Spells: Difference between revisions

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[[Image:Point.png]] '''''<font size=4>Information regarding the proficiency/level requirements for spells is due in patch 0.81
[[File:Point.png]] '''''<font size=4>Information regarding the proficiency/level requirements for spells is due in patch 0.81
</font>'''''
</font>'''''


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==Learning Spells==
==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.
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==
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|}
|}


<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>
<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>


All of the passive factors also affect the upkeep cost of [[Innate Arcana]].
All of the passive factors also affect the upkeep cost of [[Innate Arcana]].
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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.
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 [[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 [[Spells#Status Effects|status effects]].
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]].


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
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====[[Fire]]====
====[[Fire]]====
|-
|-
![[Image:Abilities_Fireball.png]]<br>Fiery Blast
![[File:Abilities_Fireball.png]]<br>Fiery Blast
|A ball of fire is hurled at the target.
|A ball of fire is hurled at the target.
|1
|1
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|3/5
|3/5
|-
|-
![[Image:Abilities_Inferno.png‎]]<br>Inferno
![[File:Abilities_Inferno.png]]<br>Inferno
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.
|2
|2
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|5/7
|5/7
|-
|-
![[Image:Abilities_Nova.png]]<br>Flames of Loki
![[File:Abilities_Nova.png]]<br>Flames of Loki
|Fire damage.
|Fire damage.
|3
|3
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====[[Cold]]====
====[[Cold]]====
|-
|-
![[Image:Abilities_Freeze.png]]<br>Freeze
![[File:Abilities_Freeze.png]]<br>Freeze
|Cold damage.
|Cold damage.
|1
|1
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|3/5
|3/5
|-
|-
![[Image:Abilities_Blizzard.png]]<br>Blizzard
![[File:Abilities_Blizzard.png]]<br>Blizzard
|Cold damage.
|Cold damage.
|2
|2
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|5/7
|5/7
|-
|-
![[Image:Abilities_Fimbulvetr.png]]<br>Fimbulvetr
![[File:Abilities_Fimbulvetr.png]]<br>Fimbulvetr
|Cold damage.
|Cold damage.
|3
|3
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====[[Elec]]====
====[[Elec]]====
|-
|-
![[Image:Abilities_Lightning.png‎]]<br>Shockblast
![[File:Abilities_Lightning.png]]<br>Shockblast
|A bolt of lightning strikes the target, causing Elec damage.
|A bolt of lightning strikes the target, causing Elec damage.
|1
|1
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|3/5
|3/5
|-
|-
![[Image:Abilities_Column_Lightning.png‎]]<br>Chained Lightning
![[File:Abilities_Column_Lightning.png]]<br>Chained Lightning
|Elec damage.
|Elec damage.
|2
|2
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|5/7
|5/7
|-
|-
![[Image:Abilities_Shockblast.png‎]]<br>Wrath of Thor
![[File:Abilities_Shockblast.png]]<br>Wrath of Thor
|Elec damage.
|Elec damage.
|3
|3
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====[[Wind]]====
====[[Wind]]====
|-
|-
![[Image:Abilities_Windblast.png]]<br>Gale
![[File:Abilities_Windblast.png]]<br>Gale
|A blast of wind hits the target, causing Wind damage.
|A blast of wind hits the target, causing Wind damage.
|1
|1
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|3/5
|3/5
|-
|-
![[Image:Abilities_Gale.png‎]]<br>Downburst
![[File:Abilities_Gale.png]]<br>Downburst
|Wind damage.
|Wind damage.
|2
|2
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|5/7
|5/7
|-
|-
![[Image:Abilities_Storms_of_Njord.png‎]]<br>Storms of Njord
![[File:Abilities_Storms_of_Njord.png]]<br>Storms of Njord
|Wind damage.
|Wind damage.
|3
|3
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===Divine===
===Divine===
|-
|-
! [[Image:Abilities_Smite.png]]<br>Smite
! [[File:Abilities_Smite.png]]<br>Smite
| Holy damage.
| Holy damage.
|1
|1
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|3/5
|3/5
|-
|-
! [[Image:Abilities_Banish.png]]<br>Banishment
! [[File:Abilities_Banish.png]]<br>Banishment
|Holy damage.
|Holy damage.
|2
|2
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|5/7
|5/7
|-
|-
! [[Image:Abilities_Soul_Fire.png‎]]<br>Paradise Lost
! [[File:Abilities_Soul_Fire.png]]<br>Paradise Lost
| Holy damage.
| Holy damage.
|3
|3
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===Forbidden===
===Forbidden===
|-
|-
