Eniripsa/Battle

Tutorial: "A proposal for an Eniripsa/dmg-oriented build"

 * Codename: Project “Pet Milka”
 * Author: —Rejected—
 * Version: v0.7.1
 * --Rejected 14:33, October 17th 2006 (UTC)

Initial notes
My IGN is ---Rejected---, an Eni from Blue House Guild.

I hope this guide is useful and not boring. :P

Feel free to add comments, criticisms in the "Comments" Section.

NOTE: I'm not a guru, master or any other important title. I'm just a player and, yes, I often make errors like every human beings. :P

Introduction
Eniripsa ("Eni" from now on) is one of the most versatile classes in Dofus.

An Eni is not only an simple healer and this small guide wants to demonstrate why and how to create a particular build, for which damage is not a taboo.

Purpose of this document
This small guide is not meant to generate lots of selfish, arrogant Enis.

If you want to be an attacker or you prefer to solo, please ignore this guide and choose another class.

These lines are meant only to show how to make your character more complete either defending (including healing) either attacking.

Why to build a dmg-oriented Eni?
I decided to start this kind of build because I think Enis:


 * are underestimated as attackers even after the dmg/heal "nerf";


 * can do decent damage without compromising healing capabilities;


 * sometimes their attacks can save a team (i.e.: when an Eni is the last character alive in a battle).

Before starting...
Some basic thoughts to better understand this class:


 * nature: an Eni is mainly an healer and even if you get lots of +dmg gears, you're "forged" to help others not to fight mobs. Frustration is a normal feeling while soloing against small mobs (when you're at low levels) or comparing yourself with other Dofus classes, more oriented to attack. By definition your nature is not linked to attack so, please, don't plan to create a full attack-based Eni: it is stupid and other classes can easily kill you if you don't accurately boost your healing spells.


 * teamplay: teams count on Enis' healing power so prepare yourself to hide/put off your inner berserker nature for aiding other people needing HP (often desperately).


 * chance to fight: because of their concrete help in battles, Enis are often well accepted in teams so you don't need to solo. Moreover sometimes you can join high-level guilds even if you don't meet standard requirements (I saw Enis joining guilds without getting the minimum required level just because "they are Enis"). I repeat: Enis are always well accepted so if you're kicked/banned, it's just because of your (ugly) behaviour.

Said that, I can assure you that if you create a well-balanced Eni, you'll be able to fight and win against huge mobs: battles may take a long (long) time but Enis can do what other classes cannot. Why? Pretty simple. Who controls HP, AP and MP (for Enis: blocking enemies) is the king. And if you add some +Wis and +Dmg points you'll get some satisfactions.

The build
A dmg-oriented Eni at startup is not different from standard Int-based Eni.

This build will diverge from Level 36+, after getting the Prespic Set (see Weapon section for more informations).

NOTE: At the moment I reached Level 100 so this small guide isn't complete. I plan to update it when my Eni will grow.

Hints/criticisms/... are always welcome (see the related section).

Statistics
Enis are linked to Intelligence (Int) so, by default, you should put points on this stat.

Please consider to spend some points also on Vitality (i.e: if you use Prespic Set, you'll need Vitality because the set doesn't provide it). Obviously you can get more Vitality via gears or from your pet.

It's highly recommended to get Vitality points via scrolls. Please consider to start "scrolling" Vitality as soon as possible. Remember: if you (can) scroll to increase a stat, you don't have to spend stat points on it! Some weapons, like Fire Kwakblade require a lot of Vitality (i.e.: this sword requires >50 Vitality points).

NOTE: as I used Prespic Set as my favourite set for a long time, after reaching 150 Int (Base, I mean), I started putting points on Vitality (around 100 points). Then again on Int and so on. The idea, however, is to increment Vitality only when needed (i.e.: forced by items you need to wear). If you start an Eni you should put point on Int and start scrolling Vit as soon as possible.

Agility is another interesting stat if you plan to use wands: as said for Vitality, try to get Agility via scrolls, gears or your pet.

Use scrolls for any other stat you need.

Attacking
When I've to choose items to buy/craft, I prefer items giving (in order):
 * 1) +Dmg: increases computed damage, linearly
 * 2) +Int: increases attack power (at medium-high levels it becomes the first)
 * 3) +Dmg%: increases the computed damage by a %
 * 4) +CritHits: increases the attack power when you get a Critical Hit

Reason: some stats are more reliable than others.

NOTE #1: after an internal benchmark, I found +Dmg is more reliable than +Dmg% because it's a linear increase, added at the end of damage computation. If you check the Damage page and you look at the formula you'll understand why I changed the list, above.

NOTE #2: Skills provide lots of +Dmg% in a specific weapon and it's different from "standard" +Dmg% (please, see formula, again ).

Healing
When I've to choose items to buy/craft, I prefer items giving (in order):
 * 1) +Heal: increases computed heal power, linearly
 * 2) +Int: increases heal power
 * 3) +CritHits: increases the heal power when you get a Critical Hit

Reason: some stats are more reliable than others (same as for attacking).

Table of suggested class spells
These are the only spells I consider useful as they deserve to be boosted or maxed.

Obviously, feel free to choose other spells if you prefer those.

Standard spell by order of importance for me (and my current levels of boost):

Now some extended notes on the recommended class spells.

Curative Word
Required Level: 1

Nice spell for healing youself. With recent update there's cooldown no more.

Recommended to max it (Level 5+ I mean) especially if you like soloing. If you usually hunt in groups, you can delay to max it to boost other spells.

Linked to Fire element: high intelligence equals better spell power.

Healing Word
Required Level: 3

Important spell for healing an ally.

Recommended to max it (Level 6, I mean).

On the long run it will be more effective than Word of Sacrifice as this spell has a Level 6 (just 2 AP!), truly powerful.

Moreover and more important, this is a non-fatal spell so you won't lose the turn in case of critical failure (other spells like Revi are fatal, instead)!

