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==Mastery Points==
==Mastery Points==
After unlocking abilities, players need to put them into ability slots in order to receive their benefits. Mastery Points cannot be reset once spent.
After unlocking abilities, players need to put them into ability slots in order to receive their benefits.  


===Mastery Sources===
===Mastery Sources===
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==Ability Reset==
==Reset==
'''Ability resets are free until further notice.'''
'''Individual ability resets are free until further notice.'''
 
A full reset will completely reset your ability and mastery point assignments.
*The cost is 100C, plus 100C per level above 50, plus 400C per level above 100.


<s>Abilities can be reset out of [[battle]] for a [[credit]] cost.
<s>Abilities can be reset out of [[battle]] for a [[credit]] cost.

Revision as of 14:36, 16 December 2013

Abilities provide various boosts together with proficiency as well as strengthen spells.

Ability Points

Abilities require ability points (AP) to be activated or increased in strength. Each ability setup is tied to the player's current equipment set.

Ability Sources

  • One AP is granted per level.
  • AP may be purchased via Ability Boost Training (capped at player's level).
  • This means that AP is effectively capped at double the player's level.

Investing

Players simply click on an ability when AP is available to invest in it. Different abilities and ranks require different amounts.

Breakdown

It currently takes at least 1274 AP to max out all of the available abilities.

Type Amount
General 171
One-handed 16
Two-handed 16
Dual-Wielding 16
Niten Ichiryuu 0 (Share with Two-handed and Dual-Wielding)
Staff 16
Cloth armor 52
Light armor 50
Heavy armor 67
Deprecating 177
Supportive 252
Elemental 281
Forbidden 80
Divine 80

The Ability Tree

General

Name Effect Level and Cost
1 2 3 4 5 6 7 8 9 10
HP Tank Increaces your maximum HP. This adds 10% to total HP per tier. Level 0
1 AP
Hp_tank=10
Level 25
2 AP
Hp_tank=20
Level 50
3 AP
Hp_tank=30
Level 75
3 AP
Hp_tank=40
Level 100
4 AP
Hp_tank=50
Level 120
4 AP
Hp_tank=60
Level 150
4 AP
Hp_tank=70
Level 200
5 AP
Hp_tank=80
Level 250
5 AP
Hp_tank=90
Level 300
5 AP
Hp_tank=100
MP Tank Increaces your maximum MP. This adds 10% to total MP per tier. Level 0
1 AP
MP_tank=10
Level 30
2 AP
MP_tank=20
Level 60
3 AP
MP_tank=30
Level 90
3 AP
MP_tank=40
Level 120
4 AP
MP_tank=50
Level 160
4 AP
MP_tank=60
Level 210
4 AP
MP_tank=70
Level 260
5 AP
MP_tank=80
Level 310
5 AP
MP_tank=90
Level 350
5 AP
MP_tank=100
SP Tank Increaces your maximum SP. This adds 5% 10% to total SP per tier. Level 0
1 AP
SP_tank=10
Level 40
2 AP
SP_tank=20
Level 80
3 AP
SP_tank=30
Level 120
3 AP
SP_tank=40
Level 170
4 AP
SP_tank=50
Level 220
4 AP
SP_tank=60
Level 270
4 AP
SP_tank=70
Level 330
5 AP
SP_tank=80
Level 390
5 AP
SP_tank=90
Level 450
5 AP
SP_tank=100
Better Health Pots Improves overall potency of all common health potions. Level 5
1 AP
Restore%=11
Level 25
2 AP
Restore%=12
Level 45
2 AP
Restore%=13
Level 65
3 AP
Restore%=14
Level 95
3 AP
Restore%=15
Better Mana Pots Improves overall potency of all common mana potions. Level 0
2 AP
Restore%=6
On_Use=10%
level 80
3 AP
Restore%=7
On_Use=15%
Level 140
5 AP
Restore%=8
On_Use=20%
Level 220
7 AP
Restore%=9
On_Use=25%
Level 380
9 AP
Restore%=10
On_Use=30%
Better Spirit Pots Improves overall potency of all common spirit pots. Level 0
2 AP
Restore%=6
On_Use=10%
level 90
3 AP
Restore%=7
On_Use=15%
Level 160
5 AP
Restore%=8
On_Use=20%
Level 240
7 AP
Restore%=9
On_Use=25%
Level 400
9 AP
Restore%=10
On_Use=30%

