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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 costs are all a percentage of the player's [[Level]], rounded up.
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 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 costs are further modified by:
Spell costs are further modified by:
Line 11: Line 15:
!▲/▼
!▲/▼
!Amount
!Amount
!Duration
|-
|-
|[[Interference]] || ▲ || 0.5% per point
|[[Interference]] || ▲ || 0.5% per point || Permanent (can be [[The_Forge#Shards|temporarily removed]])
|-
|-
|Mana Conservation || ▼ || Stated %
|Mana Conservation || ▼ || Stated % || Permanent
|-
|-
|[[Spirit Stance]] || ▼ || 25%
|[[Spirit Stance]] || ▼ || 25% || As long as it can be maintained
|-
|-
|[[Fighting_Styles#Staff|Coalesced Mana]] || ▼ || 50%
|[[Fighting_Styles#Staff|Coalesced Mana]] || ▼ || 50% || Up to 5 turns (and the monster stays alive to be targeted)
|-
|-
|[[Channeling]] || ▼ || 100%
|[[Channeling]] || ▼ || 100% || Consumed upon casting
|-
|[[The_Forge#Shards|Suffused Aether]] || ▼ || 10% || Up to 1 hour [[The_Forge#Shards|per shard]]
|}
|}


'''Spell Cost''' = ((100% * (1 + interference * 0.5%) - (mana_conservation)) *
<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>
(1 - spirit_stance) * (1 - coalesced)
 
All of the passive factors also affect the upkeep cost of [[Innate Arcana]].


==Spell Durations==
==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]]. Each additional AP increases the duration by 25%, multiplied further for each for full point of proficiency. Expressed as a formula:
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]].
duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / '''x''')
For supportive/curative spells '''x''' = 100, for deprecating spells '''x''' = 50.
 
The result is rounded to the nearest whole number of turns.
 
==Offensive Magic==
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 their single target versions. Missing the primary target of an AoE spell does not prevent it from hitting other targets, each chance-to-hit is calculated independently. AoE spells do 100% more damage than their single-target counterparts towards their primary target. The remaining targets receive 66% splash damage if successfully hit.
 
Each addition Ability Point invested in the AoE spells increases its damage dealt (by 25% when maxed), reduces its cast time (matching its  single-target spell's when maxed), decreases it's MP cost (by 50% when maxed), and decreases the associated single-target spell's MP cost (by 25% when maxed). In the table below, the Base Cost column shows the original cost gto the left, and the Reduced Cost with the AoE spell maxed.
 
Each [[HentaiVerse_Bestiary | type of monster]] has different levels of resistance to each [[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 spells listed hit singular targets unless otherwise stated.


==[[Spell Damage]]==
==[[Spell Damage]]==


{|class="wikitable" width="100%"
==Table Legend==
{|class="wikitable"
!Column
!Meaning
|-
|-
![[Abilities|Tier]]
|Tier || The tier of the spell. Can be 1-3.
! width="50" | Access Level
!Name
!Description
!Base Cost
!Reduced Cost
|-
|-
! colspan="6" |
|Level || The minimum [[level]] needed to access the spell.
===Piercing===
|-
|-
! 0
|Min/Max Prof || The minimum ''base'' [[proficiency]] needed to access the spell and the maximum ''effective'' proficiency needed to get the highest bonuses.
! 1
! http://g.ehgt.org/hv050/img/a/001010.png<br>Magic Missile
| Fires a basic magic missile against the target.
* ''Starting spell, no Ability required''
<!-- * ''Damage is affected by [[Proficiency|Elemental Proficiency]], but does not increase it.'' -->
* ''If equipped with a [[Equipment#Staffs|Staff]], each cast has a chance to improve the user's [[Proficiency#Weapons|Staff Proficiency]] (equal to that of meleeing with the staff).
| 0 || 0
|-
|-
! colspan="6" |
|Cost || The base mana cost of the spell and the reduced/increased cost via [[abilities]].
 
===[[Fire]]===
|-
|-
! rowspan="2" | 1
|CD || The base cooldown of the spell and the reduced cooldown via [[abilities]].
! rowspan="2" | 1
! [[Image:Abilities_Fireball.png]]<br>Fireball
| A ball of fire is hurled at the target, causing Fire damage.
| 4 || 3
|-
|-
! [[Image:Abilities_Inferno.png]]<br>Inferno
|Targets || The base number of targets the spell can hit and the increased number via [[abilities]].
| Unleashes an inferno of flames on all hostile targets, causing Fire damage. (AoE)
| 12 || 6
|-
|-
! rowspan="2" | 6
|Duration || The base duration of the spell's effect and the increased duration via [[abilities]].
! rowspan="2" | 50
|}
! [[Image:Abilities_Flare.png‎]]<br>Flare
 
| A powerful fiery blast envelopes the target, causing heavy fire damage.
==Offensive Spells==
| 9 || 6.75
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 [[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]].
 
