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These are the mana-based spells that are available to players in the [[HentaiVerse]].
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==
Spell MP costs are all a percentage of your [[Level]], rounded up.
Spell costs are all a percentage of the player's [[level]], rounded up.


For example: 'Cure' has a ''base cost'' of 20, meaning its MP cost is ''20% of your level''. At level 51, Cure costs: (51 * 0.20) = 10.2 -> 11 MP.
'''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:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">roundup(51 * 0.05) = roundup(2.55) = 3 MP</pre>


==Spell Durations==
Spell costs are further modified by:
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]]. For supportive spells, each additional AP increases the duration by 25%, multiplied by 1% for each full point of proficiency. Expressed as a formula:
{|class="wikitable"
duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)
!Factor
For deprecating spells, the effect of proficiency is doubled, with each point of proficiency increasing the duration by 2%.
!▲/▼
duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 50)
!Amount
The result is rounded to the nearest whole number of turns.
!Duration
|-
|[[Interference]] || ▲ || 0.5% per point || Permanent (can be [[The_Forge#Shards|temporarily removed]])
|-
|Mana Conservation || ▼ || Stated % || Permanent
|-
|[[Spirit Stance]] || ▼ || 25% || As long as it can be maintained
|-
|[[Fighting_Styles#Staff|Coalesced Mana]] || ▼ || 50% || Up to 5 turns (and the monster stays alive to be targeted)
|-
|[[Channeling]] || ▼ || 100% || Consumed upon casting
|-
|[[The_Forge#Shards|Suffused Aether]] || ▼ || 10% || Up to 1 hour [[The_Forge#Shards|per shard]]
|}


==Offensive Magic==
<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>
These spells are used to inflict direct damage on monsters. On each [[Abilities | 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 and have slower [[Action Speed]] than the single target versions.


Each addition Ability Point invested in the AoE spells increases its damage dealt (by 25% when maxed), reduces its cast time (improves its action speed), decreases it's MP cost (by 50% when maxed), and decreases the associated single-target spell's MP cost (by 25% when maxed). Each [[HentaiVerse_Bestiary | type of monster]] has different levels of resistance to each [[:Category:Damage_types | 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 [[Spells#Status Effects | status effects]].
All of the passive factors also affect the upkeep cost of [[Innate Arcana]].


===Piercing===
==Spell Durations==
*''Starting spell, no Ability required''
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]].
**http://g.ehgt.org/hv045/img/a/001010.png '''Magic Missile''': Fires a basic magic missile against the target. ''Free to cast. Affected by [[proficiency#Effects:_2 | Elemental Proficiency]] but does not increase it.'' When this spell cast while wearing a [[Equipment#Staffs | Staff]], it has a chance to improve the user's [[proficiency#Weapons | Staff Proficiency]] (equal to that of meleeing with the staff).


===[[Fire]]===
==[[Spell Damage]]==
*''Tier 1''
**http://g.ehgt.org/hv045/img/a/0130.png '''Fireball''': A ball of fire is hurled at the target, causing Fire damage. ''Base cost is 4, reduced to 3 when Inferno is maxed.''
**http://g.ehgt.org/hv045/img/a/0132.png '''Inferno''': Unleashes an inferno of flames on all hostile targets, causing Fire damage. ''Base cost is 12, reduced to 6 when maxed.''


*''Tier 6''
==Table Legend==
**http://g.ehgt.org/hv045/img/a/0630.png '''Flare''': A powerful fiery blast envelopes the target, causing heavy fire damage. ''Base cost is 9, reduced to 6.75 when Meteor is maxed.''
{|class="wikitable"
**http://g.ehgt.org/hv045/img/a/0632.png '''Meteor''': A meteor strikes the battlefield, enveloping all hostile targets in its fiery blast, causing heavy fire damage. ''Base cost is 27, reduced to 13.5 when maxed.''
!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]].
|}


*''Tier 12''
==Offensive Spells==
**http://g.ehgt.org/hv043/img/a/m1130.png '''Nova''': Fire damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Flames of Loki is maxed.''
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.
**http://g.ehgt.org/hv043/img/a/m1131.png '''Flames of Loki''': Fire damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''


===[[Cold]]===
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]].
*''Tier 2''
**http://g.ehgt.org/hv045/img/a/0230.png '''Icestrike''': Launches a pillar of ice against the target, causing Cold damage. ''Base cost is 4, reduced to 3 when Snowstorm is maxed.''
**http://g.ehgt.org/hv045/img/a/0232.png '''Snowstorm''': A snowstorm surrounds all hostile targets, causing Cold damage. ''Base cost is 12, reduced to 6 when maxed.''


