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These are the spells that are available to players in the [[HentaiVerse]].
Mana-based spells that are available to players in the [[HentaiVerse]].
<br/>
<br/>'''Spell Costs'''
<br/>Note that spell MP costs are all a percentage of your [[Level]], rounded up.
<br/>For example, 'Cure' has a ''base cost'' of 20, meaning its MP cost is ''20% of your level''. At level 51, Cure costs: 51 * 0.20 = 10.2 -> 11 MP.
<br/>
<br/>'''Spell Durations'''
<br/>The duration of spells lasting more than one turn depends on their base duration, the number of Ability Points invested (where applicable) and the relevant [[Proficiencies|Proficiency]]. Each additional AP increases the duration by 25%, and each point of proficiency by 1%. These numbers multiply together. Expressed as a formula:
duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)
For deprecating spells, the effect of proficiency is doubled, with each point of proficiency increasing the duration by 2%.
duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 50)
The result is rounded to the nearest whole number of turns.


==Offensive Magic==
==Learning Spells==
These spells are used to inflict direct damage on monsters. On each [[Abilities | Ability tier]], there is a single-target spell and an area-of-effect spell. Area-of-effect spells inflict strong damage on the targeted monster and less damage on the rest, but are also more expensive and take longer to cast than the single target versions. However, each addition Ability Point invested in the AOE spells increases its damage dealt (by 25% when maxed) and decreases it's MP cost (by 50% when maxed), in addition to decreasing the associated single-target spell's MP cost (by 25% when maxed). Each [[HentaiVerse_Bestiary | type of monster]] has different levels of resistance to each [[:Category:Damage_types | damage type]], which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative [[Spells#Status effects | status effects]].
Spells are automatically added to a player's skillbook once they have reached the minimum level '''AND''' base [[proficiency]] requirements. Usually it is possible to improve the spell by using [[ability]] points right away but some abilities will only be available at higher levels.


===Piercing===
==Spell Costs==
*''Starting spell, no Ability required''
Spell costs are all a percentage of the player's [[level]], rounded up.
**http://g.ehgt.org/hv045/img/a/001010.png '''Magic Missile''': Fires a basic magic missile against the target. ''Free to cast. Affected by Elemental [[Proficiencies|Proficiency]] but does not increase it.'' In recent iterations of Hentai Verse, however, when this spell cast with a Staff weapon, it has a chance to improve the user's Staff Proficiency.


===[[Fire]]===
'''Example''': 'Fiery Blast' has a base cost of 5, meaning its MP cost is 5% of the player's level. At level 51 Fiery Blast costs:
*''Tier 1''
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">roundup(51 * 0.05) = roundup(2.55) = 3 MP</pre>
**http://g.ehgt.org/hv045/img/a/0130.png '''Fireball''': A ball of fire is hurled at the target, causing Fire damage. ''Base cost is 4, reduced to 3 when Inferno is maxed.''
**http://g.ehgt.org/hv045/img/a/0132.png '''Inferno''': Unleashes an inferno of flames on all hostile targets, causing Fire damage. ''Base cost is 12, reduced to 6 when maxed.''


*''Tier 6''
Spell costs are further modified by:
**http://g.ehgt.org/hv045/img/a/0630.png '''Flare''': A powerful fiery blast envelopes the target, causing heavy fire damage. ''Base cost is 9, reduced to 6.75 when Meteor is maxed.''
{|class="wikitable"
**http://g.ehgt.org/hv045/img/a/0632.png '''Meteor''': A meteor strikes the battlefield, enveloping all hostile targets in its fiery blast, causing heavy fire damage. ''Base cost is 27, reduced to 13.5 when maxed.''
!Factor
!▲/
!Amount
!Duration
|-
|[[Interference]] || ▲ || 0.5% per point || Permanent (can be [[The_Forge#Shards|temporarily removed]])
|-
|Mana Conservation || ▼ || Stated % || Permanent
|-
|[[Spirit Stance]] || ▼ || 25% || As long as it can be maintained
|-
|[[Fighting_Styles#Staff|Coalesced Mana]] || ▼ || 50% || Up to 5 turns (and the monster stays alive to be targeted)
|-
|[[Channeling]] || ▼ || 100% || Consumed upon casting
|-
|[[The_Forge#Shards|Suffused Aether]] || ▼ || 10% || Up to 1 hour [[The_Forge#Shards|per shard]]
|}


*''Tier 12''
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Spell Cost''' = roundup((Level * Base_cost / 100) * (1 + interference * 0.5%) * (1 - mana_conservation) * (1 - spirit_stance) * (1 - coalesced) * (1 - suffused_aether))</pre>
**http://g.ehgt.org/hv043/img/a/m1130.png '''Nova''': Fire damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Flames of Loki is maxed.''
**http://g.ehgt.org/hv043/img/a/m1131.png '''Flames of Loki''': Fire damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''


===[[Cold]]===
All of the passive factors also affect the upkeep cost of [[Innate Arcana]].
*''Tier 2''
**http://g.ehgt.org/hv045/img/a/0230.png '''Icestrike''': Launches a pillar of ice against the target, causing Cold damage. ''Base cost is 4, reduced to 3 when Snowstorm is maxed.''
**http://g.ehgt.org/hv045/img/a/0232.png '''Snowstorm''': A snowstorm surrounds all hostile targets, causing Cold damage. ''Base cost is 12, reduced to 6 when maxed.''


*''Tier 7''
==Spell Durations==
**http://g.ehgt.org/hv045/img/a/0730.png '''Freeze''': Cold damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Blizzard is maxed.''
The duration of spells lasting more than one turn depends on their base duration, the number of [[Ability Points]] invested (where applicable) and the relevant [[proficiencies]].
**http://g.ehgt.org/hv045/img/a/0732.png '''Blizzard''': Cold damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''


*''Tier 13''
==[[Spell Damage]]==
** http://g.ehgt.org/hv040/img/a/m1230.png '''Cryostasis''': Cold damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Fimbulvetr is maxed.''
** http://g.ehgt.org/hv040/img/a/m1231.png '''Fimbulvetr''': Cold damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''


===[[Elec]]===
==Table Legend==
*''Tier 3''
{|class="wikitable"
**http://g.ehgt.org/hv045/img/a/0330.png '''Lightning''': A bolt of lightning strikes the target, causing Elec damage. ''Base cost is 4, reduced to 3 when Thunderstorm is maxed.''
!Column
**http://g.ehgt.org/hv045/img/a/0332.png '''Thunderstorm''': A thunderstorm surrounds all hostile targets, causing Elec damage. ''Base cost is 12, reduced to 6 when maxed.''
!Meaning
|-
|Tier || The tier of the spell. Can be 1-3.
|-
|Level || The minimum [[level]] needed to access the spell.
|-
|Min/Max Prof || The minimum ''base'' [[proficiency]] needed to access the spell and the maximum ''effective'' proficiency needed to get the highest bonuses.
|-
|Cost || The base mana cost of the spell and the reduced/increased cost via [[abilities]].
|-
|CD || The base cooldown of the spell and the reduced cooldown via [[abilities]].
|-
|Targets || The base number of targets the spell can hit and the increased number via [[abilities]].
|-
|Duration || The base duration of the spell's effect and the increased duration via [[abilities]].
|}