{|class="wikitable" width="100%"
!Name
!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
|-
|-
! [[Image:Abilities_Meteor.png‎]]<br>Meteor
!colspan="8"|
| A meteor strikes the battlefield, enveloping all hostile targets in its fiery blast, causing heavy fire damage. (AoE)
===Elemental===
| 27 || 13.5
|-
|-
! rowspan="2" | 12
!colspan="8"|
! rowspan="2" | 110
====[[Fire]]====
! [[Image:Abilities_Nova.png]]<br>Nova
| Fire damage.
| 13 || 9.75
|-
|-
! [[Image:Abilities_Flames_of_Loki.png]]<br>Flames of Loki
![[File:Abilities_Fireball.png]]<br>Fiery Blast
| Fire damage. (AoE)
|A ball of fire is hurled at the target.
| 39 || 19.5
|1
|15
|0/200
|6
|0
|3/5
|-
|-
! colspan="6" |
![[File:Abilities_Inferno.png]]<br>Inferno
===[[Cold]]===
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.
|2
|95
|50?/500
|14
|4/2
|5/7
|-
|-
! rowspan="2" | 2
![[File:Abilities_Nova.png]]<br>Flames of Loki
! rowspan="2" | 10
|Fire damage.
! [[Image:Abilities_Icestrike.png]]<br>Icestrike
|3
| Launches a pillar of ice against the target, causing Cold damage.
|175
| 4 || 3
|150/800
|21
|7/4
|7/10
|-
|-
!colspan="8"|


! [[Image:Abilities_Snowstorm.png]]<br>Snowstorm
====[[Cold]]====
| A snowstorm surrounds all hostile targets, causing Cold damage. (AoE)
| 12 || 6
|-
|-
! rowspan="2" | 7
![[File:Abilities_Freeze.png]]<br>Freeze
! rowspan="2" | 60
|Cold damage.
! [[Image:Abilities_Freeze.png]]<br>Freeze
|1
| Cold damage.
|25
| 9 || 6.75
|0/200
|6
|0
|3/5
|-
|-
! [[Image:Abilities_Blizzard.png]]<br>Blizzard
![[File:Abilities_Blizzard.png]]<br>Blizzard
| Cold damage. (AoE)
|Cold damage.
| 27 || 13.5
|2
|105
|50/500
|14
|4/2
|5/7
|-
|-
! rowspan="2" | 13
![[File:Abilities_Fimbulvetr.png]]<br>Fimbulvetr
! rowspan="2" | 130
|Cold damage.
! [[Image:Abilities_Cryostasis.png]]<br>Cryostasis
|3
| Cold damage.
|185
| 13 || 9.75
|150/800
|21
|7/4
|7/10
|-
|-
! [[Image:Abilities_Fimbulvetr.png]]<br>Fimbulvetr
!colspan="8"|
| Cold damage. (AoE)
 
| 39 || 19.5
====[[Elec]]====
|-
|-
! colspan="6" |
![[File:Abilities_Lightning.png]]<br>Shockblast
===[[Elec]]===
|A bolt of lightning strikes the target, causing Elec damage.
|1
|35
|0/200
|6
|0
|3/5
|-
|-
! rowspan="2" | 3
![[File:Abilities_Column_Lightning.png]]<br>Chained Lightning
! rowspan="2" | 20
|Elec damage.
! [[Image:Abilities_Lightning.png]]<br>Lightning
|2
| A bolt of lightning strikes the target, causing Elec damage.
|115?
| 4 || 3
|50?/500
|14
|4/2
|5/7
|-
|-
! [[Image:Abilities_Thunderstorm.png]]<br>Thunderstorm
![[File:Abilities_Shockblast.png]]<br>Wrath of Thor
| A thunderstorm surrounds all hostile targets, causing Elec damage. (AoE)
|Elec damage.
| 12 || 6
|3
|195
|150/800
|21
|7/4
|7/10
|-
|-
! rowspan="2" | 8
!colspan="8"|
! rowspan="2" | 70
====[[Wind]]====
! [[Image:Abilities_Ball_Lightning.png‎]]<br>Ball Lightning
| Elec damage.
| 9 || 6.75
|-
|-
! [[Image:Abilities_Column_Lightning.png‎]]<br>Chain Lightning
![[File:Abilities_Windblast.png]]<br>Gale
| Elec damage. (AoE)
|A blast of wind hits the target, causing Wind damage.
| 27 || 13.5
|1
|45
|0/200
|6
|0
|3/5
|-
|-
! rowspan="2" | 15
![[File:Abilities_Gale.png]]<br>Downburst
! rowspan="2" | 170
|Wind damage.
! [[Image:Abilities_Shockblast.png‎]]<br>Shockblast
|2
| Elec damage.
|125?
| 13 || 9.75
|60/500
|14
|4/2
|5/7
|-
|-
! [[Image:Abilities_Wrath_of_Thor.png‎]]<br>Wrath of Thor
![[File:Abilities_Storms_of_Njord.png]]<br>Storms of Njord
| Elec damage. (AoE)
|Wind damage.
| 39 || 19.5
|3
|205
|150/800
|21
|7/4
|7/10
|-
|-
! colspan="6" |
!colspan="8"|
===[[Wind]]===
<div id="Holy"></div>
|-
 