*''Tier 7''
{|class="wikitable" width="100%"
**http://g.ehgt.org/hv045/img/a/0730.png '''Freeze''': Cold damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Blizzard is maxed.''
!Name
**http://g.ehgt.org/hv045/img/a/0732.png '''Blizzard''': Cold damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''
!Description
!width="40"|Tier
!width="40"|[[Level]]
!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"|CD
!width="40"|Targets
|-
!colspan="8"|
===Elemental===
|-
!colspan="8"|
====[[Fire]]====
|-
![[File:Abilities_Fireball.png]]<br>Fiery Blast
|A ball of fire is hurled at the target.
|1
|15
|0/200
|6
|0
|3/5
|-
![[File:Abilities_Inferno.png]]<br>Inferno
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.
|2
|95
|50?/500
|14
|4/2
|5/7
|-
![[File:Abilities_Nova.png]]<br>Flames of Loki
|Fire damage.
|3
|175
|150/800
|21
|7/4
|7/10
|-
!colspan="8"|


*''Tier 13''
====[[Cold]]====
** http://g.ehgt.org/hv040/img/a/m1230.png '''Cryostasis''': Cold damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Fimbulvetr is maxed.''
|-
** http://g.ehgt.org/hv040/img/a/m1231.png '''Fimbulvetr''': Cold damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''
![[File:Abilities_Freeze.png]]<br>Freeze
|Cold damage.
|1
|25
|0/200
|6
|0
|3/5
|-
![[File:Abilities_Blizzard.png]]<br>Blizzard
|Cold damage.
|2
|105
|50/500
|14
|4/2
|5/7
|-
![[File:Abilities_Fimbulvetr.png]]<br>Fimbulvetr
|Cold damage.
|3
|185
|150/800
|21
|7/4
|7/10
|-
!colspan="8"|


===[[Elec]]===
====[[Elec]]====
*''Tier 3''
|-
**http://g.ehgt.org/hv045/img/a/0330.png '''Lightning''': A bolt of lightning strikes the target, causing Elec damage. ''Base cost is 4, reduced to 3 when Thunderstorm is maxed.''
![[File:Abilities_Lightning.png]]<br>Shockblast
**http://g.ehgt.org/hv045/img/a/0332.png '''Thunderstorm''': A thunderstorm surrounds all hostile targets, causing Elec damage. ''Base cost is 12, reduced to 6 when maxed.''
|A bolt of lightning strikes the target, causing Elec damage.
 
|1
*''Tier 8''
|35
**http://g.ehgt.org/hv045/img/a/0830.png '''Ball Lightning''': Elec damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Chain Lightning is maxed.''
|0/200
**http://g.ehgt.org/hv045/img/a/0832.png '''Chain Lightning''': Elec damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''
|6
 
|0
*''Tier 15''
|3/5
** http://g.ehgt.org/hv044/img/a/m1330.png '''Shockblast''': Elec damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Wrath of Thor is maxed.''
|-
** http://g.ehgt.org/hv044/img/a/m1331.png '''Wrath of Thor''': Elec damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''
![[File:Abilities_Column_Lightning.png]]<br>Chained Lightning
 
|Elec damage.
===[[Wind]]===
|2
*''Tier 4''
|115?
**http://g.ehgt.org/hv045/img/a/0430.png '''Windblast''': A blast of wind hits the target, causing Wind damage. ''Base cost is 4, reduced to 3 when Cyclone is maxed.''
|50?/500
**http://g.ehgt.org/hv045/img/a/0432.png '''Cyclone''': A cyclone surrounds all hostile targets, causing Wind damage. ''Base cost is 12, reduced to 6 when maxed.''
|14
 
|4/2
*''Tier 9''
|5/7
**http://g.ehgt.org/hv045/img/a/0930.png '''Gale''': Wind damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Hurricane is maxed.''
**http://g.ehgt.org/hv045/img/a/0932.png '''Hurricane''': Wind damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''
 
*''Tier 16''
** http://g.ehgt.org/hv044/img/a/m1430.png '''Downburst''': Wind damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Storms of Njord is maxed.''
** http://g.ehgt.org/hv044/img/a/m1431.png '''Storms of Njord''': Wind damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''
 
===[[Holy]]===
*''Tier 5''
**http://g.ehgt.org/hv045/img/a/m1510.png '''Condemn''': Holy damage. (Single Target) ''Base cost is 9, reduced to 6.75 when Purge is maxed.''
**http://g.ehgt.org/hv045/img/a/m1511.png '''Purge''': Holy damage. (Area of Effect) ''Base cost is 27, reduced to 13.5 when maxed.''
 