! [[Image:Abilities_Corruption.png‎]]<br>Corruption
! [[File:Abilities_Corruption.png]]<br>Corruption
| Dark damage.
| Dark damage.
|1
|1
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|3/5
|3/5
|-
|-
! [[Image:Abilities_Disintegrate.png‎]]<br>Disintegrate
! [[File:Abilities_Disintegrate.png]]<br>Disintegrate
|Dark damage.
|Dark damage.
|2
|2
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|5/7
|5/7
|-
|-
! [[Image:Abilities_Ragnarok.png‎]]<br>Ragnarok
! [[File:Abilities_Ragnarok.png]]<br>Ragnarok
|Dark damage.
|Dark damage.
|3
|3
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<div id="Drain"></div>
<div id="Drain"></div>
|-
|-
![[Image:Abilities_Poison.png]]<br>Drain
![[File:Abilities_Poison.png]]<br>Drain
|Inflicts Drain on one target, causing damage over time.
|Inflicts Drain on one target, causing damage over time.
*''Inflicts [[#Theft_Effects|Vital Theft]] on the target
*''Inflicts [[#Theft_Effects|Vital Theft]] on the target
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<div id="Slow"></div>
<div id="Slow"></div>
|-
|-
![[Image:Abilities_Slow.png]]<br>Slow
![[File:Abilities_Slow.png]]<br>Slow
|The target is slowed by x%, making it attack less frequently.
|The target is slowed by x%, making it attack less frequently.
*''Base action speed reduction: 30%''
*''Base action speed reduction: 30%''
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<div id="Weaken"></div>
<div id="Weaken"></div>
|-
|-
![[Image:Abilities_Weaken.png]]<br>Weaken
![[File:Abilities_Weaken.png]]<br>Weaken
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
*''Base Physical and Magical damage reduction: 25%''
*''Base Physical and Magical damage reduction: 25%''
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<div id="Sleep"></div>
<div id="Sleep"></div>
|-
|-
![[Image:Abilities_Sleep.png‎]]<br>Sleep
![[File:Abilities_Sleep.png]]<br>Sleep
|The target is lulled to sleep, preventing it from taking any actions.
|The target is lulled to sleep, preventing it from taking any actions.
*''Base chance of breaking on damage: 90%?''
*''Base chance of breaking on damage: 90%?''
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<div id="Confuse"></div>
<div id="Confuse"></div>
|-
|-
![[Image:Abilities_Confuse.png‎]]<br>Confuse
![[File:Abilities_Confuse.png]]<br>Confuse
|Confuses the target, making it lunge out wildly and strike friends and foes alike.
|Confuses the target, making it lunge out wildly and strike friends and foes alike.
*''Base chance of breaking on damage: 90%?''
*''Base chance of breaking on damage: 90%?''
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<div id="Imperil"></div>
<div id="Imperil"></div>
|-
|-
![[Image:imperil.png‎]]<br>Imperil
![[File:Abilities_Imperil.png]]<br>Imperil
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
*''Base Physical and Magical defense reduction: 25%''
*''Base Physical and Magical defense reduction: 25%''
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<div id="Blind"></div>
<div id="Blind"></div>
|-  
|-  
![[Image:Abilities_Blind.png]]<br>Blind
![[File:Abilities_Blind.png]]<br>Blind
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
*''Base attack/magic hit chance reduction: 20%''
*''Base attack/magic hit chance reduction: 20%''
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<div id="Silence"></div>
<div id="Silence"></div>
|-
|-
![[Image:Abilities_Silence.png]]<br>Silence
![[File:Abilities_Silence.png]]<br>Silence
|The target is silenced, preventing it from using special attacks and magic.
|The target is silenced, preventing it from using special attacks and magic.
|110?
|110?
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|7/10
|7/10
|-
|-
![[Image:Abilities_MagNet.png‎]]<br>MagNet
![[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.
|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.''
*''Slowing effect requires at least 1 AP investment.''
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===Curative===
===Curative===
|-
|-
![[Image:Abilities_Cure.png]]<br>Cure
![[File:Abilities_Cure.png]]<br>Cure
|Restores a moderate amount of Health on the target.
|Restores a moderate amount of Health on the target.
*''Base health restored = (base_health * [[AP]] / 100) * (1 + holy EDB / 100)
*''Base health restored = (base_health * [[AP]] / 100) * (1 + holy EDB / 100)
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|N/A
|N/A
|-
|-
![[Image:Abilities_Regen.png]]<br>Regen
![[File:Abilities_Regen.png]]<br>Regen
|Places a heal over time effect on the target.
|Places a heal over time effect on the target.
*''Base health restored per turn = base_health * ([[AP]] / 100)
*''Base health restored per turn = base_health * ([[AP]] / 100)
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|14/30
|14/30
|-
