Spells: Difference between revisions
added spell costs for everything available at level 100 and below. |
→Supportive Magic: added presumed base costs for elemental Spike shields. |
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*''Tier 12'' | *''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. | ** 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. ''Base cost is 15.'' | ||
*''Tier 13'' | *''Tier 13'' | ||
** http://g.ehgt.org/hv040/img/a/m4020.png '''Arcane Meditation''' - You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance. | ** http://g.ehgt.org/hv040/img/a/m4020.png '''Arcane Meditation''' - You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance. | ||
** 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. | ** 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. ''Base cost is 15.'' | ||
*''Tier 15'' | *''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. | ** 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. | ||
** 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. | ** 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. ''Base cost is 15.'' | ||
*''Tier 16'' | *''Tier 16'' | ||
** http://g.ehgt.org/hv044/img/a/m4040.png '''Spirit Shield''' - Incoming soul attacks will damage your spirit gauge instead of health. | ** http://g.ehgt.org/hv044/img/a/m4040.png '''Spirit Shield''' - Incoming soul attacks will damage your spirit gauge instead of health. | ||
** 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. | ** 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. ''Base cost is 15.'' | ||
==Status Effects== | ==Status Effects== | ||
Revision as of 09:28, 13 January 2010
These are the spells that are available to players in the HentaiVerse.
Note that spell MP costs are all a percentage of your Level, rounded up.
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.
Offensive Magic
These spells are used to inflict direct damage on monsters. On each 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 type of monster has different levels of resistance to each 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 status effects.
Piercing
- Starting spell, no Ability required
Magic Missile: Fires a basic magic missile against the target. Base cost is 5. Casting this may increase Elemental proficiency.
Fire
- Tier 1
Fireball: A ball of fire is hurled at the target, causing Fire damage. Base cost is 4, reduced to 3 when Inferno is maxed.
Inferno: Unleashes an inferno of flames on all hostile targets, causing Fire damage. Base cost is 12, reduced to 6 when maxed.
- Tier 6
Flare: A powerful fiery blast envelopes the target, causing heavy fire damage. Base cost is 9, reduced to 6.75 when Meteor is maxed.
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.
- Tier 12
Nova: Fire damage. (Single Target)
Flames of Loki: Fire damage. (Area of Effect)
Cold
- Tier 2
Icestrike: Launches a pillar of ice against the target, causing Cold damage. Base cost is 4, reduced to 3 when Snowstorm is maxed.
Snowstorm: A snowstorm surrounds all hostile targets, causing Cold damage. Base cost is 12, reduced to 6 when maxed.
- Tier 7
Freeze: Cold damage. (Single Target) Base cost is 9, reduced to 6.75 when Blizzard is maxed.
Blizzard: Cold damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 13
Cryostasis: Cold damage. (Single Target)
Fimbulvetr: Cold damage. (Area of Effect)
Elec
- Tier 3
Lightning: A bolt of lightning strikes the target, causing Elec damage. Base cost is 4, reduced to 3 when Thunderstorm is maxed.
Thunderstorm: A thunderstorm surrounds all hostile targets, causing Elec damage. Base cost is 12, reduced to 6 when maxed.
- Tier 8
Ball Lightning: Elec damage. (Single Target) Base cost is 9, reduced to 6.75 when Column Lightning is maxed.
Column Lightning: Elec damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 15
Shockblast: Elec damage. (Single Target)
Wrath of Thor: Elec damage. (Area of Effect)
Wind
- Tier 4
Windblast: A blast of wind hits the target, causing Wind damage. Base cost is 4, reduced to 3 when Cyclone is maxed.
Cyclone: A cyclone surrounds all hostile targets, causing Wind damage. Base cost is 12, reduced to 6 when maxed.
- Tier 9
Gale: Wind damage. (Single Target) Base cost is 9, reduced to 6.75 when Hurricane is maxed.
Hurricane: Wind damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 16
Downburst: Wind damage. (Single Target)
Storms of Njord: Wind damage. (Area of Effect)
Holy
- Tier 5
Condemn: Holy damage. (Single Target) Base cost is 9, reduced to 6.75 when Purge is maxed.
Purge: Holy damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 10
Smite: Holy damage. (Single Target) Base cost is 13, reduced to 9.75 when Banish is maxed.
Banish: Holy damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
Soul
- Tier 11
Soul Reaper: Soul damage. (Single Target) Base cost is 12, reduced to 9 when Soul Harvest is maxed.
Soul Harvest: Soul damage. (Area of Effect) Base cost is 33, reduced to 16.5 when maxed.
Dark
- Tier 14
Corruption: Dark damage. (Single Target)
Pestillence: Dark damage. (Area of Effect)
- Tier 17
Disintigrate: Dark damage. (Single Target)
Ragnarok: Dark damage. (Area of Effect)
Deprecating Magic
- Tier 1
Poison: Inflicts Spreading Poison on the target, causing damage over time, reducing it's evade chance, and halving it's MP and SP regen rates. Base cost is 15.