*''Tier 10''
**http://g.ehgt.org/hv045/img/a/1130.png '''Smite''': Holy damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Banish is maxed.''
**http://g.ehgt.org/hv045/img/a/1132.png '''Banish''': Holy damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''
 
===[[Soul]]===
*''Tier 11''
**http://g.ehgt.org/hv043/img/a/m1720.png '''Soul Reaper''': Soul damage. (Single Target)  ''Base cost is 11, reduced to 8.25 when Soul Harvest is maxed.''
**http://g.ehgt.org/hv043/img/a/m1721.png '''Soul Harvest''': Soul damage. (Area of Effect) '' Base cost is 33, reduced to 16.5 when maxed.''
*''Tier 18''
** http://g.ehgt.org/hv045/img/a/m1740.png '''Soul Fire''' - Soul damage. (Single Target) ''Base cost is 24, reduced to 18 when Soul Burst is maxed.''
** http://g.ehgt.org/hv045/img/a/m1741.png '''Soul Burst''' (x5) - Soul damage. (Area of Effect) ''Base cost is 87, reduced to 43.5 when maxed.''
 
===[[Dark]]===
*''Tier 14''
**http://g.ehgt.org/hv044/img/a/1230.png '''Corruption''': Dark damage. (Single Target) ''Base cost is 13, reduced to 9.75 when Pestilence is maxed.''
**http://g.ehgt.org/hv044/img/a/1232.png '''Pestilence''': Dark damage. (Area of Effect) ''Base cost is 39, reduced to 19.5 when maxed.''
 
*''Tier 17''
** http://g.ehgt.org/hv044/img/a/1330.png '''Disintegrate''': Dark damage. (Single Target) ''Base cost is 18, reduced to 13.5 when Ragnarok is maxed.''
** http://g.ehgt.org/hv044/img/a/1332.png '''Ragnarok''': Dark damage. (Area of Effect) ''Base cost is 54, reduced to 27 when maxed.''
 
==Deprecating Magic==
{| class=wikitable
|-
|-
! Tier !! Access Level !! Spell !! Description !! Base Cost !! Base Duration
![[File:Abilities_Shockblast.png]]<br>Wrath of Thor
|Elec damage.
|3
|195
|150/800
|21
|7/4
|7/10
|-
|-
! 1
!colspan="8"|
! 1
====[[Wind]]====
! http://g.ehgt.org/hv045/img/a/0133.png<br />[[Poison]]
| Inflicts Spreading Poison on the target, causing [[Dark]] damage over time, reducing its evade chance, and halving its MP and SP regen rates.
* ''Damage at end of enemy's turn: 5 * (1 + base_health / 100) * (1 + dark_proficiency / 100)''
* ''Base evade chance reduction: ?%''
* ''MP and SP regeneration rate reduction: 50%''
| 15 || 15
|-
|-
! 2
![[File:Abilities_Windblast.png]]<br>Gale
! 10
|A blast of wind hits the target, causing Wind damage.
! http://g.ehgt.org/hv045/img/a/0233.png<br />Slow
|1
| The target is slowed, making it attack less frequently.
|45
* ''Base action speed reduction: 50%''
|0/200
| 18 || 3
|6
|0
|3/5
|-
|-
! 3
![[File:Abilities_Gale.png]]<br>Downburst
! 20
|Wind damage.
! http://g.ehgt.org/hv045/img/a/0333.png<br />Weaken
|2
| The target is weakened, making its physical attacks deal less damage and preventing them from being critical strikes.
|125?
* ''Physical defense reduction: 10%''
|60/500
* ''Physical damage dealt reduction: 10% per AP; 50% when maxed''
|14
| 10 || 5
|4/2
|5/7
|-
|-
! 4
![[File:Abilities_Storms_of_Njord.png]]<br>Storms of Njord
! 30
|Wind damage.
! http://g.ehgt.org/hv045/img/a/0433.png<br />Sleep
|3
| The target is lulled to sleep, preventing it from taking any actions. However, it may wake up when damaged.
|205
* ''Target takes 50% more damage if struck physically while asleep''
|150/800
* ''Chance of breaking on damage: 90% base; decreases by 10% per AP; 50% when maxed''
|21
| 22 || 3
|7/4
|7/10
|-
|-
! 7
!colspan="8"|
! 60
<div id="Holy"></div>
! http://g.ehgt.org/hv045/img/a/0733.png<br />Confuse
 