One-Handed

Name Effect Level and Cost
1 2 3
1H Damage Increase damage when using the One-Handed fighting style, scaling with proficiency. lv.0
2 AP
Atk_dmg=2
lv.100
3 AP
Atk_dmg=3
lv.200
5 AP
Atk_dmg=4
1H Accuracy Increase attack accuracy when using the One-Handed fighting style, scaling with proficiency. lv.50
1 AP
Atk_acc=0.01
lv.150
2 AP
Atk_acc=0.02
1H Block Increase block chance when using the One-Handed fighting style, scaling with proficiency. lv.250
3 AP
Block=0.025

Two-Handed

Name Effect Level and Cost
1 2 3
2H Damage Increase damage when using the Two-Handed fighting style, scaling with proficiency. lv.0
2 AP
Atk_dmg=2
lv.100
3 AP
Atk_dmg=2.5
lv.200
5 AP
Atk_dmg=3
2H Accuracy Increase attack accuracy when using the Two-Handed fighting style, scaling with proficiency. lv.50
1 AP
Atk_acc=0.01
lv.150
2 AP
Atk_acc=0.02
2H Parry Increase parry chance when using the Two-Handed fighting style, scaling with proficiency. lv.250
3 AP
Parry=0.025

Dual-Wielding

Name Effect Level and Cost
1 2 3
DW Damage Increase damage when using the Dual-Wielding fighting style, scaling with proficiency. lv.0
2 AP
Atk_dmg=3
lv.100
3 AP
Atk_dmg=4
lv.200
5 AP
Atk_dmg=5
DW Accuracy Increase attack accuracy when using the Dual-Wielding fighting style, scaling with proficiency. lv.50
1 AP
Atk_acc=0.01
lv.150
2 AP
Atk_acc=0.02
DW Crit Increase crit chance when using the Dual-Wielding fighting style, scaling with proficiency. lv.250
3 AP
Atk_Crit=0.025

Niten Ichiryuu

Note that this is a presdo-entry. It is actually affected by 2H/DW abilities.

Name Effect Level and Cost
1 2 3
2H Damage Increase damage when using the Niten fighting style, scaling with proficiency. lv.0
2 AP
Atk_dmg=2
lv.100
3 AP
Atk_dmg=2.5
lv.200
5 AP
Atk_dmg=3
DW Accuracy Increase attack accuracy when using the Niten fighting style, scaling with proficiency. lv.50
1 AP
Atk_acc=0.01
lv.150
2 AP
Atk_acc=0.02
2H Parry Increase parry chance when using the Niten fighting style, scaling with proficiency. lv.250
3 AP
Parry=0.025
DW Crit Increase crit chance when using the Niten fighting style, scaling with proficiency. lv.250
3 AP
Atk_Crit=0.025

Staff

Name Effect Level and Cost
1 2 3
Staff Spell Damage Increase spell damage when using staff fighting style, scaling with proficiency. lv.0
2 AP
Spell_dmg=0.2
lv.100
3 AP
Spell_dmg=0.4
lv.200
5 AP
Spell_dmg=0.5
Staff Accuracy Increase attack and magic accuracy when using staff fighting style, scaling with proficiency. lv.50
1 AP
Atk_acc=0.075
Mag_acc=0.01
lv.150
2 AP
Atk_acc=0.1
Mag_acc=0.02
Staff Damage Increase physical damage when using staff fighting style, scaling with proficiency. lv.0
3 AP
Atk_dmg=3