|-
![[Image:Abilities_Cure.png]]<br>Full-Cure
![[File:Abilities_Cure.png]]<br>Full-Cure
|Fully restores the Health of the target.
|Fully restores the Health of the target.
|220
|220
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|-
|-
<div id="Protection"></div>
<div id="Protection"></div>
![[Image:Abilities_Protection.png]]<br>Protection
![[File:Abilities_Protection.png]]<br>Protection
|Places a shield effect on the target, absorbing 25% of the damage from all attacks.
|Places a shield effect on the target, absorbing 25% of the damage from all attacks.
|10?
|10?
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<div id="Haste"></div><div id="haste"></div>
<div id="Haste"></div><div id="haste"></div>
|-
|-
![[Image:Abilities_Haste.png]]<br>Haste
![[File:Abilities_Haste.png]]<br>Haste
|Speeds up all actions of the target, allowing it to attack more frequently.
|Speeds up all actions of the target, allowing it to attack more frequently.
*''Base [[Action Speed]] increase: 25%''
*''Base [[Action Speed]] increase: 25%''
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<div id="Shadow Veil"></div>
<div id="Shadow Veil"></div>
|-
|-
![[Image:Abilities_Shadow_Veil.png‎]]<br>Shadow Veil
![[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.
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
*''Base evade chance increase: 15%''
*''Base evade chance increase: 15%''
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<div id="Absorb"></div><div id="absorb"></div>
<div id="Absorb"></div><div id="absorb"></div>
|-
|-
![[Image:absorb.png]]<br>Absorb
![[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 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.''
*''The effect is permanent until it absorbs a spell.''
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<div id="Spark of Life"></div><div id="SoL"></div><div id="spark of life"></div><div id="sol"></div>
<div id="Spark of Life"></div><div id="SoL"></div><div id="spark of life"></div><div id="sol"></div>
|-
|-
![[Image:Abilities_Spark_of_Life.png]]<br>Spark of Life
![[File:Abilities_Spark_of_Life.png]]<br>Spark of Life
|Any attack that would one-shot a target with more than 1 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.
|Any attack that would one-shot a target with more than 1 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 silver.''
*''When active '''and''' enough SP is available the player's health bar will turn silver.''
|100
|100
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|15?/30
|15?/30
|-
|-
![[Image:fallenshield.png]]<br>''Cloak of the Fallen''
![[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.
|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.
*''When Spark of Life is triggered '''Cloak of the Fallen''' procs, which grants full immunity to damage during the turn that Spark triggers.
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<div id="Arcane Focus"></div>
<div id="Arcane Focus"></div>
|-
|-
![[Image:Abilities_Arcane_Focus.png]]<br>Arcane Focus
![[File:Abilities_Arcane_Focus.png]]<br>Arcane Focus
|The target attains a higher level of attunement with the arcane forces, increasing magic power<s>, accuracy</s> and crit chance.
|The target attains a higher level of attunement with the arcane forces, increasing magic power<s>, accuracy</s> and crit chance.
*''Magical damage bonus: 25%''
*''Magical damage bonus: 25%''
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<div id="Heartseeker"></div>
<div id="Heartseeker"></div>
|-
|-
![[Image:Abilities_Heartseeker.png‎]]<br>Heartseeker
![[File:Abilities_Heartseeker.png]]<br>Heartseeker
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power<s>, accuracy</s> and crit chance.
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power<s>, accuracy</s> and crit chance.
*''Physical damage bonus: 25%''
*''Physical damage bonus: 25%''
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<div id="Spirit Shield"></div>
<div id="Spirit Shield"></div>
|-
|-
![[Image:Abilities_Spirit_Shield.png‎]]<br>Spirit Shield
![[File:Abilities_Spirit_Shield.png]]<br>Spirit Shield
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.
|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>
*''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>
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==Status Effects==
==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 cycle. e.g. Searing Skin will explode for Fire damage when the monster is struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense.
When an [[#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 cycle. e.g. Searing Skin will explode for Fire damage when the monster is struck by a Cold spell. Drain counts as a Dark spell for this and can  
 