| Confuses the target, making it lunge out wildly and strike friends and foes alike.
===Divine===
* ''Chance of breaking on damage: 90% base, decreases by 10% per AP; 50% when maxed''
* ''Chance of monster hitting itself: 25% base; decreased by 5% per AP; 0% when maxed''
| 25 || 3
|-
|-
! 8
! [[File:Abilities_Smite.png]]<br>Smite
! 70
| Holy damage.
! http://g.ehgt.org/hv043/img/a/m2040.png<br />Bewilder
|1
| The target is bewildered, making its magical attacks deal less damage and preventing them from being critical strikes.
|65
* ''Magical defense reduction: 10%''
|0/500
* ''Magical damage dealt reduction: 10% per AP; 50% when maxed''
|14
| 10 || 5
|0
|3/5
|-
|-
! 9
! [[File:Abilities_Banish.png]]<br>Banishment
! 80
|Holy damage.
! http://g.ehgt.org/hv045/img/a/0933.png<br />Blind
|2
| Blinds the target, reducing the chance of landing attacks and magic spells.
|100?
* ''Base attack/magic hit chance reduction: 25%''
|100/700
| 18 || 5
|21
|4/2
|5/7
|-
|-
! 12
! [[File:Abilities_Soul_Fire.png]]<br>Paradise Lost
! 110
| Holy damage.
! http://g.ehgt.org/hv045/img/a/0833.png<br />Silence
|3
| The target is silenced, preventing it from using special attacks and magic.
|200?
| 18 || 7
|200/900
|30
|7/4
|7/10
|-
|-
! 14
!colspan="9"|
! 150
 
! http://g.ehgt.org/hv044/img/a/1233.png<br />Nerf
<div id="Dark"></div>
| The target is nerfed, decreasing its attack damage, magic damage, evade chance, resist chance, physical defense, and magical defense.
 
* ''Physical and magical damage reduction: 10%''
===Forbidden===
* ''Evade and resist chance reduction: 5%''
* ''Physical and magical defense reduction: 25%''
| 20 || 5
|-
|-
! 17
! [[File:Abilities_Corruption.png]]<br>Corruption
! 200
| Dark damage.
! http://g.ehgt.org/hv044/img/a/1333.png<br />X-Nerf
|1
| All hostile targets are nerfed, decreasing their attack damage, magic damage, evade chance, resist chance, physical defense, and magical defense.
|85
| 60 || 5
|0/500
|14
|0
|3/5
|-
|-
! rowspan="2" | 18
! [[File:Abilities_Disintegrate.png]]<br>Disintegrate
! rowspan="2" | 250
|Dark damage.
! http://g.ehgt.org/hv045/img/a/m2082.png<br />MagNet
|2
| A net of pure energy is cast on the target, hindering and magically grounding it, making it slower and unable to evade attacks or spells.
|100?
* ''Base action speed reduction: 25%''
|100/700
| 22 || 4
|18.5?
|4/2
|5/7
|-
|-
! http://g.ehgt.org/hv045/img/a/m2090.png<br />Lifestream
! [[File:Abilities_Ragnarok.png]]<br>Ragnarok
| Places a health tap effect on the target, returning a small amount of health to the caster on each target turn.
|Dark damage.
* ''Cannot reduce monster below 1 HP by itself''
|3
| 25 || 8
|245
|200/900
|28?
|7/4
|7/10
|}
|}