! rowspan="2" | 4
===Divine===
! rowspan="2" | 30
! [[Image:Abilities_Windblast.png‎]]<br>Windblast
| A blast of wind hits the target, causing Wind damage.
| 4 || 3
|-
! [[Image:Abilities_Cyclone.png‎]]<br>Cyclone
| A cyclone surrounds all hostile targets, causing Wind damage. (AoE)
| 12 || 6
|-
! rowspan="2" | 9
! rowspan="2" | 80
! [[Image:Abilities_Gale.png]]<br>Gale
| Wind damage.
| 9 || 6.75
|-
! [[Image:Abilities_Hurricane.png]]<br>Hurricane
| Wind damage. (AoE)
| 27 || 13.5
|-
! rowspan="2" | 16
! rowspan="2" | 190
! [[Image:Abilities_Downburst.png‎]]<br>Downburst
| Wind damage.
| 13 || 9.75
|-
! [[Image:Abilities_Storms_of_Njord.png‎]]<br>Storms of Njord
| Wind damage. (AoE)
| 39 || 19.5
|-
! colspan="6" |
===[[Holy]]===
|-
|-
! rowspan="2" | 5
! [[File:Abilities_Smite.png]]<br>Smite
! rowspan="2" | 40
! [[Image:Abilities_Condemn.png]]<br>Condemn
| Holy damage.
| Holy damage.
| 9 || 6.75
|1
|65
|0/500
|14
|0
|3/5
|-
|-
! [[Image:Abilities_Purge.png]]<br>Purge
! [[File:Abilities_Banish.png]]<br>Banishment
| Holy damage. (AoE)
|Holy damage.
| 27 || 13.5
|2
|100?
|100/700
|21
|4/2
|5/7
|-
|-
! rowspan="2" | 10
! [[File:Abilities_Soul_Fire.png]]<br>Paradise Lost
! rowspan="2" | 90
! [[Image:Abilities_Smite.png]]<br>Smite
| Holy damage.
| Holy damage.
| 13 || 9.75
|3
|200?
|200/900
|30
|7/4
|7/10
|-
|-
! [[Image:Abilities_Banish.png]]<br>Banish
!colspan="9"|
| Holy damage. (AoE)
 
| 39 || 19.5
<div id="Dark"></div>
|-
 
! colspan="6" |
===Forbidden===
===[[Soul]]===
|-
! rowspan="2" | 11
! rowspan="2" | 100
! [[Image:Abilities_Soul_Reaper.png]]<br>Soul Reaper
| Soul damage.
| 11 || 8.25
|-
! [[Image:Abilities_Soul_Harvest.png]]<br>Soul Harvest
| Soul damage. (AoE)
| 33 || 16.5
|-
! rowspan="2" | 18
! rowspan="2" | 250
! [[Image:Abilities_Soul_Fire.png‎]]<br>Soul Fire
| Soul damage.
| 24 || 18
|-
! [[Image:Abilities_Soul_Burst.png‎]]<br>Soul Burst
| Soul damage. (AoE)
| 87 || 43.5
|-
! colspan="6" |
===[[Dark]]===
|-
|-
! rowspan="2" | 14
! [[File:Abilities_Corruption.png]]<br>Corruption
! rowspan="2" | 150
! [[Image:Abilities_Corruption.png‎]]<br>Corruption
| Dark damage.
| Dark damage.
| 13 || 9.75
|1
|-
|85
! [[Image:Abilities_Pestilence.png‎]]<br>Pestilence
|0/500
| Dark damage. (AoE)
|14
| 39 || 19.5
|0
|3/5
|-
|-
! rowspan="2" | 17
! [[File:Abilities_Disintegrate.png]]<br>Disintegrate
! rowspan="2" | 200
|Dark damage.
! [[Image:Abilities_Disintegrate.png‎]]<br>Disintegrate
|2
| Dark damage.
|100?
| 18 || 13.5
|100/700
|18.5?
|4/2
|5/7
|-
|-
! [[Image:Abilities_Ragnarok.png‎]]<br>Ragnarok
! [[File:Abilities_Ragnarok.png]]<br>Ragnarok
| Dark damage. (AoE)
|Dark damage.
| 54 || 27
|3
|245
|200/900
|28?
|7/4
|7/10
|}
|}