*''Tier 8''
==Offensive Spells==
**http://g.ehgt.org/hv045/img/a/0830.png '''Ball Lightning''': Elec damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Chain Lightning is maxed.''
These spells are used to inflict direct damage on monsters. Missing the primary target of an spell does not prevent it from hitting other targets if the spell is capable of doing so; each chance-to-hit is calculated independently.
**http://g.ehgt.org/hv045/img/a/0832.png '''Chain Lightning''': Elec damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''


*''Tier 15''
Each [[Monster_Lab#Monster_Classes|type of monster]] has different levels of resistance to each [[damage type]]s, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative [[#Status_Effects|status effects]].
** http://g.ehgt.org/hv044/img/a/m1330.png '''Shockblast''': Elec damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Wrath of Thor is maxed.''
** http://g.ehgt.org/hv044/img/a/m1331.png '''Wrath of Thor''': Elec damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''


===[[Wind]]===
{|class="wikitable" width="100%"
*''Tier 4''
!Name
**http://g.ehgt.org/hv045/img/a/0430.png '''Windblast''': A blast of wind hits the target, causing Wind damage. ''Base cost is 4, reduced to 3 when Cyclone is maxed.''
!Description
**http://g.ehgt.org/hv045/img/a/0432.png '''Cyclone''': A cyclone surrounds all hostile targets, causing Wind damage. ''Base cost is 12, reduced to 6 when maxed.''
!width="40"|Tier
!width="40"|[[Level]]
!width="50"|<span title="Minimum base prof needed to unlock the spell/Effective prof that maximizes spell's effects" style="border-bottom:1px dotted">Min/Max</span> [[Proficiency|Prof]]
!width="40"|Cost
!width="40"|CD
!width="40"|Targets
|-
!colspan="8"|
===Elemental===
|-
!colspan="8"|
====[[Fire]]====
|-
![[File:Abilities_Fireball.png]]<br>Fiery Blast
|A ball of fire is hurled at the target.
|1
|15
|0/200
|6
|0
|3/5
|-
![[File:Abilities_Inferno.png]]<br>Inferno
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.
|2
|95
|50?/500
|14
|4/2
|5/7
|-
![[File:Abilities_Nova.png]]<br>Flames of Loki
|Fire damage.
|3
|175
|150/800
|21
|7/4
|7/10
|-
!colspan="8"|


*''Tier 9''
====[[Cold]]====
**http://g.ehgt.org/hv045/img/a/0930.png '''Gale''': Wind damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Hurricane is maxed.''
|-
**http://g.ehgt.org/hv045/img/a/0932.png '''Hurricane''': Wind damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''
![[File:Abilities_Freeze.png]]<br>Freeze
|Cold damage.
|1
|25
|0/200
|6
|0
|3/5
|-
![[File:Abilities_Blizzard.png]]<br>Blizzard
|Cold damage.
|2
|105
|50/500
|14
|4/2
|5/7
|-
![[File:Abilities_Fimbulvetr.png]]<br>Fimbulvetr
|Cold damage.
|3
|185
|150/800
|21
|7/4
|7/10
|-
!colspan="8"|


*''Tier 16''
====[[Elec]]====
** http://g.ehgt.org/hv044/img/a/m1430.png '''Downburst''': Wind damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Storms of Njord is maxed.''
|-
** http://g.ehgt.org/hv044/img/a/m1431.png '''Storms of Njord''': Wind damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''
![[File:Abilities_Lightning.png]]<br>Shockblast
|A bolt of lightning strikes the target, causing Elec damage.
|1
|35
|0/200
|6
|0
|3/5
|-
![[File:Abilities_Column_Lightning.png]]<br>Chained Lightning
|Elec damage.
|2
|115?
|50?/500
|14
|4/2
|5/7
|-
![[File:Abilities_Shockblast.png]]<br>Wrath of Thor
|Elec damage.
|3
|195
|150/800
|21
|7/4
|7/10
|-
!colspan="8"|
====[[Wind]]====
|-
![[File:Abilities_Windblast.png]]<br>Gale
|A blast of wind hits the target, causing Wind damage.
|1
|45
|0/200
|6
|0
|3/5
|-
![[File:Abilities_Gale.png]]<br>Downburst
|Wind damage.
|2
|125?
|60/500
|14
|4/2
|5/7
|-
![[File:Abilities_Storms_of_Njord.png]]<br>Storms of Njord
|Wind damage.
|3
|205
|150/800
|21
|7/4
|7/10
|-
!colspan="8"|
<div id="Holy"></div>


===[[Holy]]===
===Divine===
*''Tier 5''
|-
**http://g.ehgt.org/hv045/img/a/m1510.png '''Condemn''': Holy damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Purge is maxed.''
! [[File:Abilities_Smite.png]]<br>Smite
**http://g.ehgt.org/hv045/img/a/m1511.png '''Purge''': Holy damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''
| Holy damage.
|1
|65
|0/500
|14
|0
|3/5
|-
! [[File:Abilities_Banish.png]]<br>Banishment
|Holy damage.
|2
|100?
|100/700
|21
|4/2
|5/7
|-
! [[File:Abilities_Soul_Fire.png]]<br>Paradise Lost
| Holy damage.
|3
|200?
|200/900
|30
|7/4
|7/10
|-
!colspan="9"|


*''Tier 10''
<div id="Dark"></div>
**http://g.ehgt.org/hv045/img/a/1130.png '''Smite''': Holy damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Banish is maxed.''
**http://g.ehgt.org/hv045/img/a/1132.png '''Banish''': Holy damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''


===[[Soul]]===
===Forbidden===
*''Tier 11''
|-
**http://g.ehgt.org/hv043/img/a/m1720.png '''Soul Reaper''': Soul damage. (Single Target)  ''Base cost is 11, reduced to 8.25 when Soul Harvest is maxed.''
! [[File:Abilities_Corruption.png]]<br>Corruption
**http://g.ehgt.org/hv043/img/a/m1721.png '''Soul Harvest''': Soul damage. (Area of Effect) '' Base cost is 33, reduced to 16.5 when maxed.''
| Dark damage.
*''Tier 18''
|1
** http://g.ehgt.org/hv045/img/a/m1740.png '''Soul Fire''' - Soul damage. (Single Target) ''Base cost is 24, reduced to 18 when Soul Burst is maxed.''
|85
** http://g.ehgt.org/hv045/img/a/m1741.png '''Soul Burst''' (x5) - Soul damage. (Area of Effect) ''Base cost is 87, reduced to 43.5 when maxed.''
|0/500
|14
|0
|3/5
|-
! [[File:Abilities_Disintegrate.png]]<br>Disintegrate
|Dark damage.
|2
|100?
|100/700
|18.5?
|4/2
|5/7
|-
! [[File:Abilities_Ragnarok.png]]<br>Ragnarok
|Dark damage.
|3
|245
|200/900
|28?
|7/4
|7/10
|}