==Curative Magic==
<div id="Deprecating Magic"></div>
{| class=wikitable
 
==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%"
|-
!Spell
!Description
!width="40"|[[Level]]
!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"|CD
!width="40"|Duration
<div id="Drain"></div>
|-
![[File:Abilities_Poison.png]]<br>Drain
|Inflicts Drain on one target, causing damage over time.
*''Inflicts [[#Theft_Effects|Vital Theft]] on the target
|30?
|0/300?
|11.5
|20/15
|7?
<div id="Slow"></div>
|-
![[File:Abilities_Slow.png]]<br>Slow
|The target is slowed by x%, making it attack less frequently.
*''Base action speed reduction: 30%/50%''
|10?
|0/300?
|18/25
|3
|10/15
<div id="Weaken"></div>
|-
|-
! Tier !! Access Level !! Spell !! Description !! Base Cost !! Base Duration !! Prerequisites
![[File:Abilities_Weaken.png]]<br>Weaken
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
*''Base Physical and Magical damage reduction: 25%/50%''
|70
|0/345
|10/16
|3/0
|10/15
<div id="Sleep"></div>
|-
|-
! 2
![[File:Abilities_Sleep.png]]<br>Sleep
! 10
|The target is lulled to sleep, preventing it from taking any actions.
! http://g.ehgt.org/hv045/img/a/0530.png<br />Cure
*''Base chance of breaking on damage: 90%?''
| Restores a moderate amount of HP to yourself.
*''Sleeping monsters cannot attack, evade, parry, or resist attacks?''
* ''Health restored = (base_health / 2) * (1 + curative_proficiency / 200) * (1 + holy EDB / 100)
|80
| 20 || 0 || ''none''
|0/410
|22/35
|7
|5/7
<div id="Confuse"></div>
|-
|-
! 8
![[File:Abilities_Confuse.png]]<br>Confuse
! 70
|Confuses the target, making it lunge out wildly and strike friends and foes alike.
! http://g.ehgt.org/hv045/img/a/1030.png<br />Regen
*''Base chance of breaking on damage: 90%?''
| Places a heal over time effect on yourself, healing you for a small amount of HP every turn.
*''Base chance of monster hitting itself: 25%?''
* ''Health restored per turn = ceiling(4.5 * base_health / 100 * (1 + curative_proficiency / 100))
|150
* ''Cannot stack with '''Regen II'''''
|45/660
| 25 || 10 || ''none''
|25/35
|10
|10/12
<div id="Imperil"></div>
|-
|-
! 11
![[File:Abilities_Imperil.png]]<br>Imperil
! 100
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
! http://g.ehgt.org/hv043/img/a/0530.png<br />Cure II
*''Base Physical and Magical defense reduction: 25%/50%''
| Restores a large amount of HP to yourself.
*''Base Fire/Cold/Elec/Wind resistance reduction: 10%/40%''
| 55 || 0 || '''Cure'''
*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
|10/15
|3/0
|10/15
<div id="Blind"></div>
|-
![[File:Abilities_Blind.png]]<br>Blind
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
*''Base attack/magic hit chance reduction: 20%/30%''
|80?
|30/610
|18/25
|7/3
|10/15
<div id="Silence"></div>
|-
|-
! 14
![[File:Abilities_Silence.png]]<br>Silence
! 150
|The target is silenced, preventing it from using special attacks and magic.
! http://g.ehgt.org/hv045/img/a/1030.png<br />Regen II
|120
| Places a long-lasting heal over time effect on yourself, healing you for a small amount of HP every turn.
|40/665
* ''Health restored per turn = ceiling(6 * base_health / 100 * (1 + curative_proficiency / 100))
|18
* ''Cannot stack with '''Regen'''''
|10/5
| 75 || 25 || '''Regen'''
|10/13
|-
|-
! 17
![[File:Abilities_MagNet.png]]<br>MagNet
! 200
|A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.
! http://g.ehgt.org/hv045/img/a/0530.png<br />Cure III
*''Slowing effect requires at least 1 AP investment.''
| Restores a huge amount of HP to yourself.
*''Does not disable parrying.''
| 100 || 0 || '''Cure II'''
*''Also prevents the target from resisting your spells.''
|250?
|100?/800
|22
|15/10
|10/15
|}
|}


==Supportive Magic==
<div id="Supportive Magic"></div>
{| class=wikitable
 
==Supportive Spells==
{|class="wikitable"
|-
!Spell
!Description
!width="40"|[[Level]]
!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"|CD
!width="40"|Duration
|-
|-
! Tier !! Access Level !! Spell !! Description !! Base Cost !! Base Duration
!colspan="7"|
<div id="Curative Magic"></div><div id="Curative Spells"></div>
===Curative===
|-
|-
! 4
![[File:Abilities_Cure.png]]<br>Cure
! 30
|Restores a moderate amount of Health on the target.
! http://g.ehgt.org/hv045/img/a/0532.png<br />Protection
*''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)))''
| Enhances the protective gear of the target, boosting the natural physical and magical defenses of the armor by 25%.
|5
| 25 || 15
|0/385+
|20
|5/2
|N/A
|-
|-
! 5
![[File:Abilities_Regen.png]]<br>Regen
! 40
|Places a heal over time effect on the target.
! http://g.ehgt.org/hv045/img/a/0533.png<br />Haste
*''Base health restored per turn = base_health * ([[AP]] / 100)''
| You are hastened, allowing you to attack more frequently.
|50?
* ''[[Action Speed]] increase: 50%''
|0/845
| 30 || 10
|22.5/75
|0
|14/30
|-
|-
! 6
![[File:Abilities_Cure.png]]<br>Full-Cure
! 50
|Fully restores the Health of the target.
! http://g.ehgt.org/hv045/img/a/0633.png<br />Shadow Veil
|220
| A veil of shadows surrounds you, making it harder for monsters to hit you with physical/magical attacks.
|0/945+
* ''Evade chance increase: 20%''
|50
| 30 || 10
|10
|N/A
|-
|-
! 10
!colspan="7"|
! 90
 