==Deprecating 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%"
|-
|-
! Tier !! Access Level !! Spell !! Description !! Base Cost !! Base Duration
!Spell
<div id="Poison"></div>
!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>
|-
|-
! 1
![[File:Abilities_Poison.png]]<br>Drain
! 1
|Inflicts Drain on one target, causing damage over time.
! [[Image:Abilities_Poison.png]]<br>Poison
*''Inflicts [[#Theft_Effects|Vital Theft]] on the target
| Inflicts Spreading Poison on the target, causing damage over time, reducing its evade chance, and halving its MP and SP regen rates.
|30?
* ''Damage at end of enemy's turn = (0.05 * base_health) * (1 + deprecating_proficiency * 0.01)''
|0/300?
* ''Base evade chance reduction: 5?%''
|11.5
* ''MP and SP regeneration rate reduction: 50%''
|20/15
* ''The initial cast counts as doing [[Dark]] damage and can thus set off an explosion on targets affected by Breached Defense.''
|7?
| 15 || 15
<div id="Slow"></div>
<div id="Slow"></div>
|-
|-
! 2
![[File:Abilities_Slow.png]]<br>Slow
! 10
|The target is slowed by x%, making it attack less frequently.
! [[Image:Abilities_Slow.png]]<br>Slow
*''Base action speed reduction: 30%/50%''
| The target is slowed, making it attack less frequently.
|10?
* ''Base action speed reduction: 50%''
|0/300?
| 18 || 3
|18/25
|3
|10/15
<div id="Weaken"></div>
<div id="Weaken"></div>
|-
|-
! 3
![[File:Abilities_Weaken.png]]<br>Weaken
! 20
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
! [[Image:Abilities_Weaken.png]]<br>Weaken
*''Base Physical and Magical damage reduction: 25%/50%''
| The target is weakened, making its physical attacks deal less damage and preventing them from being critical strikes.
|70
* ''Physical defense reduction: 10%''
|0/345
* ''Physical damage dealt reduction: 10% per AP; 50% when maxed''
|10/16
| 10 || 5
|3/0
|10/15
<div id="Sleep"></div>
<div id="Sleep"></div>
|-
|-
! 4
![[File:Abilities_Sleep.png]]<br>Sleep
! 30
|The target is lulled to sleep, preventing it from taking any actions.
! [[Image:Abilities_Sleep.png‎]]<br>Sleep
*''Base chance of breaking on damage: 90%?''
| The target is lulled to sleep, preventing it from taking any actions. However, it may wake up when damaged.
*''Sleeping monsters cannot attack, evade, parry, or resist attacks?''
* ''Target takes 50% more damage if struck physically while asleep''
|80
* ''Chance of breaking on damage: 90% base; decreases by 10% per AP; 50% when maxed''
|0/410
| 22 || 3
|22/35
|7
|5/7
<div id="Confuse"></div>
<div id="Confuse"></div>
|-
|-
! 7
![[File:Abilities_Confuse.png]]<br>Confuse
! 60
|Confuses the target, making it lunge out wildly and strike friends and foes alike.
! [[Image:Abilities_Confuse.png‎]]<br>Confuse
*''Base chance of breaking on damage: 90%?''
| Confuses the target, making it lunge out wildly and strike friends and foes alike.
*''Base chance of monster hitting itself: 25%?''
* ''Chance of breaking on damage: 90% base, decreases by 10% per AP; 50% when maxed''
|150
* ''Chance of monster hitting itself: 25% base; decreased by 5% per AP; 0% when maxed''
|45/660
| 25 || 3
|25/35
<div id="Bewilder"></div>
|10
|10/12
<div id="Imperil"></div>
|-
|-
! 8
![[File:Abilities_Imperil.png]]<br>Imperil
! 70
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
! [[Image:Abilities_Bewilder.png‎]]<br>Bewilder
*''Base Physical and Magical defense reduction: 25%/50%''
| The target is bewildered, making its magical attacks deal less damage and preventing them from being critical strikes.
*''Base Fire/Cold/Elec/Wind resistance reduction: 10%/40%''
* ''Magical defense reduction: 10%''
*Base ''Dark/Holy resistance reduction: 0%/25%''
* ''Magical damage dealt reduction: 10% per AP; 50% when maxed''
*''This reduction is multiplicative (ie, a monster with 80% physical mitigation would be reduced to 60%, or lower with [[Abilities#Deprecating|Abilities]].''
| 10 || 5
**'' 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>
<div id="Blind"></div>
|-  
|-  
! 9
![[File:Abilities_Blind.png]]<br>Blind
! 80
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
! [[Image:Abilities_Blind.png]]<br>Blind
*''Base attack/magic hit chance reduction: 20%/30%''
| Blinds the target, reducing the chance of landing attacks and magic spells.
|80?
* ''Base attack/magic hit chance reduction: 25%''
|30/610
| 18 || 5
|18/25
|7/3
|10/15
<div id="Silence"></div>
<div id="Silence"></div>
|-
|-
! 12
![[File:Abilities_Silence.png]]<br>Silence
! 110
|The target is silenced, preventing it from using special attacks and magic.
! [[Image:Abilities_Silence.png]]<br>Silence
|120
| The target is silenced, preventing it from using special attacks and magic.
|40/665
| 18 || 7
|18
<div id="Nerf"></div>
|10/5
|10/13
|-
|-
! 14
![[File:Abilities_MagNet.png]]<br>MagNet
! 150
|A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.
! [[Image:Abilities_Nerf.png‎]]<br>Nerf
*''Slowing effect requires at least 1 AP investment.''
| The target is nerfed, decreasing its attack damage, magic damage, evade chance, resist chance, physical defense, and magical defense.
*''Does not disable parrying.''
* ''Physical and magical damage reduction: 10%''
*''Also prevents the target from resisting your spells.''
* ''Evade and resist chance reduction: 5%''
|250?
* ''Physical and magical defense reduction: 25%''
|100?/800
| 20 || 5
|22
<div id="X-Nerf"></div>
|15/10
|-
|10/15
! 17
! 200
! [[Image:Abilities_X-Nerf.png‎]]<br>X-Nerf
| All hostile targets are nerfed, decreasing their attack damage, magic damage, evade chance, resist chance, physical defense, and magical defense.
* ''Same effects as Nerf.''
| 60 || 5
<div id="MagNet"></div><div id="Magnet"></div>
|-
! rowspan="2" | 18
! rowspan="2" | 250
! [[Image:Abilities_MagNet.png‎]]<br>MagNet
| 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.
* ''Base action speed reduction: 25%''
| 22 || 4
<div id="Lifestream"></div>
|-
! [[Image:Abilities_Lifestream.png‎]]<br>Lifestream
| Places a health tap effect on the target, returning a small amount of health to the caster on each target turn.
* ''Damage and healing done = player_base_HP * 0.05 (rounded up)
**''Capped to a maximum of 5% of the target's current HP''
* ''Cannot reduce monster below 1 HP by itself''
| 25 || 8
|}
|}


