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Introduction[]
- A very underestimated but powerful build. Now since the 1.27.0 update, they are even stronger.
Characteristics[]
Soft Caps[]
Eniripsa/Softcaps
In Depth[]
- Vitality:(Try and Scroll) Pretty good to scroll.
- Wisdom:(Must Scroll) No need to explain. A must scroll.
- Strength:(No Need to Scroll) No Need, don't scroll.
- Intelligence:(Try and Scroll) This will help you out in healing. A should Scroll.
- Chance:(Try and Scroll) Pretty good to scroll for Vampyric Word.
- Agility:(Must Scroll) It's the main stat. Scroll A.S.A.P.
Raising Characteristics[]
Spells[]
Spell Descriptions[]
Icon | Name | Level | Element | Short description |
---|---|---|---|---|
Decisive Word | Bought | A powerful attack, but should be raised in later levels when you have better Vitality and equipment. Raise later. | ||
Curative Word | 1 | Fire/Healing |
A self heal. Could come in handy, but only if you scroll Intelligence. Raise only if you have left over points and feel like it's a must. | |
Wounding Word | 1 | Air |
Our main attack. Raise A.S.A.P. | |
Draining Word | 1 | A pretty good good ranged AP removel spell, but not very reliable due to the fact that it can lower 1-3 AP at lvl 5, but lvl 6 is more reliable. A must raise. | ||
Healing Word | 3 | Fire/Healing |
Again, not a must, but would come in handy if you scrolled Intelligence and are more team focused. Raise only if you have left over points and feel like it's a must. | |
Forbidden Word | 6 | Fire |
This spell, even with scrolled Intelligence, would do minimal damage with a medeum AP cost. Do not raise. | |
Stimulating Word | 9 | AP boost. This spell is in almost every Eniripsa build for a good reason. You cannot go wrong with adding 1-2 AP for 5 turns in a battle. Raise A.S.A.P. | ||
Preventing Word | 13 | Fire |
Although this build is restricted due to it's lack of supportable spells, this might come in handy in PvP and PvM. Raise later. | |
Frightening Word | 17 | This spell is very underestimated. This spell can work wonders in helping getting in OR out of a tactical zone, as well as positioning allies and foes alike for certain attacks and/or effects. Raise A.S.A.P. | ||
Revitalizing Word | 21 | Fire/Healing |
This spell, even with scrolled Intelligence, will do less then a good amount of healing, unless you have good +Healing equipment. Do not raise. | |
Regenerating Word | 26 | Fire/Healing |
The same as Revitalizing Word. Weak heal, especially for us. Do not raise. | |
Word of Thorn | 31 | Although most Eniripsas don't raise this spell due to the fact that it only reflects a good amount of damage if you have giant amounts of Wisdom, so you can't go wrong with raising it, but be warry that it's effects arn't that great. Raise only if you have left over points and feel like it's a must. | ||
Word of Youth | 36 | This spell can come in pretty handy when fighting PVP and PVC , like fighting damage sadidas or on a team, but you have to always remember. This spell removes ALL the buffs from the Friendly Target, so casting it on an Iop that has used Increase, will remove that effect from your teamate. Raise only if you have left over points and feel like it's a must. | ||
Vampyric Word | 42 | Water/Healing |
Can't go wrong with it, but should only be raised if you've scrolled Chance. Raise only if you have left over points and feel like it's a must. | |
Word of Sacrifice | 48 | Fire/Healing |
Although this spell would help us heal a small amount, it would be more than most of the rest off our healing spells. Raise only if you have left over points and feel like it's a must. | |
Friendship Word | 54 | Summons a Coney (Bunny). This spell is a great addition to any Eniripsa build. Probably our best way of healing. Raise A.S.A.P. | ||
Paralyzing Word | 60 | With our lack of quality spells for this build, this spell would be a fine addition to our arsenal of attacks. A must raise | ||
Lifting Word | 70 | +Range for 1 turn. This spell is great when it comes to focusing on the spell Moon Hammer, but even if you don't use Moon Hammer or can't get it, +range is great for everyone. A must raise | ||
Word of Silence | 80 | A very underestimated spell. This spell should only be used for PVP. due to the facy that it drains massive amounts of AP in a small radius, thus, leaving the caster with no to little AP. Mostly used as a last resort for a team battle. Raise Later. | ||
Word of Altruism | 90 | Strong Heal. This could come in handy if you scroll Intelligence, but if not, it should mostly be left alone. Raise only if you have left over points and feel like it's a must. | ||
Word of Recovery | 100 | Fire/Healing |
Same as Word of Altruism, not of god use unless Intelligence has been scrolled. Raise only if you have left over points and feel like it's a must. | |
Summoning of Eniripsa Dopple | 200 | This spell is one of my prefered summons due to the fact that it can help you inflict damage as well as increase your range, making Moon Hammer a more reliable spell to use. This and Coney (Bunny) can help heal and support you through tough battles. Raise A.S.A.P. |
Raising Spells[]
- Wounding Word (at lvl 11) lvl 5
- Stimulating Word (at lvl 21) lvl 5
- Frightening Word (at lvl 31) lvl 5
- Moon Hammer (at lvl 41) lvl 5
- Friendship Word (at lvl 54) lvl 5
- Paralyzing Word (at lvl 61) lvl 5
- Lifting Word (at lvl 71) lvl 5
- Word of Silence (at lvl 81) lvl 5
- Draining Word (at lvl 91) lvl 5
- Wounding Word & Draining Word (at lvl 101) lvl 6
- Stimulating Word (at lvl 109) lvl 6
- Frightening Word (at lvl 117) lvl 6
- Moon Hammer (at lvl 122) lvl 6
- Decisive Word (at lvl 132) lvl 5
- Vampyric Word (at lvl 147) lvl 6
- Friendship Word (at lvl 154) lvl 6
- Paralyzing Word (at lvl 160) lvl 6
- Lifting Word & Decisive Word (at lvl 170) lvl 6
- Word of Silence (at lvl 180) lvl 6
- Word of Thorn (at lvl 190) lvl 6
- Summoning of Eniripsa Dopple (at lvl 200) lvl 5
- You can spend any left over spell points on any spells you'd like.
Leveling Guide[]
There is a general leveling guide for all classes here.
- lvl 1-20: Train in Incarnam (Demonic Roses, Crabs and then later Prepubescent Chafers work best).
- lvl 21-40: Train on things such as Crackrocks, Lousy Pig Knights and Lousy Pig Shepherds.
Equipment[]
Sets[]
- lvl 1: If you can afford it, use a Young Adventurer Set. If not, use Boon Set or failing that go for Green Piwi Set.
- lvl 18: Full Robber Set with the rest filled with Young Adventurer Set pieces.
- lvl 20: Full Robber Set with the rest filled with Bearman Set pieces.
- lvl 26: Full Robber Set with the rest filled with Tofu Set pieces.
- lvl 36: Full Toady Set with the rest filled with Robber Set, Mad Tofu Cloak & Tofu Set pieces.
- lvl 57-69: Full Toady Set with the rest filled with Aerdala Set pieces & Mad Tofu Cloak.
- lvl 70+: Full Aerdala Set with the Gelano.
Fighting[]
- Always try and stay as far away from an opponent as possible while still in range for Wounding Word, and you will be picking at there health until they are defeated.
- If they are too close, just raise your AP with Stimulating Word and when they are in range, juggle them so they are always a certain amount of squares away from you with Frightening Word.
Other Build Guides[]
Comments & Questions[]
- If you want to discuss anything or talk about the build, please feel free to leave comments on the discussion page.