! http://g.ehgt.org/hv045/img/a/1033.png<br />Absorb
===Supportive===
| The next magical attack against you may be absorbed and partially converted to MP. 75% chance to absorb when maxed (15% per AP), and the effect is removed when it absorbs a spell.
* ''Cannot absorb critical hits''
* ''Absorbed MP is between 5% and 10% of your base max MP.''
* ''Additional AP increases the MP absorbed by x1.125 per additional point for a maximum of 7.5% to 15% of your base max MP.''
| 30 || 15
|-
|-
! rowspan="2" | 11
<div id="Protection"></div>
! rowspan="2" | 100
![[File:Abilities_Protection.png]]<br>Protection
! http://g.ehgt.org/hv045/img/a/1133.png<br />Spark of Life
|Places a shield effect on the target, absorbing 25%/30% of the damage from all attacks.
| 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.
|10?
* ''If active and enough SP is available, health bar will turn silver.''
|0/320
* ''Base health restored: 10% max health; increases by 5% per additional AP for a maximum of 30%.
|25
| rowspan="2" | 50
|0
| rowspan="2" | 15
|15?/30
<div id="Haste"></div><div id="haste"></div>
|-
|-
! http://g.ehgt.org/hv045/img/e/fallenshield.png<br />''Cloak of the Fallen''
![[File:Abilities_Haste.png]]<br>Haste
| ''When Spark of Life is triggered '''Cloak of the Fallen''' procs, which grants full immunity to damage during the turn that Spark triggers. Each AP put into Spark of Life after the first adds a turn of tripling your natural physical and magical absorption stats after the original proc.
|Speeds up all actions of the target, allowing it to attack more frequently.
*''Base [[Action Speed]] increase: 25%/50%''
|60?
|0/450
|30
|0
|10?/20
<div id="Shadow Veil"></div>
|-
|-
! 12
![[File:Abilities_Shadow_Veil.png]]<br>Shadow Veil
! 110
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
! http://g.ehgt.org/hv043/img/a/m4050.png<br />Flame Spikes
*''Base evade chance increase: 15%/25%''
| A shield of flames surrounds you. [[Fire]] mitigation is increased, and physical attackers take minor fire damage. Attacking enemies have a chance of gaining the Searing Skin proc.
<!--*''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.''-->
* ''Elemental mitigation increased by 25%''
|90
* ''Reflects 10% of all received physical damage as elemental damage''
|0/610
* ''Reflected damage increases with proficiency''
|30
| 15 || 20
|0
|10?/20
<div id="Absorb"></div><div id="absorb"></div>
|-
|-
! rowspan="2" | 13
![[File:Abilities_Absorb.png]]<br>Absorb
! rowspan="2" | 130
|The next magical attack against the target has a chance to be absorbed and partially converted to MP.
! http://g.ehgt.org/hv040/img/a/m4020.png<br />Arcane Focus
*''The effect is permanent until it absorbs a spell.''
| You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance.
*''Base chance to absorb: 60%/90%''
* ''Magical damage bonus: 25%''
*''Cannot absorb critical hits''
* ''Magical hit chance bonus: 50%''
*''Absorbed MP is between 5-10% of the monster's base max MP? Very little MP regained''
* ''Magical crit chance bonus: 10%''
*''Can absorb more than 1 spell if they occur on the same turn.''
* ''Also known as Arcane Meditation''
|50?
| 100 || 50
|0/385+?
|30
|20
|∞
<div id="Spark of Life"></div><div id="SoL"></div><div id="spark of life"></div><div id="sol"></div>
|-
|-
! http://g.ehgt.org/hv040/img/a/m4051.png<br />Frost Spikes
![[File:Abilities_Spark_of_Life.png]]<br>Spark of Life
| A shield of frost surrounds you. [[Cold]] mitigation is increased, and physical attackers take minor cold damage. Attacking enemies have a chance of gaining the Freezing Limb proc.
|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.
* ''Elemental mitigation increased by 25%''
*''When active '''and''' enough SP is available the player's health bar will turn dark green.''
* ''Reflects 10% of all received physical damage as elemental damage''
|100
* ''Reflected damage increases with proficiency''
|0/750?
| 15 || 20
|44?/30
|0
|15?/30
|-
|-
! rowspan="2" | 15
![[File:fallenshield.png]]<br>''Cloak of the Fallen''
! rowspan="2" | 170
|Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.
! http://g.ehgt.org/hv044/img/a/m4021.png<br />Heartseeker
*''When Spark of Life is triggered '''Cloak of the Fallen''' procs, which grants full immunity to damage during the turn that Spark triggers.
| You attain intimate knowledge of the source of life in all living things, increasing attack power, accuracy, and crit chance.
*''Grants +75%? physical and magical mitigation bonus after the original proc.''
* ''Physical damage bonus: 25%''
|colspan="4"|
* ''Physical hit chance bonus: 50%''
|3?
* ''Physical crit chance bonus: 10%''
<div id="Arcane Focus"></div>
| 100 || 50
|-
|-
! http://g.ehgt.org/hv044/img/a/m4060.png<br />Lightning Spikes
![[File:Abilities_Arcane_Focus.png]]<br>Arcane Focus