Cloth Armor

Name Effect Level and Cost
1 2 3 4 5 6 7
Cloth Spellacc Increase spell damage when using only cloth armor, scaling with proficiency. lv.120
5 AP
Spell_acc=0.05
Cloth Spellcrit Increase spell crit chance when using only cloth armor, scaling with proficiency. lv.0
1 AP
Spell_crit=0.01
lv.40
2 AP
Spell_crit=0.015
lv.90
3 AP
Spell_crit=0.018
lv.130
5 AP
Spell_crit=0.021
lv.190
7 AP
Spell_crit=0.025
Cloth Castspeed Increase spell casting speed when using only cloth armor, scaling with proficiency. lv.150
2 AP
Cast_speed=0.015
lv.250
5 AP
Cast_speed=0.025
Cloth MP Increase maximum MP when using only cloth armor, scaling with proficiency. lv.0
1 AP
MP_tank=0.05
lv.60
2 AP
MP_tank=0.06
lv.110
3 AP
MP_tank=0.07
lv.170
3 AP
MP_tank=0.08
lv.230
4 AP
MP_tank=0.09
lv.290
4 AP
MP_tank=0.095
lv.350
5 AP
MP_tank=0.1

Light Armor

Name Effect Level and Cost
1 2 3 4 5 6 7
Light Acc Increase accuracy when using only light armor, scaling with proficiency. lv.0
3 AP
atk_acc=0.05
Light Crit Increase crit chance when using only light armor, scaling with proficiency. lv.0
1 AP
atk_crit=0.01
lv.40
2 AP
atk_crit=0.015
lv.90
3 AP
atk_crit=0.018
lv.130
5 AP
atk_crit=0.021
lv.190
7 AP
atk_crit=0.025
Light Speed Increase attack speed when using only light armor, scaling with proficiency. lv.150
2 AP
AS=0.015
lv.250
5 AP
AS=0.025
Light HP/MP Increase maximum HP and MP when using only light armor, scaling with proficiency. lv.0
1 AP
HP_tank=0.025
MP_tank=0.02
lv.60
2 AP
HP_tank=0.035
MP_tank=0.025
lv.110
3 AP
HP_tank=0.045
MP_tank=0.03
lv.170
3 AP
HP_tank=0.055
MP_tank=0.035
lv.230
4 AP
HP_tank=0.065
MP_tank=0.04
lv.290
4 AP
HP_tank=0.07
MP_tank=0.045
lv.350
5 AP
HP_tank=0.075
MP_tank=0.05

Heavy Armor

Name Effect Level and Cost
1 2 3 4 5 6 7
Heavy Crush Increase crushing mitigation when using only heavy armor, scaling with proficiency. lv.0
3 AP
miti=0.02
lv.75
5 AP
miti=0.04
lv.150
7 AP
miti=0.05
Heavy Prcg Increase piercing mitigation when using only heavy armor, scaling with proficiency. lv.0
3 AP
miti=0.02
lv.75
5 AP
miti=0.04
lv.150
7 AP
miti=0.05
Heavy Slsh Increase slashing mitigation when using only heavy armor, scaling with proficiency. lv.0
3 AP
miti=0.02
lv.75
5 AP
miti=0.04
lv.150
7 AP
miti=0.05
Heavy HP Increase maximum HP when using only heavy armor, scaling with proficiency. lv.0
1 AP
HP_tank=0.05
lv.60
2 AP
HP_tank=0.06
lv.110
3 AP
HP_tank=0.07
lv.170
3 AP
HP_tank=0.08
lv.230
4 AP
HP_tank=0.09
lv.290
4 AP
HP_tank=0.095
lv.350
5 AP
HP_tank=0.1