Linked to Fire element: high intelligence equals better spell power.

Stimulation Word ("Stimu")
Required Level: 9

This spell gives 1-2AP to you and to your allies. Range increases with boosts, up to 4 at lvl 5. Using this spell causes low damage to the caster.

At small levels (when solo fight are impossible in practice) I decided to boost (as soon as possible) Stimulation Word (Level 5) because lots of teams appreciate 1-2AP so you'll be able to easily join teams. In addition, at Level 5, there duration is equal to the cooldown, so you can keep the AP boost up on a continuous basis. Moreover this is one of the basic most important spells you have.

At middle levels, just for attack purpose, there's a small problem when you give only 1 AP but we'll go around.

Preventing Word ("Prev")
Required Level: 13

Nice armor spell. Recommended to boost it to level 5: 3AP and can be casted on allies (linear, no LOS required, range 0-6!).

At startup, after casting Stimu, I usually cast this spell on a teammate that will quickly reach enemies (i.e. a people using teleport) so he/she will have 2 turns with reduced damage.

This spell has cooldown so don't cast it "just because you want to cast something".

Note: this spell reduces damage but, obviously, is not as powerful as Fecas' shields.

Linked to Fire element.

Revitalizing Word ("Revi")
Required Level: 21

This is another important spell (some people consider this a "key" spell).

Used for healing, it's linked to fire element so its power grows when Int increments.

It has Area of Effect (AoE) and can heal either allies either monsters but its healing power is low compared to other healing spells.

In my humble opinion, you should start boosting this spell up to Level 3 (you can compensate this decision with +heal gears). Then, if needed, you could decide to max it.

Pros: just 2AP at Levels 5/6, AoE, nice healing power (especially at Level 6)

Cons: it can also heal enemies, other spells (without AeO) are more powerful (as healing)

Linked to Fire element.

NOTE:: I saw Enis doing nice job with this spell (better with +Heal gears) while in group. At the moment I decided not to max this spell because I preferred to boost other spells but...it's only a matter of choice. If you like this spell, maxing it is not a fault (especially if you plan to boost it to Level 6).

Word of Regeneration ("Rege" or "Regen")
Required Level: 26

Even after the recent "nerf" this spell is really useful.

At Level 5 you pay 3AP to cast this buff and it's now castable on a teammate.

Healing power is low but it last some turns.

You can enhance the power of this spell with +heal gears so it becomes truly interesting.

Last update made this spell castable just once per turn ("nerf").

Linked to Fire element.

Word of Youth ("Youth" or "WoY")
Required Level: 36

This is another underestimated spell: it removes all buffs (positive and negative) from an ally.

Against mobs like Crocodyl this is a must.

Simple strategy if your team is not powerful and you're not required to enter berserk-mode:


 * avoid giving AP at the first round and wait for monsters casting negative buffs.


 * use this spell to remove negative buffs casted by monsters on you allies, starting from the strongest to the weakest. Consider to cast the spell on you when your HP are low. Remember: an Eni is important for a team, so avoid to die. Obviously don't use this spell on fecas if they casted their armors.


 * when your dmg-dealer teammates are free, you can give AP, cast Regen or Prev on allies.


 * start healing all your teammates

At Level 1 it requires 6AP. I know it's a huge requirement but don't boost this spell.

Usually you need to cast this spell at first turns of a battle when people are full of HP.

Boost your spell if you plan to regularly fight against mobs like Crocodyl.

Word of Sacrifice ("Sacrifice")
Required Level: 48

One of the coolest (to see and to experiment) spell of Enis.

It heals a single target but hurts the caster.

Healing power is really strong for a Level 48 Spell.

At Level 3 it can heal around 100 (without +heal gears but with decent +int points. i.e.: 200+ int).

At Level 5 it can heal around 200 (with some +heal gears and decent +int points. i.e.: 200+ int)

NOTE:. When I reached Level 100, I spent lots of kamas to get some points back from this spell (I got it at Level 5) to max Healing Word (Level 6) as this spell has better quality/price ratio as healing power.

Linked to Fire element.

Friendship Word
Required Level: 54

This spell summons a small bunny that heals the team.

I preferred not to spend points on this spell because I usually cast other healing spells.

However, it's interesting when you need a simple "flare" for avoiding monsters' attack.

Moreover it can cast "Bunny boost" that gives some +heal points to the summoner (2-3 +heal).

When you have no spell to cast and your teammates don't hate summons, feel free to summon this bunny.

Know effects on low-levels teammates when you cast this spell: they will say "wow!" and "how can I get this bunny?". Laughs are guaranteed.

NOTE: one of my friends has whole Fire Kwak Set so he can summon 2 bunnies and, as he likes Coney, he decided to max the spell. Result is not bad as the two bunnies heal him, increase his heal power and can be effective against mob as "flares".

Wiping Word ("Invisibility")
Required Level: 70

This spell makes you invisible.

When monsters cannot see you (yes, some monster can see you, anyway!), it's useful to heal yourself and your teammates without being seen.

While hidden, you can cast all your buffs but you'll lose invisibility if you attack (you can cast your weapon Skill, however).

At the moment I boosted this spell to Level 3 so I've 5 turns of invisibility.

As It has same cooldown (20 turns: a bit looong) even at Level 5, I don't know if I'll max this spell just to get 2 more turns of invisibility.

It can also be extremely useful in PvP, while fighting against classes without a spell to reveal you (e.g.: Srams and Ecaflips can make you visible).

Strategy: when invisible don't summon anything: summons like Coney (see Friendship Word) usually follow you, revealing your position!

Word of Altruism
This spell can be truly effective while in team: if you know you'll be killed in the next turn you can cast this spell to heal whole team.

Please notice this spell can kill the caster. Even if it's maxed (Level 5) it has 50% to kill the caster.

I spent no points on it, saving points for other spells.