| A shield of lightning surrounds you. [[Elec]] mitigation is increased, and physical attackers take minor elec damage. Attacking enemies have a chance of gaining the Deep Burns proc.
|The target attains a higher level of attunement with the arcane forces, increasing magic power and crit chance.
* ''Elemental mitigation increased by 25%''
*''Magical damage bonus: 25%''
* ''Reflects 10% of all received physical damage as elemental damage''
*''Magical crit chance bonus: 10%''
* ''Reflected damage increases with proficiency''
*''Magical crit damage bonus: 0%/15%''
| 15 || 20
|175
|0/980?
|100
|0
|50?/100
<div id="Heartseeker"></div>
|-
|-
! rowspan="2" | 16
![[File:Abilities_Heartseeker.png]]<br>Heartseeker
! rowspan="2" | 190
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power and crit chance.
! http://g.ehgt.org/hv044/img/a/m4040.png<br />Spirit Shield
*''Physical damage bonus: 25%''
| This protective veil activates for powerful blows that damage more than 25% of your max HP, absorbing the remainder as spirit damage.
*''Physical crit chance bonus: 10%''; this means on-battle crit chance will become: ''(100 - crit) * 0.1 + crit = 10 + 0.9 * crit''
* ''Any attack that hits for more than 25% of your max health will cause you to lose exactly 25% of your health, with the remainder absorbed as damage to your spirit.
*''Physical crit damage bonus: 0%/15%''
* ''The amount of Spirit damage depends on the power of the blow that was absorbed, and is 40% of base (reducible to 20% at max AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0 at exactly 25% damage.''
|140
* ''The spell will fail if you don't have sufficient Spirit.''
|0/880?
| 25 || 15
|100
|0
|50?/100
<div id="Spirit Shield"></div>
|-
|-
! http://g.ehgt.org/hv044/img/a/m4061.png<br />Storm Spikes
![[File:Abilities_Spirit_Shield.png]]<br>Spirit Shield
| A shield of storms surrounds you. [[Wind]] mitigation is increased, and physical attackers take minor wind damage. Attacking enemies have a chance of gaining the Turbulent Air proc.
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.
* ''Elemental mitigation increased by 25%''
*''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>
* ''Reflects 10% of all received physical damage as elemental damage''
*''The spell will fail if the player does not have sufficient SP.''
* ''Reflected damage increases with proficiency''
|200
| 15 || 20
|0/950?
|25
|0
|15?/30
|}
|}
<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>
''('''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 [[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.
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"
{|class="wikitable" width="100%"
|-
! width="15%" | Name
! width="50%" | Description
! width="30%" | Additional Effect(s)
! width="10%" | Duration
|-
|[[File:Abilities_Flare.png]] '''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.
|rowspan="6"| 3
|-
|[[File:Abilities_Freeze.png]] '''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.
|-
|[[File:Abilities_Gale.png]] '''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.
|-
|-
! Status Effect
|[[File:Abilities_Lightning.png]] '''Deep Burns'''
! colspan="2" | Description
||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.
|-
|-
| http://g.ehgt.org/hv045/img/a/0630.png '''Searing Skin'''
|[[File:Abilities_Smite.png]] '''Breached Defense'''
| The skin of the target has been scorched, inhibiting its attack damage.
||The holy attack has penetrated the target's defenses, making it take more damage.
<!--* ''Attack damage reduction: ''-->
* Caused by Holy spells
| [[Cold]] resistance is lowered.
* ''Physical & Magical mitigation reduction: 10%''
<!--* ''Explosion damage: ''-->
||[[Dark]] resistance is lowered by 25.
|-
|-
| http://g.ehgt.org/hv045/img/a/0730.png '''Freezing Limbs'''
|[[File:Abilities_Disintegrate.png]] '''Blunted Attack'''
| The limbs of the target have been frozen, causing slower movement.
||The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
<!--* ''Speed reduction: '' etc.-->
* Caused by Dark spells
| [[Wind]] resistance is lowered.
* ''Damage reduction: 10%''
||[[Holy]] resistance is lowered by 25.
|-
|-
| http://g.ehgt.org/hv045/img/a/0930.png '''Turbulent Air'''
|[[File:Abilities_Soul_Fire.png]] '''Burning Soul'''
| The air around the target has been upset, blowing up dust and increasing its miss chance.
||The life essence of the target has been set ablaze, damaging its physical form over time.
| [[Elec]] resistance is lowered.
* 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)
|rowspan="2"| 7
|-
|-
| http://g.ehgt.org/hv045/img/a/0330.png '''Deep Burns'''
|[[File:Abilities_Ripened_Soul.png]] '''Ripened Soul'''
| Internal damage causes slower reactions and lowers evade and resist chance.
||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
| [[Fire]] resistance is lowered.
* 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)
|}
 
