Spells

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Information regarding the proficiency/level requirements for spells is due in patch 0.77

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/or 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 0? 0/200 5 0 3/5

Inferno
Unleashes an inferno of flames on all hostile targets, causing Fire damage. 2 50 50/500 12.5 4/2 5/7

Flames of Loki
Fire damage. 3 150? 150/800 20 7/4 7/10

Cold


Freeze
Cold damage. 1 0? 0/200 5 0 3/5

Blizzard
Cold damage. 2 50 50/500 12.5 4/2 5/7

Fimbulvetr
Cold damage. 3 150? 150/800 20 7/4 7/10

Elec


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

Chained Lightning
Elec damage. 2 50? 50/500 12.5 4/2 5/7

Wrath of Thor
Elec damage. 3 150? 150/800 20 7/4 7/10

Wind


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

Downburst
Wind damage. 2 50? 50/500 12.5 4/2 5/7

Storms of Njord
Wind damage. 3 205? 150/800 20 7/4 7/10

Divine


Smite
Holy damage. 1 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 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.
  • Damage/healing at end of enemy's turn = ?% of monster's current HP
0?/??? 11.5 20/15

Slow
The target is slowed by x%, making it attack less frequently.
  • Base action speed reduction: 30%
10?/??? 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%
10?/??? 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?
10?/??? 22 7 3/6

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%?
60? 45?/??? 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%?
70? 30?/??? 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?/??? 18 7/3 5/10

Silence
The target is silenced, preventing it from using special attacks and magic. 110? 40?/??? 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?/??? 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 / 2) * (1 + supportive_proficiency / 200) * (1 + holy EDB / 100)?
10? 10?/??? 15.5 5/2 N/A

Regen
Places a heal over time effect on the target.
  • Base health restored per turn = ceiling(4.5 * base_health / 100 * (1 + supportive_proficiency / 100))?
50? 50?/??? 22.5 0 14/30

Full-Cure
Fully restores the Health of the target. 200 200/??? 47.5 10 N/A

Supportive


Protection
Places a shield effect on the target, absorbing 25% of the damage from all attacks. 10? 40?/??? 18.5? 0 15?/30

Haste
Speeds up all actions of the target, allowing it to attack more frequently. 90? 90?/??? 24 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: 16%
110? 110?/??? 25.5 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.
80? 80?/??? 23 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? 20?/??? 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%
150? 220?/??? 91.5? 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%
140 170?/??? 90 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.
  • The amount of Spirit damage depends on the power of the blow that was absorbed, and is ???% of base spirit (reducible to ???% at max AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0% of base spirit at exactly ???% damage.
  • The spell will fail if the player does not have sufficient SP.
200 130?/??? 22.5 0 15?/30

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
Searing Skin The skin of the target has been scorched, inhibiting its attack damage.
  • Damage reduction: 10%
Cold resistance is lowered by 25. 3
Freezing Limbs The limbs of the target have been frozen, causing slower movement.
  • 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.
  • Miss chance increase: 10%
Elec resistance is lowered by 25.
Deep Burns Internal damage causes slower reactions and lowers evade and resist chance.
  • 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.
  • 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.
  • Damage reduction: 10%
Holy resistance is lowered by 25.
Ripened Soul The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
  • 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
Burning Soul The life essence of the target has been set ablaze, damaging its physical form over time.
  • 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)

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: 20%-25%?
  • T2: 50%?
  • T3: 75%?

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.

See also

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