Spells: Difference between revisions
Maximum Joe (talk | contribs) mNo edit summary |
|||
| (60 intermediate revisions by 10 users not shown) | |||
| Line 1: | Line 1: | ||
Mana-based spells that are available to players in the [[HentaiVerse]]. | |||
==Learning Spells== | ==Learning Spells== | ||
| Line 51: | Line 48: | ||
|Level || The minimum [[level]] needed to access the spell. | |Level || The minimum [[level]] needed to access the spell. | ||
|- | |- | ||
|Prof || The minimum ''base'' [[proficiency]] needed to access the spell and the maximum ''effective'' proficiency needed to get the highest bonuses. | |Min/Max Prof || The minimum ''base'' [[proficiency]] needed to access the spell and the maximum ''effective'' proficiency needed to get the highest bonuses. | ||
|- | |- | ||
|Cost || The base mana cost of the spell and the reduced cost via [[abilities]]. | |Cost || The base mana cost of the spell and the reduced/increased cost via [[abilities]]. | ||
|- | |- | ||
|CD || The base cooldown of the spell and the reduced cooldown via [[abilities]]. | |CD || The base cooldown of the spell and the reduced cooldown via [[abilities]]. | ||
| Line 72: | Line 69: | ||
!width="40"|Tier | !width="40"|Tier | ||
!width="40"|[[Level]] | !width="40"|[[Level]] | ||
!width="50"|[[Proficiency|Prof]] | !width="50"|<span title="Minimum base prof needed to unlock the spell/Effective prof that maximizes spell's effects" style="border-bottom:1px dotted">Min/Max</span> [[Proficiency|Prof]] | ||
!width="40"|Cost | !width="40"|Cost | ||
!width="40"|CD | !width="40"|CD | ||
| Line 95: | Line 92: | ||
|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 | ||
| | |95 | ||
|50?/500 | |50?/500 | ||
|14 | |14 | ||
| Line 104: | Line 101: | ||
|Fire damage. | |Fire damage. | ||
|3 | |3 | ||
|175 | |175 | ||
|150/800 | |150/800 | ||
|21 | |21 | ||
| Line 117: | Line 114: | ||
|Cold damage. | |Cold damage. | ||
|1 | |1 | ||
| | |25 | ||
|0/200 | |0/200 | ||
|6 | |6 | ||
| Line 126: | Line 123: | ||
|Cold damage. | |Cold damage. | ||
|2 | |2 | ||
| | |105 | ||
|50/500 | |50/500 | ||
|14 | |14 | ||
| Line 135: | Line 132: | ||
|Cold damage. | |Cold damage. | ||
|3 | |3 | ||
|185 | |185 | ||
|150/800 | |150/800 | ||
|21 | |21 | ||
| Line 157: | Line 154: | ||
|Elec damage. | |Elec damage. | ||
|2 | |2 | ||
| | |115? | ||
|50?/500 | |50?/500 | ||
|14 | |14 | ||
| Line 166: | Line 163: | ||
|Elec damage. | |Elec damage. | ||
|3 | |3 | ||
|195 | |195 | ||
|150/800 | |150/800 | ||
|21 | |21 | ||
| Line 187: | Line 184: | ||
|Wind damage. | |Wind damage. | ||
|2 | |2 | ||
| | |125? | ||
|60/500 | |60/500 | ||
|14 | |14 | ||
| Line 271: | Line 268: | ||
==Deprecating Spells== | ==Deprecating Spells== | ||
These spells are used to inflict debuffs on the monsters. Most of these debuffs will assist you in increasing your survival chances by weakening the attack power/frequency of the monsters (like Weaken or Silence), some others will make them more vulnerable to your attacks (Imperil), some will do both at once (Sleep, MagNet with its ability slotted). | |||
The minimum proficiency corresponds to the proficiency needed to have the spell available. The maximum proficiency corresponds to the breakpoint when the debuff's duration reaches the maximum multiplier (x4 duration). | |||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
| Line 276: | Line 275: | ||
!Description | !Description | ||
!width="40"|[[Level]] | !width="40"|[[Level]] | ||
!width="50"|[[Proficiency|Prof]] | !width="50"|<span title="Minimum base prof needed to unlock the spell/Effective prof that maximizes spell's effects" style="border-bottom:1px dotted">Min/Max</span> [[Proficiency|Prof]] | ||
!width="40"|Cost | !width="40"|Cost | ||
!width="40"|CD | !width="40"|CD | ||
| Line 294: | Line 293: | ||
![[File: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%/50%'' | ||
|10? | |10? | ||
|0/300? | |0/300? | ||
|18 | |18/25 | ||
|3 | |3 | ||
| | |10/15 | ||
<div id="Weaken"></div> | <div id="Weaken"></div> | ||
|- | |- | ||
![[File: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%/50%'' | ||
|70 | |70 | ||
|0/345 | |0/345 | ||
|10 | |10/16 | ||
|3/0 | |3/0 | ||
| | |10/15 | ||
<div id="Sleep"></div> | <div id="Sleep"></div> | ||
|- | |- | ||
| Line 318: | Line 317: | ||
|80 | |80 | ||
|0/410 | |0/410 | ||
|22 | |22/35 | ||
|7 | |7 | ||
| | |5/7 | ||
<div id="Confuse"></div> | <div id="Confuse"></div> | ||
|- | |- | ||
| Line 327: | Line 326: | ||
*''Base chance of breaking on damage: 90%?'' | *''Base chance of breaking on damage: 90%?'' | ||
*''Base chance of monster hitting itself: 25%?'' | *''Base chance of monster hitting itself: 25%?'' | ||