Word of Recovery
Last learned spell for Enis, this is the most powerful healing spell (it can make a Sacrier brand new).

Until Level 4 it can be casted only on a teammate and has 10 turns as cooldown and requires lots of AP: 8AP (for Level 1) or 7AP (for Levels 2-4).

When maxed (Level 5), for "just" 6AP, you can cast the spell on yourself, making this spell really useful even in PvP. Moreover cooldown is a bit reduced (7 turns).

Linked to Fire element.

Table of suggested non-class spells
This is a list including some useful non-class spells (and my current levels of boost):

Leek Pie
This spell is important for an Eni. Its standard fire-type damage is low but can be enhanced with +dmg gears.

It requires only 2AP and it has high range (10 squares).

Useful to kill small mobs (including Prespics Level 20+ when you're a bit strong).

Prices are falling so you can buy a Leek Pie scroll for <150kk.

Don't go beyond Level 3.

Linked to Fire element.

Recommended.

Contrib #4 Leek pie costs only 2 AP on all levels. At level 5 it has 10 range and 1-4 attack (compared to level 1 where it has range 8 and 1-2 attack). I did not boost this spell at all and works perfectly in prespic set, and some enis I know unlearned this spell to levels 2 or 3 because they decided that boost points they used just weren't worth what they gained by boosting it. I will consider boosting it to lvl 3 in the future if I have spell points left (so many beautifull spells to boost, so little boost points). Meagan.

NOTE con Contrib #4: as correctly suggested by Maegan, at middle-high levels Leek Pie is not so effective so don't max it: don't go beyond Level 3 (recently I spent 250kk to get back 4 spell point for boosting Healing Word: if possible, avoid to commit my error :D ). Rej.


 * Another comment about Leek Pie: After seeing damage I can do with a decent wand (Rej's favourite) and what some spells can do on higher levels, I decided to keep Leek Pie on lvl 1 and use those spell points for some other spells (some day, Healing Word lvl 6 I hope). Meg.

Wand Skill
Enis have bonus only when using a wand. So this skill is the Skill for an Eni.

As Enis are int-based by nature if you get a fire wand and this skill you can do nice damage.

See Weapons chapter for more info about boosting this skill.

Wand Skill is one of the cheapest weapon skills to buy in Dofus. I saw this Scroll sold around 60-70kk. Some people sell it at 50kk.

Definitely a good price.

Highly recommended.

Striking
With 120 Moskito brows you can get Striking Spell. This spell has a small Area of Effect (AoE) but it's useful to kill small mobs. Boost it only if you plan to fight lots of monsters attacking you face-to-face (e.g. cast it when surrounded by them). At Level 5 does nice damage but I preferred to boost other spell.

Highly recommended (as it can be traded with Moskito brows).

Release
Recently I changed a lot my mind about this spell (my fault).

I compared this spell with Frightening Word but I think these spells are different.

This spell is useful to get free from mobs (it pushes in all 4 directions so can be effective if you're surrounded) while Frightening is awesome (especially at Level 5-6) to pushback mobs from far away (i.e. it's awesome against Explosive Chests and other blocking/huge mobs).

If you plan to get Frightening at Level 5+ (recommended but only after maxing other healing/buffs spells), stay on that spell to save points.

If (and only if) you've some spare points you could boost Release to Level 2 or 3. Don't go beyond.

Price of Release spell is low (low, not cheap): around 100kk for the Scroll.

Optional.

Strategy: with 3MP and 2 cells gained pushing an enemy (Level 3 spell), next turn, likely, you'll be able to attack twice with your wand without needing to push/dodge your target again.

Cawwot (Spell)
If you have 100 cawwots, you can trade them for the Cawwot Spell.

This spell summons a giant static cawwot with healing effects. After some turns, when healing power finishes, the summon remains on the field so you can use it as a flare (monsters like Dreggons seem to appreciate it).

Important: cawwot is a summon but doesn't count as a summon! I.e.: in standard condition (no +summonable-creature gears) you can summon a coney and a cawwot as only coney counts as a summon. Notice that after cooldown, you'll be able to summon another cawwot and so on...

If you get this spell, don't spend lots of points on it: Level 2 (1 single point) is quite good and if you've +heal gears, healing power seems increased.

Optional (a.k.a.: "get this spell only if you're a cawwot-lover OR you've lots of cawwots and you want to get something from them").

What about Forbidden Word?
Lots of people at low levels, usually spend points on Forbidden Word, maybe trusting the Description of this spell (Forbidden word is a very powerful attack... for a fairy.).

My humble opinion is: I discourage people to spend any point on this spell.

Sure, at low levels it seems to do a good job for attacking but... but it's expensive (as AP) and doesn't provide significant damage on the long run.

At Level 5 it requires 4AP to deal 7-12 fire-type Damage (19 as Critical Damage).

If we assume 150+150 Int (like in my benchmark with Wands, below), maybe you'll get 110+ Dmg on a Blue Scara with a Critical Hit (best scenario possibile) but you pay 10 spell points to reach Level 5!

By the way, I've just considered Forbidden at Level 5 because lower levels (1-4) require more AP to deal lower Damage.

Definitely NOT a good deal.

Items to wear
I recommend Young Adventurer Set ("Adv Set") or Gobball Set ("Gob Set").


 * Full Adv Set gives +40 points to all statistics so it's really good for powerlevelling (+40 Wis is huge for a small character!). I used it until Level 38 because of its bonuses (I like lots of Wis).


 * Gob Set gives Vit, Int, Str, Wis and +1AP. Really a nice set. Str bonus is not unuseful: increases neutral weapons damage and this is not a bad thing at all. Intelligence is the main Enis' statistic and helps for healing and attacking. Gob set increases vitality so you can accept damages for some turns (and attack!) before starting healing yourself. Moreover, if you plan to start some professions in Dofus (i.e..:alchemist, farmer, baker, ...) the Str bonus allows you to carry more stuff (gob belt increases dramatically available pods).