===[[Dark]]===
<div id="Deprecating Magic"></div>
*''Tier 14''
**http://g.ehgt.org/hv044/img/a/1230.png '''Corruption''': Dark damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Pestilence is maxed.''
**http://g.ehgt.org/hv044/img/a/1232.png '''Pestilence''': Dark damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''


*''Tier 17''
==Deprecating Spells==
** http://g.ehgt.org/hv044/img/a/1330.png '''Disintegrate''': Dark damage. (Single Target) ''Base cost is 18, reduced to 13.5 when Ragnarok is maxed.''
These spells are used to inflict debuffs on the monsters. Most of these debuffs will assist you in increasing your survival chances by weakening the attack power/frequency of the monsters (like Weaken or Silence), some others will make them more vulnerable to your attacks (Imperil), some will do both at once (Sleep, MagNet with its ability slotted).
** http://g.ehgt.org/hv044/img/a/1332.png '''Ragnarok''': Dark damage. (Area of Effect) ''Base cost is 54, reduced to 27 when maxed.''
The minimum proficiency corresponds to the proficiency needed to have the spell available. The maximum proficiency corresponds to the breakpoint when the debuff's duration reaches the maximum multiplier (x4 duration).
{|class="wikitable" width="100%"
|-
!Spell
!Description
!width="40"|[[Level]]
!width="50"|<span title="Minimum base prof needed to unlock the spell/Effective prof that maximizes spell's effects" style="border-bottom:1px dotted">Min/Max</span> [[Proficiency|Prof]]
!width="40"|Cost
!width="40"|CD
!width="40"|Duration
<div id="Drain"></div>
|-
![[File:Abilities_Poison.png]]<br>Drain
|Inflicts Drain on one target, causing damage over time.
*''Inflicts [[#Theft_Effects|Vital Theft]] on the target
|30?
|0/300?
|11.5
|20/15
|7?
<div id="Slow"></div>
|-
![[File:Abilities_Slow.png]]<br>Slow
|The target is slowed by x%, making it attack less frequently.
*''Base action speed reduction: 30%/50%''
|10?
|0/300?
|18/25
|3
|10/15
<div id="Weaken"></div>
|-
![[File:Abilities_Weaken.png]]<br>Weaken
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
*''Base Physical and Magical damage reduction: 25%/50%''
|70
|0/345
|10/16
|3/0
|10/15
<div id="Sleep"></div>
|-
![[File:Abilities_Sleep.png]]<br>Sleep
|The target is lulled to sleep, preventing it from taking any actions.
*''Base chance of breaking on damage: 90%?''
*''Sleeping monsters cannot attack, evade, parry, or resist attacks?''
|80
|0/410
|22/35
|7
|5/7
<div id="Confuse"></div>
|-
![[File:Abilities_Confuse.png]]<br>Confuse
|Confuses the target, making it lunge out wildly and strike friends and foes alike.
*''Base chance of breaking on damage: 90%?''
*''Base chance of monster hitting itself: 25%?''
|150
|45/660
|25/35
|10
|10/12
<div id="Imperil"></div>
|-
![[File:Abilities_Imperil.png]]<br>Imperil
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
*''Base Physical and Magical defense reduction: 25%/50%''
*''Base Fire/Cold/Elec/Wind resistance reduction: 10%/40%''
*Base ''Dark/Holy resistance reduction: 0%/25%''
*''This reduction is multiplicative (ie, a monster with 80% physical mitigation would be reduced to 60%, or lower with [[Abilities#Deprecating|Abilities]].''
**'' The [[Equipment Procs|Penetrated Armor]] multiplier is layered with this reduction (ie 0.8 physical mitigation * 0.5 imperil reduction * 0.25 penetrated armor reduction = 0.1 physical mitigation).''
|130
|30/495
|10/15
|3/0
|10/15
<div id="Blind"></div>
|-
![[File:Abilities_Blind.png]]<br>Blind
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
*''Base attack/magic hit chance reduction: 20%/30%''
|80?
|30/610
|18/25
|7/3
|10/15
<div id="Silence"></div>
|-
![[File:Abilities_Silence.png]]<br>Silence
|The target is silenced, preventing it from using special attacks and magic.
|120
|40/665
|18
|10/5
|10/13
|-
![[File:Abilities_MagNet.png]]<br>MagNet
|A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.
*''Slowing effect requires at least 1 AP investment.''
*''Does not disable parrying.''
*''Also prevents the target from resisting your spells.''
|250?
|100?/800
|22
|15/10
|10/15
|}


==Deprecating Magic==
<div id="Supportive Magic"></div>
*''Tier 1''
**http://g.ehgt.org/hv045/img/a/0133.png '''[[Poison]]''': Inflicts Spreading Poison on the target, causing damage over time, reducing its evade chance, and halving its MP and SP regen rates. ''Base cost is 15. Base duration is 15.''


*''Tier 2''
==Supportive Spells==
**http://g.ehgt.org/hv045/img/a/0233.png '''Slow''': The target is slowed, making it attack less frequently. ''Base cost is 18. Base duration is 3.''
{|class="wikitable"
|-
!Spell
!Description
!width="40"|[[Level]]
!width="50"|<span title="Minimum base prof needed to unlock the spell/Effective prof that maximizes spell's effects" style="border-bottom:1px dotted">Min/Max</span> [[Proficiency|Prof]]
!width="40"|Cost
!width="40"|CD
!width="40"|Duration
|-
!colspan="7"|
<div id="Curative Magic"></div><div id="Curative Spells"></div>
===Curative===
|-
![[File:Abilities_Cure.png]]<br>Cure
|Restores a moderate amount of Health on the target.
*''Base health restored = base_health * (AP / 100) * MIN (1.5, MAX ((0.8 + supportive_proficiency / player_level * 0.2), (1 + (supportive_proficiency - player_level) / player_level * 0.5)))''
|5
|0/385+
|20
|5/2
|N/A
|-
![[File:Abilities_Regen.png]]<br>Regen
|Places a heal over time effect on the target.
*''Base health restored per turn = base_health * ([[AP]] / 100)''
|50?
|0/845
|22.5/75
|0
|14/30
|-
![[File:Abilities_Cure.png]]<br>Full-Cure
|Fully restores the Health of the target.
|220
|0/945+
|50
|10
|N/A
|-
!colspan="7"|