explode Breached Defense.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
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! width="10%" | Duration
! width="10%" | Duration
|-
|-
|[[Image:Abilities_Flare.png‎]] '''Searing Skin'''  
|[[File:Abilities_Flare.png]] '''Searing Skin'''  
||The skin of the target has been scorched, inhibiting its attack damage.
||The skin of the target has been scorched, inhibiting its attack damage.
* Caused by Fire spells/spike shield
* Caused by Fire spells/spike shield
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|rowspan="6"| 3
|rowspan="6"| 3
|-
|-
|[[Image:Abilities_Freeze.png]] '''Freezing Limbs'''
|[[File:Abilities_Freeze.png]] '''Freezing Limbs'''
||The limbs of the target have been frozen, causing slower movement.
||The limbs of the target have been frozen, causing slower movement.
* Caused by Cold spells/spike shield
* Caused by Cold spells/spike shield
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| [[Wind]] resistance is lowered by 25.
| [[Wind]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Gale.png]] '''Turbulent Air'''
|[[File:Abilities_Gale.png]] '''Turbulent Air'''
||The air around the target has been upset, blowing up dust and increasing its miss chance.
||The air around the target has been upset, blowing up dust and increasing its miss chance.
* Caused by Wind attacks/spike shield
* Caused by Wind attacks/spike shield
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| [[Elec]] resistance is lowered by 25.
| [[Elec]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Lightning.png]] '''Deep Burns'''
|[[File:Abilities_Lightning.png]] '''Deep Burns'''
||Internal damage causes slower reactions and lowers evade and resist chance.
||Internal damage causes slower reactions and lowers evade and resist chance.
* Caused by Elec spells/spike shield
* Caused by Elec spells/spike shield
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| [[Fire]] resistance is lowered by 25.
| [[Fire]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Smite.png]] '''Breached Defense'''
|[[File:Abilities_Smite.png]] '''Breached Defense'''
||The holy attack has penetrated the target's defenses, making it take more damage.
||The holy attack has penetrated the target's defenses, making it take more damage.
* Caused by Holy spells
* Caused by Holy spells
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||[[Dark]] resistance is lowered by 25.
||[[Dark]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Disintegrate.png‎]] '''Blunted Attack'''
|[[File:Abilities_Disintegrate.png]] '''Blunted Attack'''
||The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
||The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
* Caused by Dark spells
* Caused by Dark spells
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||[[Holy]] resistance is lowered by 25.
||[[Holy]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Soul_Fire.png‎]] '''Burning Soul'''
|[[File:Abilities_Soul_Fire.png]] '''Burning Soul'''
||The life essence of the target has been set ablaze, damaging its physical form over time.
||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
* Caused by Holy spells with Soul Fire [[ability]] slotted
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||Will cause Ether Theft if targeted by Drain and the [[ability]] Ether Theft is active (even if Drain is resisted/absorbed/evaded)
||Will cause Ether Theft if targeted by Drain and the [[ability]] Ether Theft is active (even if Drain is resisted/absorbed/evaded)
|-
|-
|[[Image:ripesoul.png]] '''Ripened Soul'''
|[[File:Abilities_Ripened_Soul.png]] '''Ripened Soul'''
||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
||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
* Caused by Dark spells with Ripened Soul [[ability]] slotted
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! width="10%" | Duration
! width="10%" | Duration
|-
|-
|[[Image:Abilities_Lifestream.png]] '''Vital Theft'''
|[[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.
||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''
* ''Damage over time = MDB * (1 + forbidden EDB / 100) * 0.1''
Line 606: Line 618:
|| See [[#Deprecating_Spells|Drain]]
|| See [[#Deprecating_Spells|Drain]]
|-
|-
|[[Image:drainmp.png]] '''Ether Theft'''
|[[File:drainmp.png]] '''Ether Theft'''
||Siphons off the target's mana over time. This returns a small amount of mana to the player.
||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
* ''MP damage/drained = 5% of the target's current MP or 5% of your total base MP, whichever is lower
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|rowspan="2"| 5
|rowspan="2"| 5
|-
|-
|[[Image:drainsp.png]] '''Spirit Theft'''
|[[File:drainsp.png]] '''Spirit Theft'''
||Siphons off the target's spirit over time. This returns a small amount of spirit to the player.
||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
* ''SP damage/drained = 5% of the target's current SP or 5% of your total base SP, whichever is lower