Contrib #3 I'd like to add that with Gob set you get +5 dmg (which make this set realy good cuz with one Stimulating Word you can use Leek pie 4 times) and you with 8-9 ap you have alot of things you can do. and if you think 40 wisdom is better then gob set, add a boar ring they are pretty common, just ask a friend. he/she probly has 3 or 4 they cant sell and will glady give you one. so with 1 AP 30 wisdom lots of life and intell. + the added pod's from the belt you will be a very well rounded eni (Lokii-the-Winged)

NOTE on the Contrib #3: I fully agree with Lokii-the-Winged. Sometimes (...) I used a similar configuration and I can assure you that this set can be really effective (i.e.: Gobbal Hammer has dual-nature damage, Int and Str, and it can do nice damage if you wear the whole Gob Set). Thanks to Lokii-the-Winged for his interesting comment. Rej.

Weapons
At low levels you need help to fight lots of mobs (even "small" for other classes).

If you equip the Gob Set your Gobball Hammer (Level 10) can do a good damage. It's double attack nature (fire and strength) is fine for fighting mob with high Res Fire.

At Level 27, while fighting in team, you could equip an Agride. This Axe does 8-12 neutral damage and, more important, 10-20 Wis.

Contrib #1 Also a good weapon is Wand in Treechnid Root, you have to be lvl 33 and it does 16-20 damage and gives +30 Wis. It also only cost 4 ap so you can do it twice with Stim. Word. I would get it forgemaged if possible to do optimum damage.

Also I just recently found out a very good wand that if done correctly you can do 200 damage a turn and at a low lv. The Powerful wand of Intellegence, if forgemaged with the best potion, can do 10-14 base fire damage. With 300 int and wand skill lv 3 (i am basing this on my own stats...) it can do 62-84 damage in a single hit and it only cost 3 ap to attack. If you were to wear a Kam Assurta and get a +2 stimulating word you can use this wand 3 times in a single turn. That would add to be around 180-240 damage. Also this wands lv requirement is very low (lv 29) so you can stick with this wand for a very long time. The only downside to this is the wand has a range of 2-2 and it might be a bit expensive. I havent actully tried this but I plan on doing it if I have the kamas and Rej thinks its a good plan. =)

At Level 35, there is a nice weapon. If you plan to do some solo battles maybe against mobs that try to surround you, you could equip a Tof'Lo Hammer. This hammer require 4 AP (2 attacks with 8AP) to deal 16-20 Fire-type damage. Even if hammers have a -30% penalty on Enis (like swords and other types of weapon), I can assure you this hammer is really powerful (if -Wis and -Agi penalties are not a problem with you).

Items to wear
I recommend Prespic Set ("Presp Set") at Level 38+.

The dmg-build start here.

Complete Presp Set has 3 important effects:


 * 1) gives lots of Wis. You can reach 80+ Wis points with a medium-quality set;
 * 2) gives 10+ damage. So your attacks (including Leek Pie) start becoming a bit stronger;
 * 3) reflects damage. This is truly important. From now, if you want to level, you can solo all low-level mobs as they won't attack you. Why? Simple. Would you attack a thing if you knew it reflects your whole damage, maybe killing you? All mobs, with monsters doing small damage, won't attack you anymore. It's time to take lots of Mushd (3-4 for each fight) to level quickly.

With the Presp Set you'll get lots of Experience Points ("XP") fighting in teams.

At Level 41 you can Equip the Palid Emblem Amulet: +2 damages, +10 Str, +20 Wis, -20 Cha, -20 Agi. I think it's a good tradeoff for an Eni. (only if you don't equip a wand: in that case the -20 Agi is a severe penalty).

Another nice set is Fire Kwak Set (Level 41). It's a bit expensive to buy but its stats are extremely good for an Eni. Full stats (not including bwak): +131-155 Int, +76-85Vit, +35 Agi, +29-32 Wis, +2-4 Prosp, +21-30 Init +28-38% Res fire, +5-10% Dmg, +1 Dmg, +4-5 Crit Hits, +1 to summon, +1 Range, +1 AP, +1 MP.

There's also the Red Scaraleaf Set (Level 46). Nice stats and just 4 pieces for this set so you can mix this set with other parts from other sets. Nice set if you want high int for healing or attacking with fire weapons/spells. Stats: +63-120 Int, +83-160 Vit, +2-30 Wis, 24-40% Res fire, +1-100 Init, +1-3 Damages, +1-10% Percent damage, +1-5 Magical reduction, +1-4 Criti Hits.

At Level 47 I suggest to buy or craft a Harmony amulet. It gives +15 to all stats: sometimes you'll be able to equip some gears just because "this amulet gives some points in X stat" (where X is not Int). Moreover, +15 Wis is always a well-accepted gift.

At Level 48 you can get a Daudgee (hat). Stats are really nice for a dmg-oriented Eni: +1-80 life, +11-15 Wisdom and Damage increased by 1-15%. Recommended.

Weapons
At Level 34 you can try a staff called Treechnidis Vivitus: standard damage is 6-10 (neutral) and requires just 2AP to use. Other stats: +15 chance, +15 wisdom, +15 intelligence, -30 Strength. I saw a female Eni (GTF) using it with a good Presp Set doing 3-4x35 damage each turn. How possible? She maged this staff converting it to Fire-type (this requires a good wand forgemage). However she told me she didn't use the highest-quality Fire potion for changing the .attack type so her attack is not optimum (!!!).

NOTE: I asked her if it was possible to reveal her name and she kindly accepted (thanks, GTF).

