Dofus: all energetic obligations of the temporis 7 courses, complete list

The altered will not be the just one to have energetic employees on temporis 7! The various classes of Dofus will likewise be qualified to spells, whether straight or using responsibilities. Below you can locate a fantastic recap of the info given by the ankama real-time discussion as well as pre-registration.

DOFUS TEMPORIS 7-All obligations and also assets of the courses, complete checklist

This short article has a summary of the set of details for every course for temporis 7. The latter came directly from the main site, by attaching the identifier of the destiny of pre-registration with others. Our goal is to give as numerous details as possible without being forbidden.

The courses are provided right here in alphabetical order.

Recap Program

For this brand-new version of the temporis servers, the courses will not be the centerpiece. Without a doubt, little creatures called the altered take their area in battle! You can choose up to 6 at a time, as well as 2 in fight with you all at once. Nevertheless, your course selection will certainly still have an influence! The last have each of the responsibilities and assets to sustain your protégés.

1 Dofus Temporis 7-All liabilities as well as properties of the courses, complete listing

1.1 CRA

1.2 Ecaflip

1.3 Eliotrope

1.4 Eniripsa

1.5 Enutrof

1.6 Féca

1.7 Huppermage

1.8 IOP

1.9 OUGINAK

1.10 Osamodas

1.11 Pandawa

1.12 Roublard

1.13 Sacrier

1.14 Sadida

1.15 SRAM

1.16 cleaner

1.17 Xélor

1.18 Zobal

awkwardness : withdraw up to 3 pm (Escavable). 1 PA.

Eliotrope .

Nomade : The alterés gain last damage per PM used. Nevertheless, they apply 5% disintegration (boundless) to each turn, up to 25% (+10% natural).

Bond of the feline : 2. Teleport on package or offers 1 pm to an ally. As much as 3 launches per turn at limit degree.

Téléprotection : teleports as much as 5 in and lowers fixed damage around the coating box (up to-4 for 2 laps). 3 pa. Relaunch: 3 laps.

Guard : The alterated Féca postures a glyph at the end of the round providing shield and reducing adversary damage.

Chance of Ecaflip : decreases the damage by 50% for 1 turn, then enhances them by 50% in the next round. 2 PA, 6-5-4 Recuperates relying on the level.

Fulminant treatment : 4 PA. Look after the target. The therapy after that jumps on an additional altered within a radius of 2 boxes. It enhances with each rebound.

VEINARDISE : 2 pa. Gain of 2, PM, shield or power arbitrarily for 1 turn.

Frayer word : 2 pa. Pressing 1. On an adversary, unrestrained of 1 turn and applies erosion (15%). Up to 5 unimitable.

Cra

Symptom: Results according to the primary state of the target.

Website : 1 pa. Lays a portal. 1-4 in.

Far-off : CRA alteres have an all-natural reward of +1 in and 5% of damage from another location. If they strike from another location, they gain 3% of added remote last damage. (Duration: 2 laps, cumulation not defined).

Promoting word : gives 2 PA, power (approximately 200) and also a boost with care obtained (+40%) for 2 laps.

  • Water: attract.
  • Planet: regrowth.
  • Fire: Setting Exchange.
  • Air: in proportion teleportation.

Velocity: surrenders to 4pm. On oneself, gives the state unspeakable furthermore. 1 launch per turn. 3 pa.

Teleportal : The alterés gain power as well as take treatment of themselves by passing with evictions. (15% PDV, up to 250 power for 1 round).

  • Fire/Air: Critical strikes (as much as 50%).
  • Fire/water: resistances (approximately 25%).
  • Earth/Fire: take on (up to 70).
  • Air/water: leakage (approximately 70).
  • Air/earth: do pou (approximately 150).
  • Water/Earth: Guard (approximately 30% of PDV max).

Huppermage .

Féca .

  • Eniripsa alterateds are dealt with each round (5 to 10%).
  • If they undertake damage, they get added care.

Yean :.

ENIRIPSA .

Hold-up arrow : for 4 PA, raises the damage of an altered by 20% however minimizes its PM. Boosts them a lot more in the following round.

Turning around arrow : For 3, online regrowth of 2-3-4 boxes from 1 to 4-6-8 in unmendable (depends on the level).

