total
? ? ?


Plunder[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Rapiat[]

Spell Effect
Little Pest Inflicts damage and applies weakened state
Scrooge Inflicts damage and steals MP
Ziggurat Inflicts damage and increases the caster's %damage
Rallying Increases damage and lock for allies and decreases damage and dodge for enemies
Summoining of Reine Rate Summons a Reine Rate capable of summoning Rats Daim that will attack, and summon other Rats Daim
Bonus Per level Total
? ? ?


Stroy Zemol[]

Spell Effect
Revulsion This spell reduces the target's range
Utopia This spell increases the AP of allies and enemies in its AoE
Carebear Hug This spell gives back a few HP points to the target
Butt Plug This spell causes Fire-type damage and reduces the damage caused by the target
Faye Pworme Boot This spell inflicts Fire-type damage over several turns
Bonus Per level Total
? ? ?


Styx[]

Spell Effect
Summon Bulbeau ?
Boiling Water ?
Bonus Per level Total
? ? ?


Tormentator Knights[]

Tormentator Image Element Turns you into Image
Cloud's Tormentator Cloud's Tormentator Air White Knight White Knight
Darkness's Tormentator Darkness's Tormentator AirWater
FireEarth
Darkness Knight Darkness Knight
Drop's Tormentator Drop's Tormentator Water Blue Knight Blue Knight
Flame's Tormentator Flame's Tormentator Fire Red Knight Red Knight
Leaf's Tormentator Leaf's Tormentator Earth Green Knight Green Knight

These classes have the following traits in common:

  • All five classes are attackers that deal moderate Area of Effect damage at long range, while inflicting disabling effects. They are quite similar and can be thought of as different variants of the same class.
  • Each class has a Devastation spell, which is a long ranged Area of Effect attack.
  • Each class has a Shot spell, which deals moderate damage to a single target at long range (with the exception of the Flame's Tormentator/Red Knight which simply deals higher damage), this spell has an additional effect for each class, varying from dispelling to inflicting pushback.
  • Each class has Saverne's Blow, which is a disabling spell that inflicts pushback and reduces MP within an Area of Effect.
  • Each class has two supportive spells (with the exception of the Flame's Tormentator/Red Knight which has additional attack spells instead).

They differ mostly in terms of their two supportive spells, which are as follows:

  • The Cloud's Tormentator/White Knight can buff MP and detect invisibility.
  • The Darkness's Tormentator/Darkness Knight can steal HP and reduce damage.
  • The Drop's Tormentator/Blue Knight can heal and summon a creature that provides healing.
  • The Flame's Tormentator/Red Knight does not have supportive spells. Instead, they have an attack with a wide Area-of-Effect and an attack that does damage-over-time (which goes through armor spells).
  • The Leaf's Tormentator/Green Knight can transform a character into a fast-moving Toad that has no AP, which is useful both for allies and against enemies. They can also reduce damage.
Tormentator Element Spells
Cloud's Tormentator Air
Darkness's Tormentator AirWater
FireEarth
Drop's Tormentator Water
Flame's Tormentator Fire
Leaf's Tormentator Earth
Tormentator Per level Total bonus
Cloud's Tormentator 1 Vitality, 1 Agility 50 Vitality, 50 Agility
Darkness's Tormentator 1 Vitality, 0.5 Agility, 0.5 Chance, 0.5 Intelligence, 0.5 Strength 50 Vitality, 25 Agility, 25 Chance, 25 Intelligence, 25 Strength
Drop's Tormentator 1 Vitality, 1 Chance 50 Vitality, 50 Chance
Flame's Tormentator 1 Vitality, 1 Intelligence 50 Vitality, 50 Intelligence
Leaf's Tormentator 1 Vitality, 1 Strength 50 Vitality, 50 Strength


Tracon[]

Spell Effect
? ?
? ?
? ?
? ?
? ?
Bonus Per level Total
? ? ?


Will Killson[]

Spell Effect
Ambidexterity Buffs the caster's AP, AP dodge and MP dodge for 3 turns
Dual Blade Increases the caster's +damage for 6 turns
Quattro Melee air steal damage, applies a dodge debuff to the target
Shaving Foam Puts the target in Rooted state, Pushed everyone around them back 1 cell and give them % Critical buff for 2 turns
Wild Stampede increases casters MP, Critical damage and Agility for 1 turn
Bonus Per level Total
Vitality 2 100
Agility 1 50
Critical Hit 1 per 10 6
Air Damage 2 per 10 10
Initiative 2 100
%Air Resistance 1 per 10 6
Air Resistance 1 per 10 6


Levels[]

Note: Incarnations use the same level gap system as Guilds and Mounts, where the gap is the difference between the player's level and the Incarnation's Incarnation Level, not the item level of the Incarnation weapon.

Level XP required
1 0
2 1750
3 4000
4 7250
5 11500
6 16750
7 23000
8 30250
9 38500
10 47750
11 58000
12 69250
13 81500
14 94750
15 109000
16 124250
17 140500
18 157750
19 176000
20 195250
21 215500
22 236750
23 259000
24 282250
25 306500
26 331750
27 358000
28 385250
29 413500
30 442750
31 473000
32 504250
33 536500
34 569750
35 604000
36 639250
37 675500
38 712750
39 751000
40 790250
41 830500
42 871750
43 914000
44 957250
45 1001500
46 1046750
47 1093000
48 1140250
49 1188500
50 1262750

Basic Presentation of Incarnation Spells (Video)[]

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