Contrib #2 At Level 38 you can buy/craft a Strangly Wand. This wand does 1-7 damage 3AP +2-3 Heals. The reason you should wait and use it at level 38 is because this weapon is only good with Prespic Set. I personaly hit 2x(15-47) with it. This wand isn't the best for damage but it can also make it so you heal more to your alies. Sincerely, Miscsmedic

At Level 41 you can buy/craft a Fire Kwakblade. This sword does 16-25 Fire-type damage, 5AP to use: you can easily reach 100+ damage on monsters (mainly monster afraid of fire like Blue Scaraleafs). It gives important stats: +10-15 vitality, +11-15 Intelligence, +2-3 critical hits, +1-2 prospecting. Even you're an Eni and this is a sword this is a must for hand-to-hand attack (Note: Enis have a -30% rate on sword attack). With this blade you'll get a lot of satisfactions. I recommend it for gaining XP: Vampires and Vampire Masters (in the crypts), Treechnids (not Dark ones!), Prespics, Boars, Scaraleafs (not red!)...

NOTE: Please don't start thinking about buying Sword Skill: it's a common thought at this point (maybe excited by the performance of this sword) and it's stupid.

At Level 43 you can buy a Wand Hering. This wand is pretty nice. Normal stats are: 8-17 (neutral), +2-4 Heals, 4AP to use. As you gained it, try to forgemage it, converting from neutral to fire-type attack. If conversion succeeds you'll have a nice weapon. And, if you're lucky you can use it 2 times per turn (see "Attack with Wand and Wand Skill" in the Strategies Chapter).

Enis on Wands have a +40% damage bonus. As this would become fire type the damage will imcrease a lot. Moreover if you get Wand Skill damage will grow dramatically. In this case you'll get the top: favourite weapon for your class + weapon using your main stat + weapon skill => huge damage.

Weapons
At Level 63 you finally can equip my favourite weapon: Clearing Balgourde (external). This is THE weapon for a dmg-oriented Eni. With 8-20 Fire-type damage, +16-35 Int and Dmg Inc by 6-15% it's the perfect weapon for the build discussed in this document. It requires 4AP to attack and it's a natural choice for applying the "Attack with Wand and Wand Skill" Strategy in the Strategies Chapter. Consider to follow whole Strategy to always attack twice per turn.

Results with Balgourde: with this wand and applying the cited strategy I was able to shot a 450HP Blue Scaraleaf in a turn at Level 64 : 325 (Critical Hit)+125 Dmg. Max expected damage was around 340. If you think this damage is low for a Level 64 character and you think this test is not valid just because Blue Scaraleafs suffer from fire-type attacks, consider I'm using an Eni. Another example: on a Greedovore I did 212+122 Dmg. If you think this attack is low, try using another class. :)

At Level 67 there's another nice wand: Wand in Dark Treechnid Root. Stats: 12-16 Fire-type damage, +31-40 Wis, + 11-20 Int, -21-40 Str,- 21-40 Cha, -21-40 Agi. It has lower high roll than Balgourde but higher low roll so it's a valid alternative to that one. High Wis is really appreciated but I don't like the penalty as Agility so I don't know if I'll try to craft it.

Similar to the Dark Treech wand is Wily Wand (external), aka The Brand Onwalsh. It can be equipped at Level 59 and requires only 3AP to attack. Stats: 9-16 Fire-type damage, +6-20 Str, + 6-20 Agi, +16-30 Int, +3-4 to Crit Hits, - 6-25 Cha. Definitely a good wand!

In this case, with 8AS, an hypothetical attack could be: Really powerful.
 * 1) 1x Frightening Word (boosted to Level 3, it requires only 2AP)
 * 2) 2x attack by wand

At Level 80 you can equip the Burnt Wand. Not as powerful as some of the previous wands for attacking (11-14 Fire-type damage, just 2-3 as range), however it has many interesting stats: +21-40 Int; +201-300 Init, +41-60 Life, +11-20 Wis, 3-5% Resist water, -40 Str. Recommended while you're in team (for XP, Int, Init, ...). For soloing purpose, maybe previous wands provide better damage roll range.

At Level 95 there's the Haired Wand. Normal stats are: damage: 16-21 (neutral), +3-5% resist air, +3-5% resist water, +3-5% resist fire , +3-5% resist earth. When forgemaged to fire it's damage will be 13-17 fire. If you consider this factor and that this wand requires just 3AP and it has a great range (2-5!), ... Awesome! Not easy to craft/forgemage but it deserves the risk and the required money, fully. Nice for PvP. No +Wis, +Int or +Agi but attacking 3 times per turn (with 9AP) equals "fun". Maybe it's time to have a wand for levelling up in team (a wand with a lot of +Wis) and one for attacking (like this one).

Strategy: if necessary (i.e.: for saving a blocked teammate), you could even attack Explosive Chest staying 5 cells away.

Complementary items (a.k.a. Heal Items)
As said before, the idea it to create a well-balanced and dmg-oriented Eni ("dmg-oriented" is different from "dmg-addicted").

You shouldn't nerf your healing capabilities as they are fundamental.

In this section we'll see some suggested +heal gears you can buy/craft: if you accurately mix them with other +dmg items you'll be able to get a well-balanced Eni.

Concrete example: create an Eni that can heal himself and attack in the same turn (e.g. for PvP).

First of all, you should read Eniripsa Equiptment,  Heal Weapons and Heal Equipment.

Items to wear
Here is a small and incomplete list of some items that can help you to get a balanced character.

At Level 31 there is the Medal Lahilama that gives +1-3 Heals and +11-20 Vit. Nice to get vitality required by weapons like Fire Kwakblade.

At Level 40 you can buy/craft a [Bambamulet] that gives you +3-5 Heals, +12-20 Vit and -11-20 Str.

At Level 46 there is the first sugegsted hat, the Guava: +31-40 Vit, +16-25 Int, +1-5 Heals.

At Level 48 you should try to buy (or craft) a Ring O'stradamus that provides +16-25 Vit, +3-5 Heals, +3-4 Res Earth.