===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.
 
{|class="wikitable" width="100%"
|-
|-
| http://g.ehgt.org/hv045/img/a/1130.png '''Breached Defense'''
! width="10%" | Name
| The holy attack has penetrated the target's defenses, making it take more damage.
! width="55%" | Description
| [[Dark]] resistance is lowered.
! width="30%" | Effect(s)
! width="10%" | Duration
|-
|-
| http://g.ehgt.org/hv045/img/e/darknerf.png '''Blunted Attack'''
|[[File:Abilities_Lifestream.png]] '''Vital Theft'''
| The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
||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.
| [[Holy]] resistance is lowered.
* ''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 [[#Deprecating_Spells|Drain]]
|-
|-
| http://g.ehgt.org/hv045/img/e/ripesoul.png '''Ripened Soul'''
|[[File:drainmp.png]] '''Ether Theft'''
| Attacking this target will restore your spirit by a small amount. || ''n/a''
||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.
|rowspan="2"| 5
|-
|-
| http://g.ehgt.org/hv045/img/e/soulfire.png '''Soul Fire'''
|[[File:drainsp.png]] '''Spirit Theft'''
| The very life essence of the target has been set ablaze, damaging it over time. || Using Soul Burst will cause this effect to explode.
||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|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==
==Stacking==
The following buffs override each other:
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.
*Frost/Flame/Lightning/Storm Spikes
*Arcane Focus/Heartseeker
*Regen I/Regen II
 
The following debuff combinations cannot exist on the same target:
*Silence/Weaken
*Silence/Blind
*Slow/Sleep/Confuse
*Blind/Bewilder
*Nerf/X-nerf


==See also==
==See also==
Line 400: Line 644:
*[[Skills]]
*[[Skills]]


[[Category:HentaiVerse]]
{{HVnav}}

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.
  • Base action speed reduction: 30%/50%
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.
  • Base Physical and Magical damage reduction: 25%/50%
70 0/345 10/16 3/0 10/15

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 22/35 7 5/7

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%?
150 45/660 25/35 10 10/12

Imperil
The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
  • Base Physical and Magical defense reduction: 25%/50%
  • 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.
    • The 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 10/15 3/0 10/15

Blind
Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
  • Base attack/magic hit chance reduction: 20%/30%
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.
  • Slowing effect requires at least 1 AP investment.
  • Does not disable parrying.
  • Also prevents the target from resisting your 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.
  • 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 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 22.5/75 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.
  • Base evade chance increase: 15%/25%
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%/90%
  • Cannot absorb critical hits
  • 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.
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.
  • When active and enough SP is available the player's health bar will turn dark green.
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.
  • 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 and crit chance.
  • Magical damage bonus: 25%
  • Magical crit chance bonus: 10%
  • Magical crit damage bonus: 0%/15%
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.
  • Physical damage bonus: 25%
  • 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 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)

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
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
  • Physical & Magical 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) 7
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)

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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