- Tier 2
Slow: The target is slowed, making it attack less frequently. Base cost is 18.
- Tier 3
Weaken: The target is weakened, making it's physical attacks deal less damage and preventing them from being critical strikes. Reduces physical damage dealt by 50% when maxed. Base cost is 10.
- Tier 4
Sleep: The target is lulled to sleep, preventing it from taking any actions. However, it may wake up when damaged. Base cost is 22.
- Tier 7
Confuse: Confuses the target, making it lunge out wildly and strike friends and foes alike. Base cost is 25.
- Tier 8
Bewilder: The target is bewildered, making it's magical attacks deal less damage and preventing them from being critical strikes. Magical damage dealt is reduced by 50% when maxed. Base cost is 10.
- Tier 9
Blind: Blinds the target, reducing the chance of landing attacks and magic spells. Base cost is 18.
- Tier 12
Silence: The target is silenced, preventing it from using special attacks and magic.
- Tier 14
Nerf: The target is nerfed, decreasing its attack rating, magic rating, evade chance, resist chance, shield rating, and barrier rating.
- Tier 17
X-Nerf - All hostile targets are nerfed, decreasing their attack rating, magic rating, evade chance, resist chance, shield rating, and barrier rating.
- There are some special rules regarding which Deprecating spells can be simultaneously in effect on a single monster.
- 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.
- Casting Blind will dispel both Bewilder and Silence.
- Casting Silence will dispel both Weaken and Blind.
- Casting Weaken will dispel Silence.
- Casting Bewilder will dispel Blind.
Curative Magic
- Tier 2
Cure: Restores a moderate amount of HP to yourself. Base cost is 20.
- Tier 8
Regen: Places a heal over time effect on yourself, healing you for a small amount of HP every turn. Base cost is 25.
- Tier 11
Cure II: Restores a large amount of HP to yourself. Base cost is 56.
- Tier 14
Regen II: Places a long heal over time effect on yourself, healing you for a moderate amount of HP every turn. Base cost is 75.
- Tier 17
Cure III: Restores a huge amount of HP to yourself.
Supportive Magic
- Tier 4
Shield: Places a shield effect on yourself, absorbing a fixed amount of damage from each physical attack that hits you. Base cost is 21.
- Tier 5
Haste: You are hastened, allowing you to attack more frequently. Base cost is 30.
- Tier 6
Barrier: Places a barrier effect yourself, absorbing a fixed amount of damage from each magical attack that hits you. Base cost is 23.
Shadow Veil: A veil of shadows surrounds you, making it harder for monsters to hit you with physical attacks. Base cost is 30.
- Tier 10
Absorb: The next magical attack against you may be absorbed and partially converted to MP. 75% chance to absorb when maxed, and the effect is removed when it absorbs a spell. Base cost is 30.
- Critical hits cannot be absorbed.
- Tier 11
Spark of Life: Any attack that would normally kill you leaves you alive with 1 HP. Base cost is 50.
- Tier 12
Flame Spikes: A shield of flames surrounds you. Fire mitigation is increased, and physical attackers take minor fire damage. Base cost is 15.
- Tier 13
Arcane Meditation - You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance.
Frost Spikes - A shield of frost surrounds you. Cold mitigation is increased, and physical attackers take minor cold damage. Base cost is 15.
- Tier 15
Heartseeker - You attain intimate knowledge of the source of life in all living things, increasing attack power, accuracy, and crit chance.
Lightning Spikes - A shield of lightning surrounds you. Elec mitigation is increased, and physical attackers take minor elec damage. Base cost is 15.
- Tier 16
Spirit Shield - Incoming soul attacks will damage your spirit gauge instead of health.
Storm Spikes - A shield of storms surrounds you. Wind mitigation is increased, and physical attackers take minor wind damage. Base cost is 15.
Status Effects
When an offensive spell is cast, it may produce an associated status effect on the target, which lasts for a number of turns. Note that a status effect may be produced even if the target is highly resistant to damage from spells of that element.
Searing Skin: The skin of the target has been ignited, causing (Fire) damage over time. Cold resistance is lowered.
Freezing Limbs: The limbs of the target have been frozen, causing slower movement. Wind resistance is lowered.
Deep Burns: Internal damage causes slower reactions and lowers evade and resist chance. Fire resistance is lowered.
Turbulent Air: The air around the target has been upset, blowing up dust and increasing its miss chance. Elec resistance is lowered.
Breached Defense: The holy attack has penetrated the target's defenses, making it take more damage. Dark resistance is lowered.
Blunted Attack: The decaying effects of the spell has blunted the target's offenses, making it deal less damage. Holy resistance is lowered.
Ripened Soul: Attacking this target will restore your health by a small amount.