At Level 55 there is the Kannipiwi: nice hat, useful for both healing (+3-7 Heals) and gaining XP (+18-25 Wis). Valid alternative to

At Level 58 try to get a Hooded Cloak that gives you +21-40 Vit, +11-15 Wis, +21-30 Int and +3-5 Heals. I really like this cloak as it gives all you may need.

At Level 59 there's Merta Ring, another powerful ring. Stats: +16-25 Int, +16-24 Agi, +2-3 CritHits, +3-4 Heals, +101-147 Init, +4-5 Res Water. If this ring had some +Wis points it would be The ring for Enis (under Level 60).

NOTE: you could compensate the lack of +Wis on this ring, wearing another one, providing those points. Example: a simple Silimelle Wedding Ring (Level 26. Stats:+25 Wis, -5 Str, -5 Int) or better ones (there are lots of nice rings).

At Level 67 you can wear a pair of Flip-flops: +16-25 Wis, +16-25 Int, +3-5 Heals and +4-5% Res Earth.

At Level 70 there's Fioutioure Ring, another excellent ring. Stats: +6-25 Wis, +22-29 Agi, +4-9 Heals, +45-150 Init. I think this ring is really useful but it's pretty expensive (it requires an Aquamarine for crafting).

At Level 81 there's an ultra-powerful lining called Lullabye. Stats are impressive: +81-107 Vitality 17-28, Intelligence, +16-30 Agility, +4-6 Heals, +6-10 resist water +6-10 resist earth. Highly recommended even it's expensive.

At Level 94, if you've money, there's the Little Resin amulet. Stats are impressive: +31-48 Vit, +18-25 Wis, +4-8 Heals, +3-4 Damages, +13-15 Prospecting, +4-5 Res Neut, +4-5 Res Fire. It's pretty expensive but, in my humble opionion, it's awesome. If it had +1AP like Feudala Amulet, it could be the perfect ring for Eni (under Level 100, I mean).

At Level 105 you should craft/buy absolutely a Cape_Houte. Really expensive but extremely powerful: +71-100 Vit, +16-25 Wis, +25-40 Int, +6-11 Heals, +10-15 Prosp, +7-10 Res Fire, +7-10 Res Air. In my humble opinion, start collecting mats as soon as possible (if you're usually unlucky with drops, start gathering mats/saving money from Level 90). If you're lucky with stats this will be your cloak for a long long time.

NOTE: with decent Bambamulet, Ring O'stradamus, Hooded Cloak and Flip-flops you can have around 15+ Heal points and you get a good increase of your Vitality and Healing power. Moreover the +Wis points will make you to level up faster.

Obviously, if you've lots of money, I think the optimum for an healer is the Feudala Set that's pretty expensive.



Pets
My suggested pets for this new build are these:


 * Bow Meow (black cat): this pet has 5 hours as minimum feeding time and 18 hours as maximum. Try to grow a +70 Int, +10 Agi pet. This will help with healing and with dodging. Consider to put more points on Agi if you plan to use regularly a wand.


 * Fire Bwak: this pet has 11 hour as minimum feeding time and 36 hours as maximum. The only reason to prefer this pet instead of the Bow Wow is to get the complete bonus of Fire Kwak Set without equipping the sword (so you can have whole bonuses of the set while using a wand instead of the Fire Kwakblade).


 * Minimino: this pet is perfect for a fully dmg-oriented Eni as it gives Dmg%. Please read Eniripsa/dmg-oriented subsection for more infos about +Dmg%.

Strategy: if you can, get both Bow Meow (or Fire Bwak) and Minimino. The cat/bwak helps in healing, the baby Minotor is really useful for attacking. Obviously maintaining two pets could be not cheap for you (i.e.: when you' re a low level) but this can make your choice wide and versatile.

Level up your Eni
NOTE: this section is W.I.P. (and it will take a long time)

This section is meant to show you some hints for levelling on solo (a.k.a. "I'm level X. What mob can I try?").

Remember: Eni are not meant to solo. Teamwork is, often, more effective and funny.

Suggested mobs:
Small mobs of Arachnees, Gobballs, Tofus. At these levels it's better to get into teams to grow up quickly.

Suggested mobs:
Contrib #5 If you have a Gobball Hammer: flowers. Those that go by the name Wild Sunflower are great for experience points. Go to the Astrub Fields and try out different mobs of flowers, and remember to choose mobs with their total level as close to yours as possible. That way, you'll get the optimum amount of exp. At levels 11-13, fighting single sunflowers is probably the safest thing to do, and it will still give you a nice amount of experience.

At Treechinid's Forest
Suggested mobs:

Trechnid's Forest Mobs (including Treechnids, Trunkids, Major Arachnees, ...)

Suggested equipment:

Full Prespic Set (when you can), Toh'Lo Hammer, Silimelle's wedding ring, Gobboots

Notes:


 * Depending on your vitality and healing capabilities, you can try to solo small mobs (1-2 trees). When you become stronger you could do bigger mob. By the way, you get optimal XP with 3-4 Level 40+ Treechnids.
 * If you're low level, try to get into teams for safer XP-making.
 * [Major Arachnee]]s usually are your big problem so you must kill them as soon as possible. They can unbewitch so kill them before casting your skill.
 * As usual, corner is you friend. :)

At Moon Island
Suggested mobs:

Moon Island Mobs (including Kokonots, Tikokokos, Ambushers, Red Turtles, Blue Turtles, Green Turtles, Yellow Turtles)

Suggested equipment:

Full Prespic Set, Toh'Lo Hammer, Silimelle's wedding ring, Gobboots

Notes:


 * Important: you need at least 130+ HP to get a riskless hunt on most of the mobs. If you feel brave you can try with <100 HP.
 * The more +Life points, the more you'll be safe.
 * Full Presp Set will avoid Thinning-In of Tikikokos and will reflect part of the damage you'll get from mob.
 * The hammer is really powerful as if you get 2AP with Stimu you'll be able to attack twice per turn (melee).
 * Ring provides +25 Wis: awesome for powerlevelling.
 * The boots add some +Life (try to get at least +30 life).
 * Ambusher, Kokonot and the turtles can do nice damage, so avoid to attack huge mobs on solo until you think you've enough HP to do it (aka "start with small mobs then try higher mobs and so on").
 * Remember: small maps, a corner and the combo Stimu+Regen+Prev at startup (and when you can) are your friends...