Deprecating

Name Effect Level and Cost
1 2 3 4 5
Better Weaken Increase the duration and damage decrease granted by Weaken. lv.70
1 AP
weaken=30
t=6
lv.100
2 AP
weaken=35
t=7
lv.130
3 AP
weaken=40
t=8
lv.190
5 AP
weaken=45
t=9
lv.250
7 AP
weaken=50
t=10
Faster Weaken Decreases the cast time and cooldown of weaken. Higher levels also increase the number of targets affected per cast. lv.80
3 AP
CD=2
CT=0.7
lv.165
5 AP
CD=1
CT=0.65
target=2
Cost=12
lv.250
7 AP
CD=0
CT=0.6
target=3
Cost=15
Better Imperil Increases the duration and defensive penalties caused by Imperil. lv.130
1 AP
miti=-30
spec_miti=-20
t=6
lv.175
2 AP
miti=-35
spec_miti=-25
t=7
lv.230
3 AP
miti=-40
spec_miti=-30
t=8
lv.285
4 AP
miti=-45
spec_miti=-35
t=9
lv.330
5 AP
miti=-50
spec_miti=-40
t=10
Faster Imperil Decreases the cast time and cooldown of Imperil. Higher levels also increase the number of targets affected per cast. lv.140
3 AP
CD=2
CT=0.7
lv.225
5 AP
CD=1
CT=0.65
target=2
Cost=12
lv.310
7 AP
CD=0
CT=0.6
target=3
Cost=15
Better Blind Increase the duration and hit penalty caused by the Blind spell. lv.110
1 AP
acc=-22
t=6
lv.130
2 AP
acc=-24
t=7
lv.160
3 AP
acc=-26
t=8
lv.190
4 AP
acc=-28
t=9
lv.220
5 AP
acc=-30
t=10
Faster Blind Decrease cast time and cooldown, and increase number of targets per cast. lv.120
1 AP
CD=5
CT=1.1
lv.215
2 AP
CD=4
CT=1.05
target=2
Cost=22
lv.275
3 AP
CD=3
CT=1
target=3
Cost=25
Mind Control Increase the duration and number of targets per cast, and decrease chance that sleep and confuse will break upon taking damage. lv.80
1 AP
Effect=50
Asleep t=5
Confused t=4
lv.130
3 AP
Targets=2
cost=30
Effect=75
Asleep t=6
Confused t=5
lv.170
5 AP
Targets=3
cost=35
Effect=80
Asleep t=7
Confused t=6
Better Silence Increase the duration and number of targets, and decrease cooldown per cast. Level 120
3 AP
CD=8
T=8
Level 170
5 AP
Targets=2
CD=6
T=9
Level 215
7 AP
Targets=3
CD=5
T=10
Better Magnet Adds a slowing effect, decrease cooldown and increase duration and number of targets per cast. lv.250
1 AP
AS -25%
t=5
lv.295
2 AP
CD=12
AS -25%
t=6
lv.340
3 AP
Target=2
CD=12
AS -25%
t=7
lv.370
4 AP
Target=2
CD=10
AS -25%
t=8
lv.400
5 AP
Target=3
CD=10
AS -25%
t=9
Better Slow Increase the duration and power of the Slow spell, and increase the number of targets per cast. lv.30
1 AP
AS -40%
t=4
lv.50
2 AP
Target=2
Cost=21
AS -40%
t=4
lv.75
3 AP
Target=2
Cost=21
AS -45%
t=5
lv.105
4 AP
Target=2
Cost=21
AS -50%
t=5
lv.135
5 AP
Target=3
Cost=25
AS -50%
t=6
Better Drain Increase the amount of HP drained. lv.20
2 AP
DrainHP=1.1
lv.50
3 AP
DrainHP=1.15
lv.90
5 AP
DrainHP=1.2
Faster Drain Decrease the cooldown and cast time. lv.30
1 AP
CT=1.15
CD=19
lv.70
2 AP
CT=1.1
CD=18
lv.110
3 AP
CT=1.06
CD=17
lv.150
4 AP
CT=1.03
CD=16
lv.200
5 AP
CT=1
CD=15
Ether Theft Augment the Drain spell with ability to inflict ether theft on target afflicted with soul fire. lv.150, 5 AP
Spirit Theft Augment the Drain spell with ability to inflict spirit theft on target afflicted with ripened soul. lv.150, 5 AP