Feca shield: 3. Reduces the damage experienced (approximately 35%) for 2 laps. From 1 to 2 throws per turn depending upon the degree.

Neutral : 2 pa. Close the entrance.

Master of elements : the altered apply primary states. With 2 (despite the target having the state), they produce primary combinations giving incentives for 2 laps to all the alterated the Huppermage. These bonus offers based on the components:.

Baristion: 3. Throughout the preliminary, makes invulnerable in melee as well as gives PM with each impact obtained from a distance. In the 2nd, makes invulnerable at a range and also enables per impact received in melee.

| luck Good luck * increases the enhances for Leakage lap, then the power (up to 300) for another lap.

Enutrof .

Ecaflip .

Dispersion arrow : regrows from the center of a cross (as on traditional servers). 1 to 6-9-12 PO flexible, for 3 PA. 2 healing laps.

lucky : +30% constantly criticized. Ecaflip altered are acquiring power with each vital blow.

3 PA, approximately 8 in modifiable without line of sight. 2 launches per turn, approximately 3 action boxes. | whip : * 1. In a cross of 1, attracts the altered to the. Teleports symmetrically contrasted to the obstacle if the box is inhabited.

Target: 1 pa. Up to 6 in, 1 launch per turn. Specifies the one as well as just victim.

Chamrak: tosses the target specified with Karcham.

Alcoholic: The alterated the peers are intoxicated, as well as sober the strange towers. They win 1 and the deal with being drunk. 1 pm as well as the leak while being sober.

POUTCH: 2 pa. Rises the damage experienced in melee (approximately +20%).

Exaltation: 3. Apply a perk not cumulative according to the elementary state.

PANACHE: OUGINAK Exchange of setting with prey and also causes 25% erosion. He then earns 3 pm. 3 PA, 3 laps, unlimited range.

  • Water: Boost the (up to 3).
  • Earth: enables (approximately 300).
  • Fire: Treatment (approximately 15%).
  • Air: boosts PM (as much as 3).

Institution: provides 15% of blended damage as well as 1 pm if no enemy is in call for 1 turn. With each move provided in melee, boosts the damage in melee by 3%.

Osamodas .

scare tactics: 2. 1 launch per turn. 2 turns of result.

OUGINAK .

Crossing : teleports on the targeted box. 4 pa. 5 Repaired. 2 recovery laps.

Call of the pack : draws in all the altered towards the victim of 4 boxes. 1 launch per turn. 2 pa, unlimited range.

  • Drunk target: provides shield and also draws in opponents from 2 in area.
  • Sober: recover as well as presses enemies from 2 in zone.
  • Opponent: Increases the damage suffered. | Animal harmony : * 4. The altered shares the damage between them for 2 laps. 4 recuperation laps, zone: cross of 1 box.

Pandawa .

|| Motivating little bit |: * 3 PA. For 2 laps, boosts vigor (30%), last damage (40%), PA as well as PM (2 each). An altered can no more be encouraged for 2 laps (after completion of the impacts).

iop .

Parade of the duelist: 3PA. 1 launch per turn.

Spiritual leaving : resuscitates only the last altered dead.

Karcham: 1. Prepares to toss the target (don't actually wear it). 3 launches per turn, 1 per target.

Rogne: enables, do pou as well as tackle. Increase the perks with each impact received from a range. 3 PA, 1/Tour.

Meate: The altered are treated as well as boosts their damage by striking the target. The worths are boosted the a lot more the target is assaulted.

2 pa. Variety 2-5 not modifiable.

Sacrier .

Stabilization : Use the rooted state. Increase the if the target is drunk, as well as the Esquive PA. The exact same with PM/dodging PM in the sober state. 2, as much as 4 in online non-modifiable, 3 laps of stimulation. || Crossing |: * 2 PA. Attract the cross bombs of 3. 1-7 PO flexible, 2 times per turn.

Punishment: When an enemy inflicts damage from a range, the altered success 1 pm as well as the dodging PM. When an opponent causes damage to the body, the alterée wins 1 PA and the dodge pa.

Essential sacrifice: 3 pa. The Sacrier sheds 10% of its points of life to treat its allies in a circle of 2 boxes. Additionally apply a bonus to final damage. || Explosoin |: * 3 PA. Take off to bring upon treatment in the zone as well as offer power. Additionally causes the bombs in the surroundings. Approximately 6 modifiable, circle of 3.