*''Tier 3''
===Supportive===
**http://g.ehgt.org/hv045/img/a/0333.png '''Weaken''': The target is weakened, making its physical attacks deal less damage and preventing them from being critical strikes. Reduces physical damage dealt by 50% when maxed (10% per AP). ''Base cost is 10. Base duration is 5.''
|-
<div id="Protection"></div>
![[File:Abilities_Protection.png]]<br>Protection
|Places a shield effect on the target, absorbing 25%/30% of the damage from all attacks.
|10?
|0/320
|25
|0
|15?/30
<div id="Haste"></div><div id="haste"></div>
|-
![[File:Abilities_Haste.png]]<br>Haste
|Speeds up all actions of the target, allowing it to attack more frequently.
*''Base [[Action Speed]] increase: 25%/50%''
|60?
|0/450
|30
|0
|10?/20
<div id="Shadow Veil"></div>
|-
![[File:Abilities_Shadow_Veil.png]]<br>Shadow Veil
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
*''Base evade chance increase: 15%/25%''
<!--*''This increase is applied as a multiplier to the player's evade chance, e.g. if the Player had 25% evade, he would get 25% * 1.15 = 28.75% evade.''-->
|90
|0/610
|30
|0
|10?/20
<div id="Absorb"></div><div id="absorb"></div>
|-
![[File:Abilities_Absorb.png]]<br>Absorb
|The next magical attack against the target has a chance to be absorbed and partially converted to MP.
*''The effect is permanent until it absorbs a spell.''
*''Base chance to absorb: 60%/90%''
*''Cannot absorb critical hits''
*''Absorbed MP is between 5-10% of the monster's base max MP? Very little MP regained''
*''Can absorb more than 1 spell if they occur on the same turn.''
|50?
|0/385+?
|30
|20
|∞
<div id="Spark of Life"></div><div id="SoL"></div><div id="spark of life"></div><div id="sol"></div>
|-
![[File:Abilities_Spark_of_Life.png]]<br>Spark of Life
|Any attack that would one-shot a target with 2 or more HP leaves it alive but on the brink of defeat. The buff is removed when triggered (and 50% of the player's base SP is consumed). If the player does not have enough SP remaining the trigger will fail and the player will die.
*''When active '''and''' enough SP is available the player's health bar will turn dark green.''
|100
|0/750?
|44?/30
|0
|15?/30
|-
![[File:fallenshield.png]]<br>''Cloak of the Fallen''
|Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.
*''When Spark of Life is triggered '''Cloak of the Fallen''' procs, which grants full immunity to damage during the turn that Spark triggers.
*''Grants +75%? physical and magical mitigation bonus after the original proc.''
|colspan="4"|
|3?
<div id="Arcane Focus"></div>
|-
![[File:Abilities_Arcane_Focus.png]]<br>Arcane Focus
|The target attains a higher level of attunement with the arcane forces, increasing magic power and crit chance.
*''Magical damage bonus: 25%''
*''Magical crit chance bonus: 10%''
*''Magical crit damage bonus: 0%/15%''
|175
|0/980?
|100
|0
|50?/100
<div id="Heartseeker"></div>
|-
![[File:Abilities_Heartseeker.png]]<br>Heartseeker
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power and crit chance.
*''Physical damage bonus: 25%''
*''Physical crit chance bonus: 10%''; this means on-battle crit chance will become: ''(100 - crit) * 0.1 + crit = 10 + 0.9 * crit''
*''Physical crit damage bonus: 0%/15%''
|140
|0/880?
|100
|0
|50?/100
<div id="Spirit Shield"></div>
|-
![[File:Abilities_Spirit_Shield.png]]<br>Spirit Shield
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.
*''Any attack that hits for more than 45-20% of max HP will cause the player to lose exactly 45-20% of their health, with the remainder absorbed as damage to their spirit.<sup>[[#spirit|(Formula)]]</sup>
*''The spell will fail if the player does not have sufficient SP.''
|200
|0/950?
|25
|0
|15?/30
|}
<div id="spirit"><div id="Spirit">
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Spirit Damage''' = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)<br>
''('''SS_AP_Damage''' = percentage of damage required for Spirit shield to kick in)'' <br><br>Note: This formula works in such way that increasing base spirit points (e.g. by increasing STR [[Character_Stats#primary_attributes|primary attribute]] or through the Suffusive Spirit hath perk) increase the spirit cost of Spirit Shield (and Spark of Life) proportionately. </pre>


*''Tier 4''
==Status Effects==
**http://g.ehgt.org/hv045/img/a/0433.png '''Sleep''': The target is lulled to sleep, preventing it from taking any actions. However, it may wake up when damaged. ''Base cost is 22. Base duration is 3.''
When an [[#Offensive_Magic|offensive spell]] or a [[Spells#Spike_Shields|spike shield]] hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when struck by the next [[#Offensive_Magic|offensive spell]] in the cycle. For example a monster afflicted by Searing Skin will receive extra damage when struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense. The status effect will dissipate after it explodes.
Additional points decrease chance of breaking on damage by 10% (90% base chance, 50% when maxed).  


*''Tier 7''
{|class="wikitable" width="100%"
**http://g.ehgt.org/hv045/img/a/0733.png '''Confuse''': Confuses the target, making it lunge out wildly and strike friends and foes alike. ''Base cost is 25.''
|-
Additional points decrease chance of breaking on damage by 10% (90% base chance, 50% when maxed).  
! width="15%" | Name
Additional points decrease chance of monster hitting itself by 25% (won't hit itself when maxed).
! width="50%" | Description
! width="30%" | Additional Effect(s)
! width="10%" | Duration
|-
|[[File:Abilities_Flare.png]] '''Searing Skin'''
||The skin of the target has been scorched, inhibiting its attack damage.
* Caused by Fire spells/spike shield
* ''Damage reduction: 10%''
||[[Cold]] resistance is lowered by 25.
|rowspan="6"| 3
|-
|[[File:Abilities_Freeze.png]] '''Freezing Limbs'''
||The limbs of the target have been frozen, causing slower movement.
* Caused by Cold spells/spike shield
* ''Speed reduction: 10%''
| [[Wind]] resistance is lowered by 25.
|-
|[[File:Abilities_Gale.png]] '''Turbulent Air'''
||The air around the target has been upset, blowing up dust and increasing its miss chance.
* Caused by Wind attacks/spike shield
* ''Miss chance increase: 10%''
| [[Elec]] resistance is lowered by 25.
|-
|[[File:Abilities_Lightning.png]] '''Deep Burns'''
||Internal damage causes slower reactions and lowers evade and resist chance.
* Caused by Elec spells/spike shield
* ''Evade and Resist reduction: 10%''
| [[Fire]] resistance is lowered by 25.
|-
|[[File:Abilities_Smite.png]] '''Breached Defense'''
||The holy attack has penetrated the target's defenses, making it take more damage.
* Caused by Holy spells
* ''Physical & Magical mitigation reduction: 10%''
||[[Dark]] resistance is lowered by 25.
|-
|[[File:Abilities_Disintegrate.png]] '''Blunted Attack'''
||The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
* Caused by Dark spells
* ''Damage reduction: 10%''
||[[Holy]] resistance is lowered by 25.
|-
|[[File:Abilities_Soul_Fire.png]] '''Burning Soul'''
||The life essence of the target has been set ablaze, damaging its physical form over time.
* Caused by Holy spells with Soul Fire [[ability]] slotted
* ''Damage over time = MDB * (1 + EDB / 100) * 0.2''
||Will cause Ether Theft if targeted by Drain and the [[ability]] Ether Theft is active (even if Drain is resisted/absorbed/evaded)
|rowspan="2"| 7
|-
|[[File:Abilities_Ripened_Soul.png]] '''Ripened Soul'''
||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
* Caused by Dark spells with Ripened Soul [[ability]] slotted
* ''Damage over time = MDB * (1 + EDB / 100) * 0.2''
||Will cause Spirit Theft if targeted by Drain and the [[ability]] Spirit Theft is active (even if Drain is resisted/absorbed/evaded)
|}


