Equipment

Prysmaradites

Prysmaradites are level-200 passives that change how you play, each with its downside. Each character wears one, in the Prysmaradite slot below the two Waxpassives.

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The Prysmaradite slot#

  • The slot below the two Waxpassives takes a single Prysmaradite, and nothing else.
  • Prysmaradites are worn there only: the Dofus slots no longer take them.
  • The Prysmaradite is put on and taken off outside fights only.
  • A Waxpassive worn in this slot before 27 October 2026 went back to the bag.
  • Prysmaradites already owned took their new effects.

Prysmaradite

Prysmaradite Mystery Box, sold by Neru Stalar in the Dreams

The box gives one of the 25 prysmaradites, each with the same chance. Worn in the Prysmaradite slot, its effect and characteristics apply in every fight. Every one needs level 200.

The Prysmaradites#

The box's 25 and the 3 Nightmare ones. The Halloween Prysmaradites keep their own effects.

PrysmaraditeEffectCharacteristics
Prytekt-O-MatDeath Ward: Once per fight, a hit that would kill you leaves you at 1 HP and makes you invulnerable until your next turn. You fight with 10% less maximum life.—
Shiny PrytektGuardian: Allies within 2 cells of you take 25% less damage from enemies: you take that share instead. You take 15% less damage.-5% final damage
Iridescent PrytektStagger: 30% of the damage of every hit you take is delayed: you take it at the start of your next turn.-5% final damage
Pryssure-O-MatPressure: Your damaging spells have a 20% chance to push each enemy they hit back 1 cell.-5% resistance in every element
Shiny PryssureBattering Ram: Your pushback damage is doubled (+100%), on the pushed enemy and on whoever it crashes into.-5% final damage
Iridescent PryssureCrush: +20% final damage on attacks against enemies standing next to an obstacle, the edge of the map or another fighter (you excepted).-5% resistance in every element
Prysipitate-O-MatRush: +30% final damage during your first turn, -30% final damage during your second turn.—
Shiny PrysipitateHead Start: The first spell you cast in each fight costs 0 AP.+2000 Initiative, -500 Vitality
Iridescent Prysipitate—+1 Absolute AP, -1 MP, -5% resistance in every element
SpryntSprint: +4 MP during your first turn, -2 MP during your second turn.—
DisaprysBlink: When you teleport, you deal 15 damage in your best element to every adjacent enemy.+5% final damage, -40 Lock, -40 Dodge
Surpryz—+150 Prospecting, +150 Wisdom, -5% final damage
PrynyangYin-Yang: Odd turns: +10% final damage, but you take 10% more damage. Even turns: you take 10% less damage, but deal 5% less. Each lasts until your next turn.—
PrycaptureHook: Your first damaging spell each turn pulls its main target 2 cells toward you.+40 Lock, -1 Range
PrygenerateRegeneration: At the start of each of your turns, heal 6% of your maximum life.-5% final damage
SpryritualSpirit Drain: Your attacks remove 1 AP from their target for its next turn (once per target per turn, cannot be dodged).-5% final damage
PrysicalSteadfast: Enemy spells and effects cannot remove your AP or MP (tackling still does).-8% resistance in every element
CaraprysPack Leader: Your summons that can move get +1 MP, and every summon gets vitality equal to 10% of your maximum life.+1 Summon, -1 MP
PrywitchmentCleanse: At the start of every second turn, removes every dispellable effect enemies put on you.-5% final damage
AsprystOverflow: Your heals on allies are 30% stronger, and healing past full life becomes a shield (up to 20% of the target's maximum life) until your next turn.-10% final damage
PryshieldShell: End your turn without moving: gain a shield of 25% of your maximum life for 2 turns. 4-turn cooldown.-1 MP
PryximityCrowd Rush: At the start of your turn, +1 AP for each enemy within 2 cells of you (+2 at most), for that turn.-2 Range
PrymuneFourth Hit: Every 4th hit you take deals no damage.-10% Critical
GravprysyGravity Field: Enemies who start their turn within 2 cells of you lose 2 MP for that turn (cannot be dodged).-1 MP
UnmovaprysAnchored: End your turn on the cell where you started it: Gravity and Unshakable states until your next turn. 4-turn cooldown.+180 Pushback Resistance, -25 Critical Resistance
Nightmare SpryntSprint: +6 MP during your first turn, -2 MP during your second turn.—
Nightmare AsprystOverflow: Your heals on allies are 45% stronger, and healing past full life becomes a shield (up to 30% of the target's maximum life) until your next turn.-10% final damage
Nightmare UnmovaprysAnchored: End your turn on the cell where you started it: Gravity and Unshakable states until your next turn. 3-turn cooldown.+450 Pushback Resistance, -25 Critical Resistance