| | |150 | ||
|45/660 | |45/660 | ||
|25 | |25/35 | ||
|10 | |10 | ||
| | |10/12 | ||
<div id="Imperil"></div> | <div id="Imperil"></div> | ||
|- | |- | ||
![[File:Abilities_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%/50%'' | ||
*''Base Fire/Cold/Elec/Wind resistance reduction: 10%'' | *''Base Fire/Cold/Elec/Wind resistance reduction: 10%/40%'' | ||
| | *Base ''Dark/Holy resistance reduction: 0%/25%'' | ||
*''This reduction is multiplicative (ie, a monster with 80% physical mitigation would be reduced to 60%, or lower with [[Abilities#Deprecating|Abilities]].'' | |||
**'' The [[Equipment Procs|Penetrated Armor]] multiplier is layered with this reduction (ie 0.8 physical mitigation * 0.5 imperil reduction * 0.25 penetrated armor reduction = 0.1 physical mitigation).'' | |||
|130 | |||
|30/495 | |30/495 | ||
|10 | |10/15 | ||
|3/0 | |3/0 | ||
| | |10/15 | ||
<div id="Blind"></div> | <div id="Blind"></div> | ||
|- | |- | ||
![[File: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%/30%'' | ||
|80? | |80? | ||
|30/610 | |30/610 | ||
|18 | |18/25 | ||
|7/3 | |7/3 | ||
| | |10/15 | ||
<div id="Silence"></div> | <div id="Silence"></div> | ||
|- | |- | ||
![[File: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. | ||
| | |120 | ||
|40/665 | |40/665 | ||
|18 | |18 | ||
|10/5 | |10/5 | ||
| | |10/13 | ||
|- | |- | ||
![[File:Abilities_MagNet.png]]<br>MagNet | ![[File:Abilities_MagNet.png]]<br>MagNet | ||
| Line 369: | Line 371: | ||
*''Also prevents the target from resisting your spells.'' | *''Also prevents the target from resisting your spells.'' | ||
|250? | |250? | ||
|100?/ | |100?/800 | ||
|22 | |22 | ||
|15/10 | |15/10 | ||
| | |10/15 | ||
|} | |} | ||
| Line 383: | Line 385: | ||
!Description | !Description | ||
!width="40"|[[Level]] | !width="40"|[[Level]] | ||
!width="50"|[[Proficiency|Prof]] | !width="50"|<span title="Minimum base prof needed to unlock the spell/Effective prof that maximizes spell's effects" style="border-bottom:1px dotted">Min/Max</span> [[Proficiency|Prof]] | ||
!width="40"|Cost | !width="40"|Cost | ||
!width="40"|CD | !width="40"|CD | ||
| Line 394: | Line 396: | ||
![[File: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) * MIN (1.5, MAX ((0.8 + supportive_proficiency / player_level * 0.2), (1 + (supportive_proficiency - player_level) / player_level * 0.5)))'' | ||
|5 | |5 | ||
|0/385+ | |0/385+ | ||
| Line 403: | Line 405: | ||
![[File: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)'' | ||
|50? | |50? | ||
|0/845 | |0/845 | ||
|22.5 | |22.5/75 | ||
|0 | |0 | ||
|14/30 | |14/30 | ||
| Line 424: | Line 426: | ||
<div id="Protection"></div> | <div id="Protection"></div> | ||
![[File: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%/30% of the damage from all attacks. | ||
|10? | |10? | ||
|0/320 | |0/320 | ||
| Line 434: | Line 436: | ||
![[File: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%/50%'' | ||
|60? | |60? | ||
|0/450 | |0/450 | ||
| Line 444: | Line 446: | ||
![[File: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%/25%'' | ||
<!--*''This increase is applied as a multiplier to the player's evade chance, e.g. if the Player had 25% evade, he would get 25% * 1.15 = 28.75% evade.''--> | |||
|90 | |90 | ||
|0/610 | |0/610 | ||
| Line 455: | Line 458: | ||
|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.'' | ||
*''Base chance to absorb: 60%'' | *''Base chance to absorb: 60%/90%'' | ||
*''Cannot absorb critical hits'' | *''Cannot absorb critical hits'' | ||
*''Absorbed MP is between 5-10% of the monster's base max MP?'' | *''Absorbed MP is between 5-10% of the monster's base max MP? Very little MP regained'' | ||
*''Can absorb more than 1 spell if they occur on the same turn.'' | *''Can absorb more than 1 spell if they occur on the same turn.'' | ||
|50? | |50? | ||
| Line 468: | Line 471: | ||
![[File: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 2 or more 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 2 or more 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 | *''When active '''and''' enough SP is available the player's health bar will turn dark green.'' | ||
|100 | |100 | ||
|0/750? | |0/750? | ||
|44? | |44?/30 | ||
|0 | |0 | ||
|15?/30 | |15?/30 | ||
| Line 484: | Line 487: | ||
|- | |- | ||
![[File: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 | |The target attains a higher level of attunement with the arcane forces, increasing magic power and crit chance. | ||
*''Magical damage bonus: 25%'' | *''Magical damage bonus: 25%'' | ||
*''Magical crit chance bonus: 10%'' | *''Magical crit chance bonus: 10%'' | ||