*''Tier 8''
===Chance on Hit===
**http://g.ehgt.org/hv043/img/a/m2040.png '''Bewilder''': The target is bewildered, making its magical attacks deal less damage and preventing them from being critical strikes. Magical damage dealt is reduced by 50% when maxed (10% per AP). ''Base cost is 10. Base duration is 5.''
The chance-on-hit to proc one of these effects on a monster varies based on the spell cast.


*''Tier 9''
The following base averages have been observed:
**http://g.ehgt.org/hv045/img/a/0933.png '''Blind''': Blinds the target, reducing the chance of landing attacks and magic spells. ''Base cost is 18. Base duration is 5.''
*From being hit with a spike shield active: 17.5%
*** Base attack/magic hit chance = -25%.
*T1: 25%
*T2: 50%
*T3: 75%


*''Tier 12''
===Theft Effects===
**http://g.ehgt.org/hv045/img/a/0833.png '''Silence''': The target is silenced, preventing it from using special attacks and magic. ''Base cost is 18. Base duration is 7.''
Thefts are status effects inflicted by Drain. Casting Drain on a target will inflict Vital Theft, and will also inflict Ether Theft or Spirit Theft when specific conditions are met.


*''Tier 14''
{|class="wikitable" width="100%"
**http://g.ehgt.org/hv044/img/a/1233.png '''Nerf''': The target is nerfed, decreasing its attack rating, magic rating, evade chance, resist chance, shield rating, and barrier rating. ''Base cost is 20. Base duration is 5.''
|-
! width="10%" | Name
! width="55%" | Description
! width="30%" | Effect(s)
! width="10%" | Duration
|-
|[[File:Abilities_Lifestream.png]] '''Vital Theft'''
||Siphons off the target's life essence over time. This causes a damage-over-time effect and returns a small amount of health to the player.
* ''Damage over time = MDB * (1 + forbidden EDB / 100) * 0.1''
* ''HP damage/drained = 5% of the target's current HP or 5% of your total base HP, whichever is lower
|| Damages the target then heals the player after each of the target's turn.
*''Damage occurs first, before healing the player.
|| See [[#Deprecating_Spells|Drain]]
|-
|[[File:drainmp.png]] '''Ether Theft'''
||Siphons off the target's mana over time. This returns a small amount of mana to the player.
* ''MP damage/drained = 5% of the target's current MP or 5% of your total base MP, whichever is lower
||Reduces the target's MP and recovers the player's MP after each of the target's turn.
|rowspan="2"| 5
|-
|[[File:drainsp.png]] '''Spirit Theft'''
||Siphons off the target's spirit over time. This returns a small amount of spirit to the player.
* ''SP damage/drained = 5% of the target's current SP or 5% of your total base SP, whichever is lower
||Reduces the target's SP and recovers the player's SP after each of the target's turn.
|}


*''Tier 17''
==Spike Shields==
** http://g.ehgt.org/hv044/img/a/1333.png '''X-Nerf''' - All hostile targets are nerfed, decreasing their attack rating, magic rating, evade chance, resist chance, shield rating, and barrier rating. ''Base cost is 60. Base duration is 5.''
Spike Shields are an [[ability]] that grant an added effect to the Protection spell. Only 1 of 4 elemental shields can be active at one time.
*Can proc upon parrying or blocking an attack.
*Do a minimum of 5 damage to monsters regardless of damage taken.
*Count as physical damage.
*Can proc [[#Status Effects|status effects]] (~20%? chance).


*''Tier 18''
==Procs==
**http://g.ehgt.org/hv045/img/a/m2082.png '''MagNet''' - A net of pure energy is cast on the target, hindering and magically grounding it, making it slower and unable to evade attacks or spells. ''Base cost is 22.''
Spell procs take priority in the following order (assuming they are applicable):
**http://g.ehgt.org/hv045/img/a/m2090.png '''Lifestream''' - Places a health tap effect on the target, returning a small amount of health to the caster on each target turn. ''Base cost is 25.''
***Cannot reduce monster below 1 HP by itself.


*There are some special rules regarding which Deprecating spells can be simultaneously in effect on a single monster. The Tactical Pane of the Magic menu also shows which spells cannot be simultaneously cast by dividing the spells into columns.
Absorb > Spirit Shield > Spark of Life > Spike effects
**A monster cannot be simultaneously affected by more than one of: Slow, Sleep, and Confuse. Successfully casting any one of these on a target will dispel any of the others on that target.
**Because of this rule for Silence, Blind, Bewilder, and Weaken, the only useful combinations are: Weaken + Blind, Weaken + Bewilder, or Silence alone.
 
==Curative Magic==
*''Tier 2''
**http://g.ehgt.org/hv045/img/a/0530.png '''Cure''': Restores a moderate amount of HP to yourself. ''Base cost is 20.''
 
*''Tier 8''
**http://g.ehgt.org/hv045/img/a/1030.png '''Regen''': Places a heal over time effect on yourself, healing you for a small amount of HP every turn. ''Base cost is 25. Base duration is 10.''
 
*''Tier 11''
**http://g.ehgt.org/hv043/img/a/0530.png '''Cure II''': Restores a large amount of HP to yourself. ''Base cost is 55.'' Requires Cure.
 
*''Tier 14''
**http://g.ehgt.org/hv045/img/a/1030.png '''Regen II''': Places a long heal over time effect on yourself, healing you for a small amount of HP every turn. ''Base cost is 75. Base duration is 25.'' Requires Regen.
 
*''Tier 17''
**http://g.ehgt.org/hv045/img/a/0530.png '''Cure III''': Restores a huge amount of HP to yourself. ''Base cost is 100.'' Requires Cure I and II.
 