==Curative Magic==
<div id="Supportive Magic"></div>
{| class=wikitable
 
==Supportive Spells==
{|class="wikitable"
|-
|-
! Tier !! Access Level !! Spell !! Description !! Base Cost !! Base Duration !! Prerequisites
!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
|-
|-
! 2
!colspan="7"|
! 10
<div id="Curative Magic"></div><div id="Curative Spells"></div>
! [[Image:Abilities_Cure.png]]<br>Cure
===Curative===
| Restores a moderate amount of HP to yourself.
* ''Health restored = (base_health / 2) * (1 + curative_proficiency / 200) * (1 + holy EDB / 100)
| 20 || 0 || ''none''
|-
|-
! 8
![[File:Abilities_Cure.png]]<br>Cure
! 70
|Restores a moderate amount of Health on the target.
! [[Image:Abilities_Regen.png]]<br>Regen
*''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)))''
| Places a heal over time effect on yourself, healing you for a small amount of HP every turn.
|5
* ''Health restored per turn = ceiling(4.5 * base_health / 100 * (1 + curative_proficiency / 100))
|0/385+
| 25 || 10 || ''none''
|20
|5/2
|N/A
|-
|-
! 11
![[File:Abilities_Regen.png]]<br>Regen
! 100
|Places a heal over time effect on the target.
! [[Image:Abilities_Cure.png]]<br>Cure II
*''Base health restored per turn = base_health * ([[AP]] / 100)''
| Restores a large amount of HP to yourself.
|50?
* ''Double the effect of Cure I.''
|0/845
| 55 || 0 || '''Cure'''
|22.5/75
|0
|14/30
|-
|-
! 14
![[File:Abilities_Cure.png]]<br>Full-Cure
! 150
|Fully restores the Health of the target.
! [[Image:Abilities_Regen.png]]<br>Regen II
|220
| Places a long-lasting heal over time effect on yourself, healing you for a small amount of HP every turn.
|0/945+
* ''Health restored per turn = ceiling(6 * base_health / 100 * (1 + curative_proficiency / 100))
|50
| 75 || 25 || '''Regen'''
|10
|N/A
|-
|-
! 17
!colspan="7"|
! 200
! [[Image:Abilities_Cure.png]]<br>Cure III
| Restores a huge amount of HP to yourself.
* ''3.5x the effect of Cure I.''
| 100 || 0 || '''Cure II'''
|}


