Spells
Some information is obsolete as of patch 0.76
These are the mana-based spells that are available to players in the HentaiVerse.
Spell Costs
Spell costs are all a percentage of the player's Level, rounded up.
Example: 'Cure' has a base cost of 20, meaning its MP cost is 20% of the player's level. At level 51, Cure costs: (51 * 0.20) = 10.2 -> 11 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) |
| 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 these 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.
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 (AoE) spell. AoE spells inflict strong damage on the targeted monster and less damage on the rest, but are also cost more MP. AoE spells start out having a slower Action Speed than their single target versions, but get faster to cast with every ability point added, equaling their single target counterpart at 5 ability points invested. Higher level spells (single or AoE) require a longer time to cast then lower level spells. Missing the primary target of an AoE spell does not prevent it from hitting other targets, each chance-to-hit is calculated independently. Spell Damage for AoE spells is doubled against their primary target, the exact difference compared to a single target spell varies based on the spell tier and the amount of ability points invested.
Each addition Ability Point invested in the AoE spells increases its damage dealt (by 25% when maxed), reduces its cast time (matching its single-target spell's when maxed), decreases it's MP cost (by 50% when maxed), and decreases the associated single-target spell's MP cost (by 25% when maxed). In the table below, the Base Cost column shows the original cost gto the left, and the Reduced Cost with the AoE spell 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.
All spells listed hit singular targets unless otherwise stated.
Spell Damage
Offensive Spells
| Name | Description | Tier | Access Level | Base cost | |
|---|---|---|---|---|---|
Fire | |||||
Fiery Blast |
A ball of fire is hurled at the target. | 1 | ? | 5 | |
Inferno |
Unleashes an inferno of flames on all hostile targets, causing Fire damage. | 2 | ? | 12.5 | |
Flames of Loki |
Fire damage. | 3 | ? | 20 | |
Cold | |||||
Freeze |
Cold damage. | 1 | ? | 5 | |
Blizzard |
Cold damage. | 2 | ? | 12.5 | |
Fimbulvetr |
Cold damage. | 3 | ? | 20 | |
Elec | |||||
Shockblast |
A bolt of lightning strikes the target, causing Elec damage. | 1 | ? | 5 | |
Chained Lightning |
Elec damage. | 2 | ? | 12.5 | |
Wrath of Thor |
Elec damage. | 3 | ? | 20 | |
Wind | |||||
Gale |
A blast of wind hits the target, causing Wind damage. | 1 | ? | 5 | |
Downburst |
Wind damage. | 2 | ? | 12.5 | |
Storms of Njord |
Wind damage. | 3 | ? | 20 | |
Holy | |||||
Smite |
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Banishment |
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To Be Moved | |||||
Paradise Lost |
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Dark | |||||
Corruption |
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Disintegrate |
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Ragnarok |
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Deprecating Magic
Curative Magic
Supportive Magic
| Access Level | Spell | Description | Base Cost | Base Duration |
|---|---|---|---|---|
| 40? | Protection |
Enhances the protective gear of the target, boosting the natural physical and magical defenses of the armor by 25%.
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| 90? | Haste |
You are hastened, allowing you to attack more frequently.
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| 110? | Shadow Veil |
A veil of shadows surrounds you, making it harder for monsters to hit you with physical/magical attacks.
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| 80? | Absorb |
The next magical attack against you may be absorbed and partially converted to MP. 75% chance to absorb when maxed (15% per AP).
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∞ | |
| 100? | 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.
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Cloak of the Fallen |
When Spark of Life is triggered Cloak of the Fallen procs, which grants full immunity to damage during the turn that Spark triggers. Each additional AP put into Spark of Life after the first adds a turn of +75% physical and magical mitigation bonus after the original proc. | |||
| 220? | Arcane Focus |
You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance.
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| 170? | Heartseeker |
You attain intimate knowledge of the source of life in all living things, increasing attack power, accuracy, and crit chance.
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| 230? | Spirit Shield |
This protective veil activates for powerful blows that damage more than 25% of your max HP, absorbing the remainder as spirit damage.
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Spirit Damage = Base_SP * (0.4 - 0.05 * (AP_in_SP_shield - 1) ) * Minimum( (Damage - Max_HP * 0.25) / (Max_HP * 0.75) , 1)
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.
| Name | Description | Effect(s) | Duration |
|---|---|---|---|
The skin of the target has been scorched, inhibiting its attack damage.
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Cold resistance is lowered by 25. | 3 | |
The limbs of the target have been frozen, causing slower movement.
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Wind resistance is lowered by 25. | ||
The air around the target has been upset, blowing up dust and increasing its miss chance.
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Elec resistance is lowered by 25. | ||
Internal damage causes slower reactions and lowers evade and resist chance.
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Fire resistance is lowered by 25. | ||
The holy attack has penetrated the target's defenses, making it take more damage.
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Dark resistance is lowered by 25. | ||
The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
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Holy resistance is lowered by 25. | ||
Attacking this target will restore your spirit by a small amount.
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n/a | 10 | |
The very life essence of the target has been set ablaze, damaging it over time.
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Using Soul Burst will cause this effect to explode.1 | 5 |
1 - Soul Burst alone will not proc the 'Burning Soul' effect. In order to proc Burning Soul, first cast Soul Fire on target enemy. Casting Soul Burst on the target enemy will then proc Burning Soul on other monsters.)
Chance on Hit
The chance-on-hit to proc one of these effects on a monster varies based on the spell cast.
The following averages have been observed:
- From being hit with a spike spell active: 17.5%
- 1st tier elemental (Lightning/Thunderstorm/Fireball/Inferno/etc.): 20%-25%
- Purge/2nd tier elemental: 50%
- Banish/Pestilence/3rd tier elemental: 75%
- Ragnarok: ~100%
Spike Shields
Additional notes about the spike shields:
- 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