Spells

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Point.png Some information is obsolete as of patch 0.76

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

Contents

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. 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.

Spell Damage

Offensive Spells

Name Description Tier Min/Max Proficiency Base Cost Base # of Targets

Elemental

Fire

Abilities Fireball.png
Fiery Blast
A ball of fire is hurled at the target. 1 0/200 5
Abilities Inferno.png
Inferno
Unleashes an inferno of flames on all hostile targets, causing Fire damage. 2 50/500 12.5
Abilities Nova.png
Flames of Loki
Fire damage. 3 150/800 20

Cold

Abilities Freeze.png
Freeze
Cold damage. 1 0/200 5
Abilities Blizzard.png
Blizzard
Cold damage. 2 50/500 12.5
Abilities Fimbulvetr.png
Fimbulvetr
Cold damage. 3 150/800 20

Elec

Abilities Lightning.png
Shockblast
A bolt of lightning strikes the target, causing Elec damage. 1 0/200 5
Abilities Column Lightning.png
Chained Lightning
Elec damage. 2 50/500 12.5
Abilities Shockblast.png
Wrath of Thor
Elec damage. 3 150/800 20

Wind

Abilities Windblast.png
Gale
A blast of wind hits the target, causing Wind damage. 1 0/200 5
Abilities Gale.png
Downburst
Wind damage. 2 50/500 12.5
Abilities Storms of Njord.png
Storms of Njord
Wind damage. 3 150/800 20

Divine

Holy

Abilities Smite.png
Smite
Holy damage. 1 0/500
Abilities Banish.png
Banishment
Holy damage. 2 100/700
Abilities Soul Fire.png
Paradise Lost
Holy damage. 3 200/900

Forbidden

Dark

Abilities Corruption.png
Corruption
Dark damage. 1 0/500
Abilities Disintegrate.png
Disintegrate
Dark damage. 2 100/700
Abilities Ragnarok.png
Ragnarok
Dark damage. 3 200/900

Deprecating Magic

Spell Description Min/Max Proficiency Base Cost Base Duration
Abilities Poison.png
Drain
Inflicts Drain on one target, causing damage over time.
  • Damage/healing at end of enemy's turn = 0.1 * Base_Magical_Damage * (1 + 0.0625 * Additional_AP) * (1 + Deprecating_Proficiency/200) * (1 + Deprecating_Proficiency/1000) * (1 + Dark_Elemental_Damage_Bonus/100) * (1 + Arcane_Focus)?
0?/???
Abilities Slow.png
Slow
The target is slowed by 30%, making it attack less frequently. 10?/??? 18 3
Abilities Weaken.png
Weaken
The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
  • Applies to both Physical and Magical damage
20?/??? 10 5
Abilities Sleep.png
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?
30?/??? 22 3
Abilities Confuse.png
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?/??? 25 3
imperil.png
Imperil
The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
  • Base Physical and Magical defense reduction: 50%?
  • Base Fire/Cold/Elec/Wind resistance reduction: 50?
70?/??? 10 5
Abilities Blind.png
Blind
Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
  • Base attack/magic hit chance reduction: 25%?
80?/??? 18 5
Abilities Silence.png
Silence
The target is silenced, preventing it from using special attacks and magic. 110?/??? 18 7
Abilities MagNet.png
MagNet
A net of pure energy ensnares the target, slowing it by 25% and making it unable to evade attacks or spells.
  • Does not disable parrying.
250?/??? 22 4

Supportive Magic

Spell Description Min/Max Proficiency Base Cost Base Duration

Curative

Abilities Cure.png
Cure
Restores a moderate amount of Health on the target.
  • Health restored = (base_health / 2) * (1 + supportive_proficiency / 200) * (1 + holy EDB / 100)?
10?/???  ??? N/A
Abilities Regen.png
Regen
Places a heal over time effect on the target.
  • Health restored per turn = ceiling(4.5 * base_health / 100 * (1 + supportive_proficiency / 100))?
50?/???  ???  ???
Abilities Cure.png
Full-Cure
Fully restores the Health of the target. 200/???  ??? N/A

Supportive

Abilities Protection.png
Protection
Places a shield effect on the target, absorbing 25% of the damage from all attacks. 40?/???
Abilities Haste.png
Haste
Speeds up all actions of the target, allowing it to attack more frequently. 90?/???
Abilities Shadow Veil.png
Shadow Veil
Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
  • Evade chance increase: 20%?
110?/???
absorb.png
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.
  • Cannot absorb critical hits.
  • Absorbed MP is between 5-10% of base max MP?
80?/???
Abilities Spark of Life.png
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.
  • If active and enough SP is available the player's health bar will turn silver.
  • Base health restored: ???% max health
100?/???
fallenshield.png
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.
Abilities Arcane Focus.png
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%?
220?/???
Abilities Heartseeker.png
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%?
170?/???
Abilities Spirit Shield.png
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 ???% of max HP will cause the player to lose exactly ???% of their health, with the remainder absorbed as damage to their spirit.(Formula)
  • 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.
230?/???
 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
Abilities Flare.png Searing Skin The skin of the target has been scorched, inhibiting its attack damage.
  • Damage reduction: 10%
Cold resistance is lowered by 25. 3
Abilities Snowstorm.png Freezing Limbs The limbs of the target have been frozen, causing slower movement.
  • Speed reduction: 10%
Wind resistance is lowered by 25.
Abilities Gale.png 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.
Abilities Lightning.png Deep Burns Internal damage causes slower reactions and lowers evade and resist chance.
  • Evade and Resist reduction: 10%
Fire resistance is lowered by 25.
Abilities Smite.png 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.
Abilities Disintegrate.png 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.
ripesoul.png Ripened Soul Attacking this target will restore your spirit by a small amount.
  • SP restored on hit = ceiling(base_SP / 20)
  • Chance to proc = 30%, 100% for the melee component
n/a 10
Abilities Soul Fire.png Burning Soul The very life essence of the target has been set ablaze, damaging it over time.
  • Damage over time = 7 * (base_health / 100) * (1 + forbidden_proficiency / 100)
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

Stacking

The effects of Arcane Focus and Heartseeker cannot be active simultaneously.

See also

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