==Supportive Magic==
===Supportive===
{|class="wikitable"
|-
|-
! Tier !! Access Level !! Spell !! Description !! Base Cost !! Base Duration
<div id="Protection"></div>
<div id="Protection"></div>
![[File:Abilities_Protection.png]]<br>Protection
|Places a shield effect on the target, absorbing 25%/30% of the damage from all attacks.
|10?
|0/320
|25
|0
|15?/30
<div id="Haste"></div><div id="haste"></div>
|-
|-
! 4
![[File:Abilities_Haste.png]]<br>Haste
! 30
|Speeds up all actions of the target, allowing it to attack more frequently.
! [[Image:Abilities_Protection.png]]<br>Protection
*''Base [[Action Speed]] increase: 25%/50%''
| Enhances the protective gear of the target, boosting the natural physical and magical defenses of the armor by 25%.
|60?
| 25 || 15
|0/450
<div id="Haste"></div>
|30
|-
|0
! 5
|10?/20
! 40
! [[Image:Abilities_Haste.png]]<br>Haste
| You are hastened, allowing you to attack more frequently.
* ''[[Action Speed]] increase: 50%''
| 30 || 10
<div id="Shadow Veil"></div>
<div id="Shadow Veil"></div>
|-
|-
! 6
![[File:Abilities_Shadow_Veil.png]]<br>Shadow Veil
! 50
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
! [[Image:Abilities_Shadow_Veil.png‎]]<br>Shadow Veil
*''Base evade chance increase: 15%/25%''
| A veil of shadows surrounds you, making it harder for monsters to hit you with physical/magical attacks.
<!--*''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.''-->
* ''Evade chance increase: 20%''
|90
| 30 || 10
|0/610
<div id="Absorb"></div>
|30
|0
|10?/20
<div id="Absorb"></div><div id="absorb"></div>
|-
|-
! 10
![[File:Abilities_Absorb.png]]<br>Absorb
! 90
|The next magical attack against the target has a chance to be absorbed and partially converted to MP.
! [[Image:absorb.png]]<br>Absorb
*''The effect is permanent until it absorbs a spell.''
| 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.
*''Base chance to absorb: 60%/90%''
* ''Absorbs both magic and spirit attacks.''
*''Cannot absorb critical hits''
* ''Cannot absorb critical hits.''
*''Absorbed MP is between 5-10% of the monster's base max MP? Very little MP regained''
* ''Absorbed MP is between 5% and 10% of your base max MP.''
*''Can absorb more than 1 spell if they occur on the same turn.''
* ''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.''
|50?
| 30 || 15
|0/385+?
<div id="Spark of Life"></div><div id="SoL"></div>
|30
|20
|
<div id="Spark of Life"></div><div id="SoL"></div><div id="spark of life"></div><div id="sol"></div>
|-
|-
! rowspan="2" | 11
![[File:Abilities_Spark_of_Life.png]]<br>Spark of Life
! rowspan="2" | 100
|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.
! [[Image:Abilities_Spark_of_Life.png]]<br>Spark of Life
*''When active '''and''' enough SP is available the player's health bar will turn dark green.''
| 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.
|100
* ''If active and enough SP is available your health bar will turn silver.''
|0/750?
* ''Base health restored: 10% max health; increases by 5% per additional AP for a maximum of 30%.
|44?/30
| rowspan="2" | 50
|0
| rowspan="2" | 15
|15?/30
|-
|-
! http://g.ehgt.org/hv050/img/e/fallenshield.png<br>''Cloak of the Fallen''
![[File:fallenshield.png]]<br>''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 tripling your natural physical and magical absorption stats after the original proc.
|Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.
<div id="Flame Spikes"></div>
*''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.''
! 12
|colspan="4"|
! 110
|3?