Revision as of 12:45, 22 September 2014

Information regarding the proficiency/level requirements for spells is due in patch 0.81

These are the 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.
Prof The minimum proficiency needed to access the spell and the maximum needed to get the highest bonuses.
Cost The base mana cost of the spell and the reduced 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 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 50 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 15 0/200 6 0 3/5

Blizzard
Cold damage. 2 106? 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 50? 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 50? 50/500 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

Spell Description Level 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%
10? 0/300? 18 3 3/6

Weaken
The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
  • Base Physical and Magical damage reduction: 25%
70 0/345 10 3/0 5/10

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 7 4/7

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%?
? 45/660 25 10 3/6

Imperil
The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
  • Base Physical and Magical defense reduction: 25%
  • Base Fire/Cold/Elec/Wind resistance reduction: 10%
? 30/495 10 3/0 5/10

Blind
Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
  • Base attack/magic hit chance reduction: 20%
80? 30/610 18 7/3 5/10

Silence
The target is silenced, preventing it from using special attacks and magic. 110? 40/665 18 10/5 7/10

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.
250? 100?/700? 22 15/10 4/9

Supportive Spells

Spell Description Level Prof Cost CD Duration

Curative


Cure
Restores a moderate amount of Health on the target.
  • Base health restored = (base_health * AP / 100) * (1 + holy EDB / 100)
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 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% 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%
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%
  • Cannot absorb critical hits
  • Absorbed MP is between 5-10% of the monster's base max MP?
  • 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 more than 1 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 silver.
100 0/750? 44? 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, accuracy and crit chance.
  • Magical damage bonus: 25%
  • Magical crit chance bonus: 10%
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, accuracy and crit chance.
  • Physical damage bonus: 25%
  • Physical crit chance bonus: 10%
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)

Status Effects

When an 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 cycle. e.g. Searing Skin will explode for Fire damage when the monster is struck by a Cold spell. Drain counts as a Dark spell for this and can

explode Breached Defense.

Name Description 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
  • Magic 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)
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) 7

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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