Supportive

Name Effect Level and Cost
1 2 3 4 5 6 7 8 9 10
Better Haste Increases the action speed-up granted by the Haste spell. lv.60
1 AP
AS +30%
t=12
lv.75
2 AP
AS +35%
t=14
lv.90
3 AP
AS +40%
t=16
lv.110
4 AP
AS +45%
t=18
lv.130
5 AP
AS +50%
t=20
Better Shadow Veil Increases the evade bonus granted by the Shadow Veil spell. lv.90
1 AP
evade=18%
t=12
lv.105
2 AP
evade=20%
t=14
lv.120
3 AP
evade=22%
t=16
lv.135
5 AP
evade=24%
t=18
lv.155
7 AP
evade=25%
t=20
Better Absorb Increases the chance that Absorb will successfully nullify a hostile spell. lv.40
1 AP
chance=70%
lv.60
2 AP
chance=80%
lv.80
3 AP
chance=90%
Stronger Spirit Decreases the amount of damage required for SP shield to kick in. lv.200
1 AP
damage=40%
t=18
lv.220
2 AP
damage=35%
t=21
lv.240
3 AP
damage=30%
t=24
lv.265
4 AP
damage=25%
t=27
lv.285
5 AP
damage=20%
t=30
Better Heartseeker Increases the damage of critical melee hits. lv.140
1 AP
critdamage=3
t=60
lv.185
2 AP
critdamage=6
t=70
lv.225
3 AP
critdamage=8
t=80
lv.265
4 AP
critdamage=10
t=85
lv.305
5 AP
critdamage=12
t=90
lv.345
6 AP
critdamage=14
t=95
lv.385
7 AP
critdamage=15
t=100
Better Arcane Focus Arcane Focus will additionally increase the damage of any critical spell hits. lv.175
1 AP
critdamage=3
t=60
lv.205
2 AP
critdamage=6
t=70
lv.245
3 AP
critdamage=8
t=80
lv.285
4 AP
critdamage=10
t=85
lv.325
5 AP
critdamage=12
t=90
lv.365
6 AP
critdamage=14
t=95
lv.405
7 AP
critdamage=15
t=100
Better Regen Increase the power and duration of the Regen spell. lv.50
1 AP
Cost=30
HOT=6
t=15
lv.70
2 AP
Cost=35
HOT=8
t=18
lv.95
3 AP
Cost=40
HOT=10
t=21
lv.145
4 AP
Cost=45
HOT=12
T=23
lv.195
5 AP
Cost=50
HOT=14
T=25
lv.245
6 AP
Cost=55
HOT=16
t=26
lv.295
7 AP
Cost=60
HOT=17
t=27
lv.375
8 AP
Cost=65
HOT=18
t=28
lv.445
9 AP
Cost=70
HOT=19
t=29
lv.500
10 AP
Cost=75
HOT=20
t=30
Better Cure Increases the healing power and decreases the cooldown of the Cure spell. lv.1
2 AP
Cure=70
CD=4
lv.35
3 AP
Cure=85
CD=3
lv.65
5 AP
Cure=100
CD=2
Better Spark Increase the duration and decrease the mana cost of the Spark of Life spell. lv.100
2 AP
Cost=40
t=20
lv.125
3 AP
Cost=35
t=25
lv.150
5 AP
Cost=30
t=30
Better Protection Increase mitigation bonus. lv.40
1 AP
miti=26
t=18
lv.55
2 AP
miti=27
t=21
lv.75
3 AP
miti=28
t=24
lv.95
4 AP
miti=29
t=27
lv.120
5 AP
miti=30
t=30
Flame Spike Shield Augments your Protection spell by adding fire elemental spikes. Additional levels increase your fire elemental resistance while the spell is active. lv.10
3 AP
lv.65
1 AP
miti=10%
lv.140
2 AP
miti=15%
lv.220
3 AP
miti=20%
lv.300
4 AP
miti=25%
Frost Spike Shield Augments your Protection spell by adding cold elemental spikes. Additional levels increase your cold elemental resistance while the spell is active. lv.10
3 AP
lv.65
1 AP
miti=10%
lv.140
2 AP
miti=15%
lv.220
3 AP
miti=20%
lv.300
4 AP
miti=25%
Shock Spike Shield Augments your Protection spell by adding elec elemental spikes. Additional levels increase your elec elemental resistance while the spell is active. lv.10
3 AP
lv.65
1 AP
miti=10%
lv.140
2 AP
miti=15%
lv.220
3 AP
miti=20%
lv.300
4 AP
miti=25%
Storm Spike Shield Augments your Protection spell by adding wind elemental spikes. Additional levels increase your wind elemental resistance while the spell is active. lv.10
3 AP
lv.65
1 AP
miti=10%
lv.140
2 AP
miti=15%
lv.220
3 AP
miti=20%
lv.300
4 AP
miti=25%