Attack with Wand and Wand Skill
Scenario: you've a 4AP Fire-type Wand (like Forgemaged Wand Hering, Clearing Balgourde, Wand in Dark Treechnid Root) and Wand Skill.

My favourite combo while soloing is:


 * 1) stay away from mobs to prepare myself for the battle;
 * 2) First turn: I cast Stimu. If I get 2AP I immediately cast Wand Skill. Otherwise cast Regen on me;
 * 3) Second turn: cast Wand Skill (if needed) or another Regen. Now try to get close to mobs;
 * 4) attack twice with the wand;
 * 5) repeat Point 4. or heal myself if I get low on HP;
 * 6) continue until the end of match.

At this point you could start considering to get one extra AP by buying/crafting:


 * an amulet like Kam Assutra's amulet or Xelor's Amulet;
 * a ring like Gelano (really expensive!).

In this case you'll be guaranteed to


 * 1) cast Wand Skill at the start of every battle;
 * 2) attack always twice with the wand.

In my opinion if you get this status (7 AP, +dmg gears, double attack with wand and skill) you can start calling yourself a true dmg-oriented Eni.

Note #1: check the "Get more Agility if you want to use a wand" Strategy, just a bit below.

Note #2: this strategy, obviously, applies to all 3-4ap wands, too.

The strategy applied: a creative (and stupid?) example


In this image you can see a combination of:
 * Cawwot Spell;
 * Wand+Wand Skill;
 * the strategy illustrated in this section.

Obviously it's a stupid strategy but... let's consider what your giant cawwot can do for you:
 * it heals you for some turns;
 * it keeps monsters away from you so you can always attack with wand (if you can, 2 attacks);
 * it allows just 2 monsters to attack you at the same time (only if they can attack diagonally).

NOTE: please, remember to heal cawwot, regularly. :D

Attack with Fire Kwakblade
Scenario: you've this sword and you use it for attacking

You need +dmg and +int gears to get huge damage because of the penalty for using a sword.

At the start of a battle, you can cast Stimu to get 1-2 AP.


 * with 7AP you can do an attack with this sword then cast Leek Pie. Next turn then you can heal yourself. Repeat until done.


 * with 8AP you can attack with the sword and cast a Regen or Prev.

"Corner-lover" Strategy
Scenario: you're soloing huge mobs and you don't want to risk.

If you want to avoid risk try to reach a corner of a map as soon as possible.

So your enemies cannot surround you and can attack only from a side (in front of you).

If they cannot attack diagonally it's perfect: just one of them will be able to attack you making the battle simple and riskless.

NOTE: name is (c) by Zakoldun-RUS. :)

The strategy applied: another creative (and stupid?) example


In this small image there are:
 * 1 Eni in the corner (healer)
 * 1 Sadi in front of the Eni (damage dealer) with a lot of HP (and time to waste for this stupid example :P )
 * 3 Boowolfs

In this case the Eni will heal the Sadi while this one will attack with his/her staff: 3 sides free so he/she can use the staff without danger for the Eni. Eni won't be touched by Boos so he/she can use his healing powers on the Sadi.

NOTE: thanks to my friend Timur that helped me in producing this example. Sadi received (some) injuries while filming this example (sorry Tim :D ) but finished the battle with full HP. :P

Check you damage!
Scenario: you want to estimate the hypothetical damage of a weapon/spell.

Just simulate the hypothetical damage via something like the outstanding Dashiva's Advanced Damage Calculator.

Here you can test weapons (even forgemaged) without having them!

Get more Agility if you want to use a wand
Scenario: all wands have a big problem. All wands have range 2+ so you cannot attack face-to-face!

You need lots os Agility to dodge, move away and attack ("DMA").

If you want to use a wand you need Agi so avoid items with Agi penalty.

Contrib #5 Or you could just level your Frightening Word to 3, get a 3-AP wand, use your Stimulating Word (and possibly a Kam Assutra's amulet to guarantee that you'll have at least 8 AP), start your turn by pushing your target one square away from you and finish with hitting it twice with your wand. With this strategy, it doesn't really matter whether you have your agility score above or below zero. In a battle, if I start it with a bit of distance between me and the enemy, I cast Wand Skill during the first turn and Stimulating Word plus other buffs during the second, then attack during the third. If I start the battle right next to an enemy, I cast Stimulating Word, Preventing Word and possibly some other buff during the fist turn, cast Wand Skill during the second, and attack during the third. For me, this works fine. Have fun and don't be too afraid of agility penalties on items that are otherwise perfect for you! Sincerely, Xarazinia.

Wands Damage Comparison
In this section I'll show some data to compare mid-high levels wands as damage.

I'll use Dashiva's Damage Calculator to compute theoretical Damage values.

I think this will be useful for people needing infos about Damage power of these weapons.

The wands
I choose the following 4 wands:

Notes:
 * In this benchmark each wand appears with its minimal guaranted bonus.
 * We consider only bonuses affecting Damage.
 * Please consider this test still W.I.P.

Test Conditions
To make the test as valid as possible, I choose a "naked" configuration for the character.

We'll assume:
 * no +Dmg and no +Dmg% (just points given by each wand will be considered)
 * Intelligence: 150+150
 * for each wand the minimum bonuses are considered

Results
This is the resulting graph for the benchmark (click to enlarge).



