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.
On this page
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
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.
| Prysmaradite | Effect | Characteristics |
|---|---|---|
| Prytekt-O-Mat | Death 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 Prytekt | Guardian: 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 Prytekt | Stagger: 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-Mat | Pressure: Your damaging spells have a 20% chance to push each enemy they hit back 1 cell. | -5% resistance in every element |
| Shiny Pryssure | Battering Ram: Your pushback damage is doubled (+100%), on the pushed enemy and on whoever it crashes into. | -5% final damage |
| Iridescent Pryssure | Crush: +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-Mat | Rush: +30% final damage during your first turn, -30% final damage during your second turn. | — |
| Shiny Prysipitate | Head 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 |
| Sprynt | Sprint: +4 MP during your first turn, -2 MP during your second turn. | — |
| Disaprys | Blink: 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 |
| Prynyang | Yin-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. | — |
| Prycapture | Hook: Your first damaging spell each turn pulls its main target 2 cells toward you. | +40 Lock, -1 Range |
| Prygenerate | Regeneration: At the start of each of your turns, heal 6% of your maximum life. | -5% final damage |
| Spryritual | Spirit Drain: Your attacks remove 1 AP from their target for its next turn (once per target per turn, cannot be dodged). | -5% final damage |
| Prysical | Steadfast: Enemy spells and effects cannot remove your AP or MP (tackling still does). | -8% resistance in every element |
| Caraprys | Pack 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 |
| Prywitchment | Cleanse: At the start of every second turn, removes every dispellable effect enemies put on you. | -5% final damage |
| Aspryst | Overflow: 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 |
| Pryshield | Shell: End your turn without moving: gain a shield of 25% of your maximum life for 2 turns. 4-turn cooldown. | -1 MP |
| Pryximity | Crowd 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 |
| Prymune | Fourth Hit: Every 4th hit you take deals no damage. | -10% Critical |
| Gravprysy | Gravity Field: Enemies who start their turn within 2 cells of you lose 2 MP for that turn (cannot be dodged). | -1 MP |
| Unmovaprys | Anchored: 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 Sprynt | Sprint: +6 MP during your first turn, -2 MP during your second turn. | — |
| Nightmare Aspryst | Overflow: 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 Unmovaprys | Anchored: 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 |