*''Magical crit damage bonus: 0%/15%'' | |||
|175 | |175 | ||
|0/980? | |0/980? | ||
| Line 495: | Line 499: | ||
|- | |- | ||
![[File: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 | |The target attains intimate knowledge of the flow of life in all living beings, increasing attack power and crit chance. | ||
*''Physical damage bonus: 25%'' | *''Physical damage bonus: 25%'' | ||
*''Physical crit chance bonus: 10%'' | *''Physical crit chance bonus: 10%''; this means on-battle crit chance will become: ''(100 - crit) * 0.1 + crit = 10 + 0.9 * crit'' | ||
*''Physical crit damage bonus: 0%/15%'' | |||
|140 | |140 | ||
|0/880? | |0/880? | ||
| Line 517: | Line 522: | ||
<div id="spirit"><div id="Spirit"> | <div id="spirit"><div id="Spirit"> | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Spirit Damage''' = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)<br> | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Spirit Damage''' = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)<br> | ||
''('''SS_AP_Damage''' = percentage of damage required for Spirit shield to kick in)''</pre> | ''('''SS_AP_Damage''' = percentage of damage required for Spirit shield to kick in)'' <br><br>Note: This formula works in such way that increasing base spirit points (e.g. by increasing STR [[Character_Stats#primary_attributes|primary attribute]] or through the Suffusive Spirit hath perk) increase the spirit cost of Spirit Shield (and Spark of Life) proportionately. </pre> | ||
==Status Effects== | ==Status Effects== | ||
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 | When an [[#Offensive_Magic|offensive spell]] or a [[Spells#Spike_Shields|spike shield]] 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 struck by the next [[#Offensive_Magic|offensive spell]] in the cycle. For example a monster afflicted by Searing Skin will receive extra damage when struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense. The status effect will dissipate after it explodes. | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| Line 526: | Line 531: | ||
! width="15%" | Name | ! width="15%" | Name | ||
! width="50%" | Description | ! width="50%" | Description | ||
! width="30%" | Effect(s) | ! width="30%" | Additional Effect(s) | ||
! width="10%" | Duration | ! width="10%" | Duration | ||
|- | |- | ||
| Line 557: | Line 562: | ||
||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 | ||
* '' | * ''Physical & Magical mitigation reduction: 10%'' | ||
||[[Dark]] resistance is lowered by 25. | ||[[Dark]] resistance is lowered by 25. | ||
|- | |- | ||
| Line 571: | Line 576: | ||
* ''Damage over time = MDB * (1 + EDB / 100) * 0.2'' | * ''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) | ||Will cause Ether Theft if targeted by Drain and the [[ability]] Ether Theft is active (even if Drain is resisted/absorbed/evaded) | ||
|rowspan="2"| 7 | |||
|- | |- | ||
|[[File:Abilities_Ripened_Soul.png]] '''Ripened Soul''' | |[[File:Abilities_Ripened_Soul.png]] '''Ripened Soul''' | ||
| Line 577: | Line 583: | ||
* ''Damage over time = MDB * (1 + EDB / 100) * 0.2'' | * ''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) | ||Will cause Spirit Theft if targeted by Drain and the [[ability]] Spirit Theft is active (even if Drain is resisted/absorbed/evaded) | ||
|} | |} | ||
Latest revision as of 12:58, 2 January 2026
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. |
| Min/Max Prof | The minimum base proficiency needed to access the spell and the maximum effective proficiency needed to get the highest bonuses. |
| Cost | The base mana cost of the spell and the reduced/increased 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 | Min/Max 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 | 95 | 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 | 25 | 0/200 | 6 | 0 | 3/5 | |
Blizzard |
Cold damage. | 2 | 105 | 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 | 115? | 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 | 125? | 60/500 | 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
These spells are used to inflict debuffs on the monsters. Most of these debuffs will assist you in increasing your survival chances by weakening the attack power/frequency of the monsters (like Weaken or Silence), some others will make them more vulnerable to your attacks (Imperil), some will do both at once (Sleep, MagNet with its ability slotted). The minimum proficiency corresponds to the proficiency needed to have the spell available. The maximum proficiency corresponds to the breakpoint when the debuff's duration reaches the maximum multiplier (x4 duration).