! [[Image:Abilities_Flames_Spikes.png]]<br>Flame Spikes
| 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.
* ''Elemental mitigation increased by 25%''
* ''Reflects 10% of all received physical damage as elemental damage''
* ''Reflected damage increases with proficiency''
| 15 || 20
<div id="Arcane Focus"></div>
<div id="Arcane Focus"></div>
|-
|-
! rowspan="2" | 13
![[File:Abilities_Arcane_Focus.png]]<br>Arcane Focus
! rowspan="2" | 130
|The target attains a higher level of attunement with the arcane forces, increasing magic power and crit chance.
! [[Image:Abilities_Arcane_Focus.png]]<br>Arcane Focus
*''Magical damage bonus: 25%''
| You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance.
*''Magical crit chance bonus: 10%''
* ''Magical damage bonus: 25%''
*''Magical crit damage bonus: 0%/15%''
* ''Magical hit chance bonus: 50%''
|175
* ''Magical crit chance bonus: 10%''
|0/980?
* ''Also known as Arcane Meditation''
|100
| 100 || 50
|0
<div id="Frost Spikes"></div>
|50?/100
|-
! [[Image:Abilities_Frost_Spikes.png‎]]<br>Frost Spikes
| 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.
* ''Elemental mitigation increased by 25%''
* ''Reflects 10% of all received physical damage as elemental damage''
* ''Reflected damage increases with proficiency''
| 15 || 20
<div id="Heartseeker"></div>
<div id="Heartseeker"></div>
|-
|-
! rowspan="2" | 15
![[File:Abilities_Heartseeker.png]]<br>Heartseeker
! rowspan="2" | 170
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power and crit chance.
! [[Image:Abilities_Heartseeker.png‎]]<br>Heartseeker
*''Physical damage bonus: 25%''
| You attain intimate knowledge of the source of life in all living things, increasing attack power, accuracy, and crit chance.
*''Physical crit chance bonus: 10%''; this means on-battle crit chance will become: ''(100 - crit) * 0.1 + crit = 10 + 0.9 * crit''
* ''Physical damage bonus: 25%''
*''Physical crit damage bonus: 0%/15%''
* ''Physical hit chance bonus: 50%''
|140
* ''Physical crit chance bonus: 10%''
|0/880?
| 100 || 50
|100
<div id="Lightning Spikes"></div>
|0
|-
|50?/100
! [[Image:Abilities_Lightning_Spikes.png‎]]<br>Lightning Spikes
| 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.
* ''Elemental mitigation increased by 25%''
* ''Reflects 10% of all received physical damage as elemental damage''
* ''Reflected damage increases with proficiency''
| 15 || 20
<div id="Spirit Shield"></div>
<div id="Spirit Shield"></div>
|-
|-
! rowspan="2" | 16
![[File:Abilities_Spirit_Shield.png]]<br>Spirit Shield
! rowspan="2" | 190
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.
! [[Image:Abilities_Spirit_Shield.png‎]]<br>Spirit Shield
*''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>
| This protective veil activates for powerful blows that damage more than 25% of your max HP, absorbing the remainder as spirit damage.
*''The spell will fail if the player does not have sufficient SP.''
* ''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.  
|200
* ''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.''
|0/950?
* ''The spell will fail if you don't have sufficient Spirit.''
|25
| 25 || 15
|0
<div id="Storm Spikes"></div>
|15?/30
|-
! [[Image:Abilities_Storm_Spikes.png‎]]<br>Storm Spikes
| 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.
* ''Elemental mitigation increased by 25%''
* ''Reflects 10% of all received physical damage as elemental damage''
* ''Reflected damage increases with proficiency''
| 15 || 20
|}
|}
<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.
 