==Supportive Magic==
*''Tier 4''
**http://g.ehgt.org/hv045/img/a/0532.png '''Shield''': Places a shield effect on yourself, absorbing a fixed amount of damage from each physical attack that hits you. ''Base cost is 21. Base duration is 15.''
Physical damage absorbed = 3 x ( 1 + supportive proficiency/10 ). Absorb effects cannot reduce the damage a player takes from an attack to less than 1.
 
*''Tier 5''
**http://g.ehgt.org/hv045/img/a/0533.png '''Haste''': You are hastened, allowing you to attack more frequently. ''Base cost is 30. Base duration is 20.''
Action speed boost = 20 + ( supportive proficiency x 0.4 )
 
*''Tier 6''
**http://g.ehgt.org/hv045/img/a/1032.png '''Barrier''': Places a barrier effect yourself, absorbing a fixed amount of damage from each magical attack that hits you. ''Base cost is 23.''
Magical damage absorbed = 7 x ( 1 + supportive proficiency/10 )
**http://g.ehgt.org/hv045/img/a/0633.png '''Shadow Veil''': A veil of shadows surrounds you, making it harder for monsters to hit you with physical attacks. ''Base cost is 30. Base duration is 20.''
Evade boost = 5 + supportive proficiency/10
 
*''Tier 10''
**http://g.ehgt.org/hv045/img/a/1033.png '''Absorb''': The next magical attack against you may be absorbed and partially converted to MP.  75% chance to absorb when maxed (15% per AP), and the effect is removed when it absorbs a spell.  ''Base cost is 30. Base duration is 15.''
*** The absorbed MP is between 5% and 10% of your base max MP.
**** Additional AP increases the MP absorbed by a factor of 1.125 per additional point for a maximum of 7.5% to 15% of your base max MP with 5 points.
***Critical hits cannot be absorbed.
 
*''Tier 11''
**http://g.ehgt.org/hv045/img/a/1133.png '''Spark of Life''': Any attack that would normally kill you leaves you alive with a small percentage of HP. When triggered, the buff is removed, and 50% of the player's base SP is consumed.  If the player does not have enough SP remaining, the trigger will fail, and the player will die. ''Base cost is 50. Base duration is 15.''
*** First AP invested will restore you to life with 1 HP, subsequent points: 7/14/21/28% max HP.
***http://g.ehgt.org/hv045/img/e/fallenshield.png '''Cloak of the Fallen''': Is a proc added when Spark of Life triggers. This effect grants immunity to all damage for a short period of time. Each point put in Spark of Life adds one turn to the duration of this effect. Having one point will make it last for two effective turns, starting with the one where it is triggered.
 
*''Tier 12''
** http://g.ehgt.org/hv043/img/a/m4050.png '''Flame Spikes''': A shield of flames surrounds you. Fire mitigation is increased, and physical attackers take minor fire damage. Attacking enemies have a chance of gaining the Searing Skin proc. ''Base cost is 15. Base duration is 20.''
*** Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
 
*''Tier 13''
** http://g.ehgt.org/hv040/img/a/m4020.png '''Arcane Focus''' (Also called Arcane Meditation) - You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance. Casting Arcane Focus will dispel Heartseeker. ''Base cost is 100. Base duration is 50.''
Magical damage, hit & crit chance buff = 10 + ( supportive proficiency/25 )
** http://g.ehgt.org/hv040/img/a/m4051.png '''Frost Spikes''' - A shield of frost surrounds you. Cold mitigation is increased, and physical attackers take minor cold damage. Attacking enemies have a chance of gaining the Freezing Limb proc. ''Base cost is 15. Base duration is 20.''
*** Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
 
*''Tier 15''
** http://g.ehgt.org/hv044/img/a/m4021.png '''Heartseeker''' - You attain intimate knowledge of the source of life in all living things, increasing attack power, accuracy, and crit chance.  Casting Heartseeker will dispel Arcane Focus. ''Base cost is 100. Base duration is 50.''
Physical damage, hit & crit chance buff = 10 + ( supportive proficiency/25 )
** http://g.ehgt.org/hv044/img/a/m4060.png '''Lightning Spikes''' - A shield of lightning surrounds you.  Elec mitigation is increased, and physical attackers take minor elec damage. Attacking enemies have a chance of gaining the Deep Burns proc. ''Base cost is 15. Base duration is 20.''
*** Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
 
*''Tier 16''
** http://g.ehgt.org/hv044/img/a/m4040.png '''Spirit Shield''' - Incoming soul attacks will damage your spirit gauge instead of health. ''Base cost is 50.''
*** Absorbs 10 damage per SP per ability point invested (50 damage per SP maxed).
** http://g.ehgt.org/hv044/img/a/m4061.png '''Storm Spikes''' - A shield of storms surrounds you.  Wind mitigation is increased, and physical attackers take minor wind damage. Attacking enemies have a chance of gaining the Turbulent Air proc. ''Base cost is 15. Base duration is 20.''
*** Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
 
==Status Effects==
When an [[Spells#Offensive Magic | offensive spell]] hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when their effected target is struck by the next elemental spell in the order.  e.g. Searing Skin will explode for Cold damage when the monster is struck by a Cold spell.  Elemental mages will find it advantageous to cast their AOE spells in order, to benefit most from status effect explosions.


*http://g.ehgt.org/hv045/img/a/0630.png '''Searing Skin''': The skin of the target has been ignited, causing ([[Fire]]) damage over time. [[Cold]] resistance is lowered.
==Stacking==
*http://g.ehgt.org/hv045/img/a/0730.png '''Freezing Limbs''': The limbs of the target have been frozen, causing slower movement. [[Wind]] resistance is lowered.
The effects of Arcane Focus and Heartseeker cannot be active simultaneously: in the case one is already active, casting the second will result in the dissipation of the first one.
*http://g.ehgt.org/hv045/img/a/0330.png '''Deep Burns''': Internal damage causes slower reactions and lowers evade and resist chance. [[Fire]] resistance is lowered.
*http://g.ehgt.org/hv045/img/a/0930.png '''Turbulent Air''': The air around the target has been upset, blowing up dust and increasing its miss chance. [[Elec]] resistance is lowered.
*http://g.ehgt.org/hv045/img/a/1130.png '''Breached Defense''': The holy attack has penetrated the target's defenses, making it take more damage. [[Dark]] resistance is lowered.
*http://g.ehgt.org/hv045/img/e/darknerf.png '''Blunted Attack''': The decaying effects of the spell has blunted the target's offenses, making it deal less damage. [[Holy]] resistance is lowered.
*http://g.ehgt.org/hv045/img/e/ripesoul.png '''Ripened Soul''': Attacking this target will restore your health by a small amount.
*http://g.ehgt.org/hv045/img/e/soulfire.png '''Soul Fire''': The very life essence of the target has been set ablaze, damaging it over time. Using Soul Burst will cause this effect to explode.