Elemental

Name Effect Level and Cost
1 2 3 4 5 6 7
Conflagration Increase maximum number of targets hit by fire elemental spells. lv.50
3 AP
T1 target=4
lv.100
4 AP
T1 target=4
T2 Target=6
lv.150
5 AP
T1 target=5
T2 Target=6
lv.200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
lv.250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
lv.300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
lv.400
12 AP
T1 target=5
T2 Target=7
T3 Target=10
Cryomancy Increase maximum number of targets hit by cold elemental spells. lv.50
3 AP
T1 target=4
lv.100
4 AP
T1 target=4
T2 Target=6
lv.150
5 AP
T1 target=5
T2 Target=6
lv.200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
lv.250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
lv.300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
lv.400
12 AP
T1 target=5
T2 Target=7
T3 Target=10
Havoc Increase maximum number of targets hit by lightning elemental spells. lv.50
3 AP
T1 target=4
lv.100
4 AP
T1 target=4
T2 Target=6
lv.150
5 AP
T1 target=5
T2 Target=6
lv.200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
lv.250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
lv.300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
lv.400
12 AP
T1 target=5
T2 Target=7
T3 Target=10
Tempest Increase maximum number of targets hit by wind elemental spells. lv.50
3 AP
T1 target=4
lv.100
4 AP
T1 target=4
T2 Target=6
lv.150
5 AP
T1 target=5
T2 Target=6
lv.200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
lv.250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
lv.300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
lv.400
12 AP
T1 target=5
T2 Target=7
T3 Target=10
Sorcery Increase damage, and decrease cast time and cooldown for all first-tier elemental spells. lv.70
1 AP
CT=1.15
Damage=4.1
lv.140
2 AP
CT=1.1
Damage=4.15
lv.210
3 AP
CT=1.06
Damage=4.2
lv.280
4 AP
CT=1.03
Damage=4.23
lv.350
5 AP
CT=1
Damage=4.25
Elementalism Increase damage, and decrease cast time and cooldown for all second-tier elemental spells. lv.85
2 AP
CT=1.35
Damage=5.63
lv.170
3 AP
CT=1.3
Damage=5.71
CD=3
lv.255
5 AP
CT=1.26
Damage=5.78
CD=3
lv.340
7 AP
CT=1.23
Damage=5.82
CD=2
lv.425
9 AP
CT=1.2
Damage=5.85
CD=2
Archmage Increase damage, and decrease cast time and cooldown for all third-tier elemental spells. lv.90
5 AP
CT=1.55
Damage=7.15
CD=6
lv.180
7 AP
CT=1.5
Damage=7.25
CD=6
lv.270
9 AP
CT=1.46
Damage=7.35
CD=5
lv.360
12 AP
CT=1.43
Damage=7.42
CD=5
lv.450
15 AP
CT=1.4
Damage=7.5
CD=4