(Note: Soul Burst alone will not proc 'burning soul' effect. In order to proc burning soul, you'll need to first cast soul fire on target enemy. Casting soul burst on target enemy will then proc burning soul on other enemies.)


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
! 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
|-
|-
|[[Image:Abilities_Flare.png‎]] '''Searing Skin'''  
|[[File:Abilities_Flare.png]] '''Searing Skin'''  
||The skin of the target has been scorched, inhibiting its attack damage.
||The skin of the target has been scorched, inhibiting its attack damage.
* ''Attack damage reduction: 10%?''
* Caused by Fire spells/spike shield
||[[Cold]] resistance is lowered.
* ''Damage reduction: 10%''
<!--* ''Explosion damage: ''--> |rowspan="6"| 3
||[[Cold]] resistance is lowered by 25.
|rowspan="6"| 3
|-
|-
|[[Image:Abilities_Snowstorm.png]] '''Freezing Limbs'''
|[[File:Abilities_Freeze.png]] '''Freezing Limbs'''
||The limbs of the target have been frozen, causing slower movement.
||The limbs of the target have been frozen, causing slower movement.
* ''Speed reduction: 10%?''
* Caused by Cold spells/spike shield
| [[Wind]] resistance is lowered.
* ''Speed reduction: 10%''
| [[Wind]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Gale.png]] '''Turbulent Air'''
|[[File:Abilities_Gale.png]] '''Turbulent Air'''
||The air around the target has been upset, blowing up dust and increasing its miss chance.
||The air around the target has been upset, blowing up dust and increasing its miss chance.
* ''Miss chance increase: 10%?''
* Caused by Wind attacks/spike shield
| [[Elec]] resistance is lowered.
* ''Miss chance increase: 10%''
| [[Elec]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Lightning.png]] '''Deep Burns'''
|[[File:Abilities_Lightning.png]] '''Deep Burns'''
||Internal damage causes slower reactions and lowers evade and resist chance.
||Internal damage causes slower reactions and lowers evade and resist chance.
* ''Evade reduction: 10%?''
* Caused by Elec spells/spike shield
| [[Fire]] resistance is lowered.
* ''Evade and Resist reduction: 10%''
| [[Fire]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Smite.png]] '''Breached Defense'''
|[[File:Abilities_Smite.png]] '''Breached Defense'''
||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.
* ''Damage taken increase: 10%''
* Caused by Holy spells
||[[Dark]] resistance is lowered.
* ''Physical & Magical mitigation reduction: 10%''
||[[Dark]] resistance is lowered by 25.
|-
|-
|[[Image:Abilities_Disintegrate.png‎]] '''Blunted Attack'''
|[[File:Abilities_Disintegrate.png]] '''Blunted Attack'''
||The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
||The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
* Caused by Dark spells
* ''Damage reduction: 10%''
* ''Damage reduction: 10%''
||[[Holy]] resistance is lowered.
||[[Holy]] resistance is lowered by 25.
|-
|-
|http://g.ehgt.org/hv050/img/e/ripesoul.png '''Ripened Soul'''
|[[File:Abilities_Soul_Fire.png]] '''Burning Soul'''
||Attacking this target will restore your spirit by a small amount.
||The life essence of the target has been set ablaze, damaging its physical form over time.
* ''SP restored on hit = ceiling(base_SP / 20)''
* Caused by Holy spells with Soul Fire [[ability]] slotted
|| ''n/a'' || 10
* ''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
|-
|-
|[[Image:Abilities_Soul_Fire.png‎]] '''Burning Soul'''  
|[[File:Abilities_Ripened_Soul.png]] '''Ripened Soul'''
||The very life essence of the target has been set ablaze, damaging it over time.
||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
* ''Damage over time = 7 * (base_health / 100) * (1 + forbidden_proficiency / 100)''
* Caused by Dark spells with Ripened Soul [[ability]] slotted
|| Using Soul Burst will cause this effect to explode. || 5
* ''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===
===Chance on Hit===
The chance-on-hit to proc one of these effects on a monster varies based on the offensive spell cast. Stronger spells have better chances than their weaker counterparts.
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 so far:
The following base averages have been observed:
*First tier of elemental spells (Lightning/Thunderstorm/Fireball/Inferno/etc.): 45% - 50%
*From being hit with a spike shield active: 17.5%
*Condemn/Purge: 60%
*T1: 25%
*Smite/Banish: ~80%
*T2: 50%
*Corruption/Pestilence: 80%
*T3: 75%
*Disintegrate/Ragnarok: 100%


==Spike Shields==
===Theft Effects===
Additional notes about the spike spells:
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.
*They can proc upon parrying or blocking an attack.
*They do a minimum of 5 damage to monsters regardless of damage taken.


==Stacking==
{|class="wikitable" width="100%"
Spells that do not stack will override each other when cast.
|-
 
! width="10%" | Name
[[File:HVstack.png|400px|Stacking restrictions]]
! width="55%" | Description
 
! width="30%" | Effect(s)
{|width="100%" class="wikitable"
! width="10%" | Duration
!
|-
!Stack || Do Not Stack
|[[File:Abilities_Lifestream.png]] '''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 [[#Deprecating_Spells|Drain]]
|-
|-
|'''Buffs'''|| (''All others'') ||Frost / Flame / Lightning / Storm Spikes <br>Arcane Focus / Heartseeker <br>Regen I / Regen II
|[[File:drainmp.png]] '''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.
|rowspan="2"| 5
|-
|-
|'''Debuffs'''||Slow & Magnet <br>(''Total action speed reduction = 62.5%'') <br><br>Nerf (or X-Nerf) & Bewilder / Weaken <br>(''Both for damage and mitigation reductions'') ||Silence / Weaken <br>Silence / Blind <br>Slow / Sleep / Confuse <br>Blind / Bewilder <br>Nerf / X-nerf
|[[File:drainsp.png]] '''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.
|}
|}


Note that recasting a debuffs on the same target(s) can override existing ones even if the existing ones had longer durations (e.g. certain [[Skills#Fighting_Skills|Fighting Skills]] or recasting a recently [[Channeling|Channeled]] spell).
==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==
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==
==See also==

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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