==See also==
==See also==
Line 222: Line 644:
*[[Skills]]
*[[Skills]]


[[Category:HentaiVerse]]
{{HVnav}}

Latest revision as of 12:58, 2 January 2026

Mana-based spells that are available to players in the HentaiVerse.

Learning Spells

Spells are automatically added to a player's skillbook once they have reached the minimum level AND base proficiency requirements. Usually it is possible to improve the spell by using ability points right away but some abilities will only be available at higher levels.

Spell Costs

Spell costs are all a percentage of the player's level, rounded up.

Example: 'Fiery Blast' has a base cost of 5, meaning its MP cost is 5% of the player's level. At level 51 Fiery Blast costs:

roundup(51 * 0.05) = roundup(2.55) = 3 MP

Spell costs are further modified by:

Factor ▲/▼ Amount Duration
Interference 0.5% per point Permanent (can be temporarily removed)
Mana Conservation Stated % Permanent
Spirit Stance 25% As long as it can be maintained
Coalesced Mana 50% Up to 5 turns (and the monster stays alive to be targeted)
Channeling 100% Consumed upon casting
Suffused Aether 10% Up to 1 hour per shard
Spell Cost = roundup((Level * Base_cost / 100) * (1 + interference * 0.5%) * (1 - mana_conservation) * (1 - spirit_stance) * (1 - coalesced) * (1 - suffused_aether))

All of the passive factors also affect the upkeep cost of Innate Arcana.

Spell Durations

The duration of spells lasting more than one turn depends on their base duration, the number of Ability Points invested (where applicable) and the relevant proficiencies.

Spell Damage

Table Legend

Column Meaning
Tier The tier of the spell. Can be 1-3.
Level The minimum level needed to access the spell.
Min/Max Prof The minimum base proficiency needed to access the spell and the maximum effective proficiency needed to get the highest bonuses.
Cost The base mana cost of the spell and the reduced/increased cost via abilities.
CD The base cooldown of the spell and the reduced cooldown via abilities.
Targets The base number of targets the spell can hit and the increased number via abilities.
Duration The base duration of the spell's effect and the increased duration via abilities.

Offensive Spells

These spells are used to inflict direct damage on monsters. Missing the primary target of an spell does not prevent it from hitting other targets if the spell is capable of doing so; each chance-to-hit is calculated independently.

Each type of monster has different levels of resistance to each damage types, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative status effects.

Name Description Tier Level Min/Max Prof Cost CD Targets

Elemental

Fire


Fiery Blast
A ball of fire is hurled at the target. 1 15 0/200 6 0 3/5

Inferno
Unleashes an inferno of flames on all hostile targets, causing Fire damage. 2 95 50?/500 14 4/2 5/7

Flames of Loki
Fire damage. 3 175 150/800 21 7/4 7/10

Cold


Freeze
Cold damage. 1 25 0/200 6 0 3/5

Blizzard
Cold damage. 2 105 50/500 14 4/2 5/7

Fimbulvetr
Cold damage. 3 185 150/800 21 7/4 7/10

Elec


Shockblast
A bolt of lightning strikes the target, causing Elec damage. 1 35 0/200 6 0 3/5

Chained Lightning
Elec damage. 2 115? 50?/500 14 4/2 5/7

Wrath of Thor
Elec damage. 3 195 150/800 21 7/4 7/10

Wind


Gale
A blast of wind hits the target, causing Wind damage. 1 45 0/200 6 0 3/5

Downburst
Wind damage. 2 125? 60/500 14 4/2 5/7

Storms of Njord
Wind damage. 3 205 150/800 21 7/4 7/10

Divine


Smite
Holy damage. 1 65 0/500 14 0 3/5

Banishment
Holy damage. 2 100? 100/700 21 4/2 5/7

Paradise Lost
Holy damage. 3 200? 200/900 30 7/4 7/10

Forbidden


Corruption
Dark damage. 1 85 0/500 14 0 3/5

Disintegrate
Dark damage. 2 100? 100/700 18.5? 4/2 5/7

Ragnarok
Dark damage. 3 245 200/900 28? 7/4 7/10

Deprecating Spells

These spells are used to inflict debuffs on the monsters. Most of these debuffs will assist you in increasing your survival chances by weakening the attack power/frequency of the monsters (like Weaken or Silence), some others will make them more vulnerable to your attacks (Imperil), some will do both at once (Sleep, MagNet with its ability slotted). The minimum proficiency corresponds to the proficiency needed to have the spell available. The maximum proficiency corresponds to the breakpoint when the debuff's duration reaches the maximum multiplier (x4 duration).

Spell Description Level Min/Max Prof Cost CD Duration

Drain
Inflicts Drain on one target, causing damage over time. 30? 0/300? 11.5 20/15 7?

Slow
The target is slowed by x%, making it attack less frequently.
  • Base action speed reduction: 30%/50%
10? 0/300? 18/25 3 10/15

Weaken
The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
  • Base Physical and Magical damage reduction: 25%/50%
70 0/345 10/16 3/0 10/15

Sleep
The target is lulled to sleep, preventing it from taking any actions.
  • Base chance of breaking on damage: 90%?
  • Sleeping monsters cannot attack, evade, parry, or resist attacks?
80 0/410 22/35 7 5/7

Confuse
Confuses the target, making it lunge out wildly and strike friends and foes alike.
  • Base chance of breaking on damage: 90%?
  • Base chance of monster hitting itself: 25%?
150 45/660 25/35 10 10/12

Imperil
The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
  • Base Physical and Magical defense reduction: 25%/50%
  • Base Fire/Cold/Elec/Wind resistance reduction: 10%/40%
  • Base Dark/Holy resistance reduction: 0%/25%
  • This reduction is multiplicative (ie, a monster with 80% physical mitigation would be reduced to 60%, or lower with Abilities.
    • The Penetrated Armor multiplier is layered with this reduction (ie 0.8 physical mitigation * 0.5 imperil reduction * 0.25 penetrated armor reduction = 0.1 physical mitigation).
130 30/495 10/15 3/0 10/15

Blind
Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
  • Base attack/magic hit chance reduction: 20%/30%
80? 30/610 18/25 7/3 10/15

Silence
The target is silenced, preventing it from using special attacks and magic. 120 40/665 18 10/5 10/13

MagNet
A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.
  • Slowing effect requires at least 1 AP investment.
  • Does not disable parrying.
  • Also prevents the target from resisting your spells.
250? 100?/800 22 15/10 10/15

Supportive Spells

Spell Description Level Min/Max Prof Cost CD Duration

Curative


Cure
Restores a moderate amount of Health on the target.
  • Base health restored = base_health * (AP / 100) * MIN (1.5, MAX ((0.8 + supportive_proficiency / player_level * 0.2), (1 + (supportive_proficiency - player_level) / player_level * 0.5)))
5 0/385+ 20 5/2 N/A