Southern: 2, as much as 2 throws per turn, 1-3 unitable. Share of 1 and.

Trembling: 3 boxes around altered:.

Crown of Epines: 3 PA. For 1 turn, the altered refers 50% of the damage to adversaries around him. 3 recovery laps. | Surge : 3 PA. Up to 7 a flexible, circle of 3. | poisoned origin : 2. Infects the targeted enemy. Apply a PM evade penalty for 2 laps. 5-10 po non-modifiable. 1 launch per turn.

Sadida .

Roublard .

| Surge : * 2 PA. Pushes the cross targets and gives guard. The drive is boosted on the bombs (3 boxes against 1).

attracts: depending on the degree, draws in 3 to 7 boxes. PO: 5-9, up to 3 launches per turn, 3 PA. | Proximity toxin : 2 PA. Apply the infected state around the trees in a circle by 2 and also reduces the leak. || Infection |: ** The altered become trees at the end of the turn. They then posture a glyph which deals with the allies. This therapy boosts each turn (Max cumulative: 3). They apply a PM withdrawal and also a charge of resistance to contaminated opponents.

  • Exposes the invisible.
  • Attracts adversaries.
  • Rises the damage suffered.

  • Drunk target: rises resistances.

  • Sober: enables.
  • Enemy: decreases power.

Bomb : Transforms the altered into a bomb. They raise their combination as soon as per turn (up to 3) if they do not take off.

3 pa. 1 launch per turn.

first aid : Deal with the target. The treatment is boosted on a progressed, yet takes in a phase of evolution.

Bond of the feline : 2 pa. awkwardness : withdraw up to 3 pm (Escavable). Téléprotection : teleports up to 5 in and minimizes set damage around the finish box (up to-4 for 2 laps). FLAIR: OUGINAK Exchange of position with prey as well as inflicts 25% disintegration. Karcham: 1.

  • Cutter/intrepid: 10% resistances, heals 10%.
  • Cutter as well as psycho: 15% of final damage from a distance.
  • Intrepid as well as psycho: 15% final damage in melee.

Oracle: wins 1(boundless)and PA withdrawal. The altered gain power as well as 1 with each PA withdrawal (not an attempt, a reliable withdrawal). || Advancement |: * From the end of their 2nd playing round, the altered win a stadium of advancement per turn (max: 3). This state raises their power.

Cleaner .

Haze: 3PA. When per turn, places a size glyph of 2 making the allies unseen. Use a gravity to enemies.

QUELLE

Elusive: provides 15% of final damage to unseen altered. They gain 1 pm as well as the unacceptable state if they are noticeable.

Xélor .

SRAM .

Concern: transfers to the targeted box. 2 PA, as much as 7 in relying on the level, 1 launch per target. | Mask of the Plutre : * 2. In a circle of 3, gives 2 pm and the leakage. 1 launch per turn.

Concealed Zobal: The alterated Zobal win a benefit according to the mix of the Zobal mask. | toning : * 2. The altered loses all its PMs but gain in range, guard points and also deactivates its lines of view for 2 laps. 1 launch per turn, cumulative: 1.

against: 2. Returns 50% of the damage endured in melee. Provide 1 per strike received for 2 laps.

Starter: 3 pa. 1 time per target per turn. Increases damage and also do pou. The values are higher on the sophisticated, yet eats a phase of advancement.

Flou : take out up to 7 (5-6 depending upon the level) to opponents for 1 turn. In the next round, the allies win 2 PA. Circle location of 3, up to 9 in.

Mask of the brave: 2PA. In a circle of 3, offers 20% of PDVs in shield and take on. 1 launch per turn.

Begin: teleports as much as 1 in. Offers 1 pm. 2, two launchers per turn.

Zobal .

Leak: 2 pa. The target returns to its previous placement at the end of the Excursion. The allies obtain approximately 40 on flight.

Screleration catch: 3PA. Lays a catch that minimizes the leak and attracts to the area. As much as 7 a flexible. || Psycopathic mask |: * 2. In a circle of 3, quits to 300 power. 1 launch per turn.

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