| Spell | Description | Level | Min/Max 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.
|
10? | 0/300? | 18/25 | 3 | 10/15 |
Weaken |
The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
|
70 | 0/345 | 10/16 | 3/0 | 10/15 |
Sleep |
The target is lulled to sleep, preventing it from taking any actions.
|
80 | 0/410 | 22/35 | 7 | 5/7 |
Confuse |
Confuses the target, making it lunge out wildly and strike friends and foes alike.
|
150 | 45/660 | 25/35 | 10 | 10/12 |
Imperil |
The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
|
130 | 30/495 | 10/15 | 3/0 | 10/15 |
Blind |
Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
|
80? | 30/610 | 18/25 | 7/3 | 10/15 |
Silence |
The target is silenced, preventing it from using special attacks and magic. | 120 | 40/665 | 18 | 10/5 | 10/13 |
MagNet |
A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.
|
250? | 100?/800 | 22 | 15/10 | 10/15 |
Supportive Spells
| Spell | Description | Level | Min/Max Prof | Cost | CD | Duration |
|---|---|---|---|---|---|---|
Curative | ||||||
Cure |
Restores a moderate amount of Health on the target.
|
5 | 0/385+ | 20 | 5/2 | N/A |
Regen |
Places a heal over time effect on the target.
|
50? | 0/845 | 22.5/75 | 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%/30% 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.
|
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.
|
50? | 0/385+? | 30 | 20 | ∞ |
Spark of Life |
Any attack that would one-shot a target with 2 or more 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.
|
100 | 0/750? | 44?/30 | 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.
|
3? | ||||
Arcane Focus |
The target attains a higher level of attunement with the arcane forces, increasing magic power and crit chance.
|
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 and crit chance.
|
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.
|
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)
Note: This formula works in such way that increasing base spirit points (e.g. by increasing STR primary attribute or through the Suffusive Spirit hath perk) increase the spirit cost of Spirit Shield (and Spark of Life) proportionately.
Status Effects
When an offensive spell or a spike shield 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 struck by the next offensive spell in the cycle. For example a monster afflicted by Searing Skin will receive extra damage when struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense. The status effect will dissipate after it explodes.
| Name | Description | Additional Effect(s) | Duration |
|---|---|---|---|
The skin of the target has been scorched, inhibiting its attack damage.
|
Cold resistance is lowered by 25. | 3 | |
The limbs of the target have been frozen, causing slower movement.
|
Wind resistance is lowered by 25. | ||
The air around the target has been upset, blowing up dust and increasing its miss chance.
|
Elec resistance is lowered by 25. | ||
Internal damage causes slower reactions and lowers evade and resist chance.
|
Fire resistance is lowered by 25. | ||
The holy attack has penetrated the target's defenses, making it take more damage.
|
Dark resistance is lowered by 25. | ||
The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
|
Holy resistance is lowered by 25. | ||
The life essence of the target has been set ablaze, damaging its physical form over time.
|
Will cause Ether Theft if targeted by Drain and the ability Ether Theft is active (even if Drain is resisted/absorbed/evaded) | 7 | |
The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
|
Will cause Spirit Theft if targeted by Drain and the ability Spirit 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: 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 |
|---|---|---|---|
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.
|
Damages the target then heals the player after each of the target's turn.
|
See Drain | |
Siphons off the target's mana over time. This returns a small amount of mana to the player.
|
Reduces the target's MP and recovers the player's MP after each of the target's turn. | 5 | |
Siphons off the target's spirit over time. This returns a small amount of spirit to the player.
|
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.