Regen
Places a heal over time effect on the target.
  • Base health restored per turn = base_health * (AP / 100)
50? 0/845 22.5/75 0 14/30

Full-Cure
Fully restores the Health of the target. 220 0/945+ 50 10 N/A

Supportive


Protection
Places a shield effect on the target, absorbing 25%/30% of the damage from all attacks. 10? 0/320 25 0 15?/30

Haste
Speeds up all actions of the target, allowing it to attack more frequently. 60? 0/450 30 0 10?/20

Shadow Veil
Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
  • Base evade chance increase: 15%/25%
90 0/610 30 0 10?/20

Absorb
The next magical attack against the target has a chance to be absorbed and partially converted to MP.
  • The effect is permanent until it absorbs a spell.
  • Base chance to absorb: 60%/90%
  • Cannot absorb critical hits
  • Absorbed MP is between 5-10% of the monster's base max MP? Very little MP regained
  • Can absorb more than 1 spell if they occur on the same turn.
50? 0/385+? 30 20

Spark of Life
Any attack that would one-shot a target with 2 or more HP leaves it alive but on the brink of defeat. The buff is removed when triggered (and 50% of the player's base SP is consumed). If the player does not have enough SP remaining the trigger will fail and the player will die.
  • When active and enough SP is available the player's health bar will turn dark green.
100 0/750? 44?/30 0 15?/30

Cloak of the Fallen
Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.
  • When Spark of Life is triggered Cloak of the Fallen procs, which grants full immunity to damage during the turn that Spark triggers.
  • Grants +75%? physical and magical mitigation bonus after the original proc.
3?

Arcane Focus
The target attains a higher level of attunement with the arcane forces, increasing magic power and crit chance.
  • Magical damage bonus: 25%
  • Magical crit chance bonus: 10%
  • Magical crit damage bonus: 0%/15%
175 0/980? 100 0 50?/100

Heartseeker
The target attains intimate knowledge of the flow of life in all living beings, increasing attack power and crit chance.
  • Physical damage bonus: 25%
  • Physical crit chance bonus: 10%; this means on-battle crit chance will become: (100 - crit) * 0.1 + crit = 10 + 0.9 * crit
  • Physical crit damage bonus: 0%/15%
140 0/880? 100 0 50?/100

Spirit Shield
Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.
  • Any attack that hits for more than 45-20% of max HP will cause the player to lose exactly 45-20% of their health, with the remainder absorbed as damage to their spirit.(Formula)
  • The spell will fail if the player does not have sufficient SP.
200 0/950? 25 0 15?/30
Spirit Damage = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)
(SS_AP_Damage = percentage of damage required for Spirit shield to kick in)

Note: This formula works in such way that increasing base spirit points (e.g. by increasing STR primary attribute or through the Suffusive Spirit hath perk) increase the spirit cost of Spirit Shield (and Spark of Life) proportionately.

Status Effects

When an offensive spell or a spike shield hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when struck by the next offensive spell in the cycle. For example a monster afflicted by Searing Skin will receive extra damage when struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense. The status effect will dissipate after it explodes.

Name Description Additional Effect(s) Duration
Searing Skin The skin of the target has been scorched, inhibiting its attack damage.
  • Caused by Fire spells/spike shield
  • Damage reduction: 10%
Cold resistance is lowered by 25. 3
Freezing Limbs The limbs of the target have been frozen, causing slower movement.
  • Caused by Cold spells/spike shield
  • Speed reduction: 10%
Wind resistance is lowered by 25.
Turbulent Air The air around the target has been upset, blowing up dust and increasing its miss chance.
  • Caused by Wind attacks/spike shield
  • Miss chance increase: 10%
Elec resistance is lowered by 25.
Deep Burns Internal damage causes slower reactions and lowers evade and resist chance.
  • Caused by Elec spells/spike shield
  • Evade and Resist reduction: 10%
Fire resistance is lowered by 25.
Breached Defense The holy attack has penetrated the target's defenses, making it take more damage.
  • Caused by Holy spells
  • Physical & Magical mitigation reduction: 10%
Dark resistance is lowered by 25.
Blunted Attack The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
  • Caused by Dark spells
  • Damage reduction: 10%
Holy resistance is lowered by 25.
Burning Soul The life essence of the target has been set ablaze, damaging its physical form over time.
  • Caused by Holy spells with Soul Fire ability slotted
  • Damage over time = MDB * (1 + EDB / 100) * 0.2
Will cause Ether Theft if targeted by Drain and the ability Ether Theft is active (even if Drain is resisted/absorbed/evaded) 7
Ripened Soul The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
  • Caused by Dark spells with Ripened Soul ability slotted
  • Damage over time = MDB * (1 + EDB / 100) * 0.2
Will cause Spirit Theft if targeted by Drain and the ability Spirit Theft is active (even if Drain is resisted/absorbed/evaded)

Chance on Hit

The chance-on-hit to proc one of these effects on a monster varies based on the spell cast.

The following base averages have been observed:

  • From being hit with a spike shield active: 17.5%
  • T1: 25%
  • T2: 50%
  • T3: 75%

Theft Effects

Thefts are status effects inflicted by Drain. Casting Drain on a target will inflict Vital Theft, and will also inflict Ether Theft or Spirit Theft when specific conditions are met.

Name Description Effect(s) Duration
Vital Theft Siphons off the target's life essence over time. This causes a damage-over-time effect and returns a small amount of health to the player.
  • Damage over time = MDB * (1 + forbidden EDB / 100) * 0.1
  • HP damage/drained = 5% of the target's current HP or 5% of your total base HP, whichever is lower
Damages the target then heals the player after each of the target's turn.
  • Damage occurs first, before healing the player.
See Drain
Ether Theft Siphons off the target's mana over time. This returns a small amount of mana to the player.
  • MP damage/drained = 5% of the target's current MP or 5% of your total base MP, whichever is lower
Reduces the target's MP and recovers the player's MP after each of the target's turn. 5
Spirit Theft Siphons off the target's spirit over time. This returns a small amount of spirit to the player.
  • SP damage/drained = 5% of the target's current SP or 5% of your total base SP, whichever is lower
Reduces the target's SP and recovers the player's SP after each of the target's turn.

Spike Shields

Spike Shields are an ability that grant an added effect to the Protection spell. Only 1 of 4 elemental shields can be active at one time.

  • Can proc upon parrying or blocking an attack.
  • Do a minimum of 5 damage to monsters regardless of damage taken.
  • Count as physical damage.
  • Can proc status effects (~20%? chance).

Procs

Spell procs take priority in the following order (assuming they are applicable):

Absorb > Spirit Shield > Spark of Life > Spike effects

Stacking

The effects of Arcane Focus and Heartseeker cannot be active simultaneously: in the case one is already active, casting the second will result in the dissipation of the first one.

See also

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