Forbidden

Name Effect Level and Cost
1 2 3 4 5
Better Corruption Increases the maximum number of targets hit by the Corruption spell. lv.75
3 AP
target=4
lv.150
5 AP
target=5
Better Disintegrate Decreases cooldown and increases the maximum number of targets hit by the Disintegrate spell. lv.175
5 AP
target=6
cooldown=3
lv.250
7 AP
target=7
cooldown=2
Better Ragnarok Decreases cooldown and increases the maximum number of targets hit by the Ragnarok spell. lv.250
7 AP
target=8
cooldown=6
lv.325
9 AP
target=9
cooldown=5
lv.400
12 AP
target=10
cooldown=4
Ripened Soul Augments your forbidden spells with the Ripened Soul proc, which damages the target over time and enable follow-up attacks. Higher level increase the chance of the proc occurring. lv.150
7 AP
T1 chance=4
T2 chance=10
T3 chance=20
lv.300
10 AP
T1 chance=7
T2 chance=20
T3 chance=40
lv.450
15 AP
T1 chance=10
T2 chance=25
T3 chance=50
Dark Imperil Imperil additionally reduces specific mitigation against Dark. lv.175
2 AP
dark_miti=-5
lv.225
3 AP
dark_miti=-10
lv.275
5 AP
dark_miti=-15
lv.325
7 AP
dark_miti=-20
lv.375
9 AP
dark_miti=-25

Divine

Name Effect Level and Cost
1 2 3 4 5
Better Smite Increases the maximum number of targets hit by the Smite spell. lv.75
3 AP
target=4
lv.150
5 AP
target=5
Better Banish Decreases cooldown and increases the maximum number of targets hit by the Banishment spell. lv.175
5 AP
target=6
cooldown=3
lv.250
7 AP
target=7
cooldown=2
Better Paradise Decreases cooldown and increases the maximum number of targets hit by the Paradise Lost spell. lv.250
7 AP
target=8
cooldown=6
lv.325
9 AP
target=9
cooldown=5
lv.400
12 AP
target=10
cooldown=4
Soul Fire Augments your divine spells with the Soul Fire proc, which damages the target over time and enable follow-up attacks. Higher level increase the chance of the proc occurring. lv.150
7 AP
T1 chance=4
T2 chance=10
T3 chance=20
lv.300
10 AP
T1 chance=7
T2 chance=20
T3 chance=40
lv.450
15 AP
T1 chance=10
T2 chance=25
T3 chance=50
Holy Imperil Imperil additionally reduces specific mitigation against Holy. lv.175
2 AP
holy_miti=-5
lv.225
3 AP
holy_miti=-10
lv.275
5 AP
holy_miti=-15
lv.325
7 AP
holy_miti=-20
lv.375
9 AP
holy_miti=-25

Mastery Points

After unlocking abilities, players need to put them into ability slots in order to receive their benefits.

Mastery Sources

Every player starts with:

  • 5 Major Ability Slots
  • 5 Supportive Ability Slots

Players can unlock additional ability slots with Mastery Points.

Mastery Points can be earned through:

  • Leveling up (1 mastery point per 10 levels)
  • Training "Manifest Destiny" (1 mastery point per level of training; capped at player's level/50)
  • Donating (Each donation tier above Gold gives 1 mastery point; no cap)

Uses

Ability slots take the following number of mastery points to unlock:

Ability Slot Type Total Slots Corresponding abilities Mastery Points required to unlock Total Points
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Major Ability 20 General, Weapon, Armor, Spells 0 0 0 0 0 1 1 1 1 2 2 2 2 2 3 3 3 4 4 5 36
Supportive Ability 20 Supportive, Deprecating 0 0 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2 3 3 4 27
Protection Augment 1 Spike Shield (included in Supportive) 1 1
Drain Augment 1 Ether/Spirit Theft (included in Deprecating) 2 2

Reset

Individual ability resets are free until further notice.

A full reset will completely reset your ability and mastery point assignments.

  • The cost is 100C, plus 100C per level above 50, plus 400C per level above 100.

Abilities can be reset out of battle for a credit cost.

Reset Cost = Player_level * Rank_in_Ability * 5

See also

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