Considerations
I think each wand has its own reason to exist and be used.
 * Wily Wand is perfect if you get 9AP: 3 attacks and max damage similar to Dark Wand's one. I think it's one of the most expensive wands in the middle levels. Just 3 cells as range: not good if you plan to stay away from mobs. Reduced roll range counts as a plus. Good for people with a lot of money and needing a wand with reduced AP consumption.
 * Clearing Balgourde has top damage value but its long roll range makes it not so fully reliable on the long run. However when you get a Critical Hit it's a pure pain for your target. Good for people wanting the best damage possible.
 * Wand in Dark Treechnid Root has reduced damage roll: this is really good as it makes this wand reliable as average damage (good damage, by the way). I think the Agi penalty is a problem if you want to attack face-to-face because of dodge rolls. Pros: range (like Balgourde) and a lot of +Wis points. Good for people needing a strong wand with a lot of +Wis.
 * Burnt Wand is a nice wand because of its bonuses (life, ...). Damage roll range is reduced (reliable wand) but produced damage is a bit low if compared to other wands. Reduced range (like Wily) could be a problem for you in some cases. Good for people needing a wand with lots of bonuses and a decent damage.

NOTE: if range is too low for you (i.e. 2-3), you could balance by getting 1 MP via gears.

Contributions to this tutorial
Feel free to add stuff in this tutorial.

If possible, please, I'd like a "[Contrib #NUM]"-prefix on your contribution, just to signal I'm not the Author of your contribution.

Thank you!!!

[Contrib #1]
Author: -Guardian-Devil-

[Contrib #2]
Author: Miscsmedic

[Contrib #3]
Author: Lokii-the-Winged

[Contrib #4]
Author: Meagan

[Contrib #5]
Author: Xarazinia

TODO List

 * section "Level up your Eni" (ETA; atm I'm a bit lazy. It's planned. :D )
 * new benchmarks with wands (need contributions: need wands' stats, ...)
 * to add: haired wand forgemaged values
 * ...any ideas? :P
 * Q: When??
 * A: as soon as possible (aka "when I get inspiration" :P )

Comments
Please add here comments/criticisms/...


 * Thank you for making this section ---Rejected---,it has made me want to persue training eni's and try and make the perfect eni for me. i hope i can make a good section to wiki someday too. You made a great section that will help many others!! Sincerely, Miscsmedic
 * Thank you for reading, contributing and commenting. I hope you get your perfect Eni so we'll have a lot of precise info, here. :P (Rej)


 * I'v found that if your looking for dmg early on that by usen a Ring of Satisfaction or another ring that gives you 1 AP with Stimulating Word(meaning you will have atleast 8 ap) and using Leek Pie and a Robber set you can boast your dmg to about 60 a turn. your healing wont be much but you will be able to hunt harder things for beter exp and speed up the fights, And Robber set adds a good bit of life and you can use a good pair of Gob boots for a little more dmg and life. you wont have much wisdom but you can kill things like pig knights, and other high life monsters before they get to you. or you can wait till level 20 and get the ap bonus from the gob set, but you wont do as much but your healing wound be so bad.
 * I think it's not a bad idea but only when you're low-level: such kind of rings (or gears) hugely decrease all stats so you'll rely only on +dmg bonus. This strategy could be effective in some situations but my suggestion is to avoid killing or just decrease healing capabilities (the purpose of this tutorial is to show how to build a well-balanced character, after all). Thanks for the comment. :P (Rej).


 * I'm using a Toh'Lo Hammer with a level 43 Eni, it is an alternative to wands. Damage is decent (16-20 for 4AP), it does not need to be forgemaged (already fire) and can hit both at range 1 and 2. However you suffer the weapon penalty (about -70% base damage compared to wands) and cannot use Wand Mastery. I'll probably switch to your build when fire wands will be available !
 * I considered this hammer but, as you correctly said, there is a huge penalty to equip an Eni with a such type of weapons. So I think a valid alternative to wands could be a pair of Daggers + Dagger Skill (no weapon bonus but +60% from the Skill at Level 5). However, at the moment, I didn't find a pair of daggers that can do better dmg than wands (after being forgemaged, obviously).Thanks for the comment. :P (Rej)
 * After some tests, if -Wis and -Agi penalties of this hammer are not a problem for you, I think it's a nice weapon and I must reccomend it in some case. With 8 AP you can attack twice and I can assure you that's really interesting while fighting (on solo) against mobs attacking/surrounding you. Hint: get a nice Presp Set and complete all with some + Wis/+Vit gears; then Vampire Master, Cracklers, ... are perfect target for you. :P (P.S.: yes, I changed my mind after a deep and long test with this hammer and other weapons like the Fire Kwakblade. I trust numbers when I see them. :P ) (Rej)


 * Has anyone tried using Eurfolles Daggers with dagger skill and a prespic set, or other dmg gear?
 * I made no tests with Daggers because I didn't find a pair that, converted to fire, can guarantee better dmg than wands (at every levels). If anyone succeeded with Daggers, I'd be really interested on knowing how it was possible. (Rej).


 * Congrats on lvl 100! I am looking forward to your update! -Meg
 * Thank you! :D Now I'll start updating this page. By the way, in this month I learned lots of stuff (and found some errors I made that, luckly, I can repair). Thanks to all!!! :D


 * Rej what do you think about my idea for equipping a fire forged Powerfull Wand of Intelligence and Kam Assutra? Should i get this or a Toh Lo instead?
 * While maged this wand is absolutely not bad as damage and AP consumption but... range 2-2 is ugly. On the other hand Toh'lo has -10 Wis penalty. My suggestion is to get this hammer AND a decent wand (like that one, but only if maged): when you need to level up quickly, maybe on solo, hammer is really awesome (if the -Wis penalty isn't a problem for you,obviouly). While on group, wands could be a better solution (especially if they gives some Int, Heals, Agi or Wis points). With a wand, Kama Assutra (or any other +1AP gear) is perfect to get always 8-9AP, allowing you to attack twice with 4AP wands (and the Toh'lo hammer, as well).