Spells: Difference between revisions

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<!--* ''Speed reduction: '' etc.-->
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| [[Wind]] resistance is lowered.
| [[Wind]] resistance is lowered.
|-
| http://g.ehgt.org/hv045/img/a/0930.png '''Turbulent Air'''
| The air around the target has been upset, blowing up dust and increasing its miss chance.
| [[Elec]] resistance is lowered.
|-
|-
| http://g.ehgt.org/hv045/img/a/0330.png '''Deep Burns'''
| http://g.ehgt.org/hv045/img/a/0330.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.
| [[Fire]] resistance is lowered.
| [[Fire]] resistance is lowered.
|-
| http://g.ehgt.org/hv045/img/a/0930.png '''Turbulent Air'''
| The air around the target has been upset, blowing up dust and increasing its miss chance.
| [[Elec]] resistance is lowered.
|-
|-
| http://g.ehgt.org/hv045/img/a/1130.png '''Breached Defense'''
| http://g.ehgt.org/hv045/img/a/1130.png '''Breached Defense'''

Revision as of 10:34, 19 October 2011

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

Spell Costs

Spell MP costs are all a percentage of your 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.

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. For supportive spells, each additional AP increases the duration by 25%, multiplied by 1% for each full point of proficiency. Expressed as a formula:

duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)

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)

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 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 type of monster has different levels of resistance to each 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 status effects.

Piercing

  • Starting spell, no Ability required
    • 001010.png Magic Missile: Fires a basic magic missile against the target. Free to cast. Affected by Elemental Proficiency but does not increase it. When this spell cast while wearing a Staff, it has a chance to improve the user's Staff Proficiency (equal to that of meleeing with the staff).

Fire

  • Tier 1
    • 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.
    • 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
    • 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.
    • 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.
  • Tier 12
    • m1130.png Nova: Fire damage. (Single Target) Base cost is 13, reduced to 9.75 when Flames of Loki is maxed.
    • m1131.png Flames of Loki: Fire damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.

Cold

  • Tier 2
    • 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.
    • 0232.png Snowstorm: A snowstorm surrounds all hostile targets, causing Cold damage. Base cost is 12, reduced to 6 when maxed.
  • Tier 7
    • 0730.png Freeze: Cold damage. (Single Target) Base cost is 9, reduced to 6.75 when Blizzard is maxed.
    • 0732.png Blizzard: Cold damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
  • Tier 13
    • m1230.png Cryostasis: Cold damage. (Single Target) Base cost is 13, reduced to 9.75 when Fimbulvetr is maxed.
    • m1231.png Fimbulvetr: Cold damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.

Elec

  • Tier 3
    • 0330.png Lightning: A bolt of lightning strikes the target, causing Elec damage. Base cost is 4, reduced to 3 when Thunderstorm is maxed.
    • 0332.png Thunderstorm: A thunderstorm surrounds all hostile targets, causing Elec damage. Base cost is 12, reduced to 6 when maxed.
  • Tier 8
    • 0830.png Ball Lightning: Elec damage. (Single Target) Base cost is 9, reduced to 6.75 when Chain Lightning is maxed.
    • 0832.png Chain Lightning: Elec damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
  • Tier 15
    • m1330.png Shockblast: Elec damage. (Single Target) Base cost is 13, reduced to 9.75 when Wrath of Thor is maxed.
    • m1331.png Wrath of Thor: Elec damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.

Wind

  • Tier 4
    • 0430.png Windblast: A blast of wind hits the target, causing Wind damage. Base cost is 4, reduced to 3 when Cyclone is maxed.
    • 0432.png Cyclone: A cyclone surrounds all hostile targets, causing Wind damage. Base cost is 12, reduced to 6 when maxed.
  • Tier 9
    • 0930.png Gale: Wind damage. (Single Target) Base cost is 9, reduced to 6.75 when Hurricane is maxed.
    • 0932.png Hurricane: Wind damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
  • Tier 16
    • m1430.png Downburst: Wind damage. (Single Target) Base cost is 13, reduced to 9.75 when Storms of Njord is maxed.
    • m1431.png Storms of Njord: Wind damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.

Holy

  • Tier 5
    • m1510.png Condemn: Holy damage. (Single Target) Base cost is 9, reduced to 6.75 when Purge is maxed.
    • m1511.png Purge: Holy damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
  • Tier 10
    • 1130.png Smite: Holy damage. (Single Target) Base cost is 13, reduced to 9.75 when Banish is maxed.
    • 1132.png Banish: Holy damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.

Soul

  • Tier 11
    • m1720.png Soul Reaper: Soul damage. (Single Target) Base cost is 11, reduced to 8.25 when Soul Harvest is maxed.
    • m1721.png Soul Harvest: Soul damage. (Area of Effect) Base cost is 33, reduced to 16.5 when maxed.
  • Tier 18
    • m1740.png Soul Fire - Soul damage. (Single Target) Base cost is 24, reduced to 18 when Soul Burst is maxed.
    • m1741.png Soul Burst (x5) - Soul damage. (Area of Effect) Base cost is 87, reduced to 43.5 when maxed.

Dark

  • Tier 14
    • 1230.png Corruption: Dark damage. (Single Target) Base cost is 13, reduced to 9.75 when Pestilence is maxed.
    • 1232.png Pestilence: Dark damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
  • Tier 17
    • 1330.png Disintegrate: Dark damage. (Single Target) Base cost is 18, reduced to 13.5 when Ragnarok is maxed.
    • 1332.png Ragnarok: Dark damage. (Area of Effect) Base cost is 54, reduced to 27 when maxed.

Deprecating Magic

Tier Spell Description Base Cost Base Duration
1 0133.png
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 0233.png
Slow
The target is slowed, making it attack less frequently.
  • Base action speed reduction: 50%
18 3
3 0333.png
Weaken
The target is weakened, making its physical attacks deal less damage and preventing them from being critical strikes.
  • Physical defense reduction: 10%
  • Physical damage dealt reduction: 10% per AP; 50% when maxed
10 5
4 0433.png
Sleep
The target is lulled to sleep, preventing it from taking any actions. However, it may wake up when damaged.
  • Target takes 50% more damage if struck physically while asleep
  • Chance of breaking on damage: 90% base; decreases by 10% per AP; 50% when maxed
22 3
7 0733.png
Confuse
Confuses the target, making it lunge out wildly and strike friends and foes alike.
  • 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 ?
8 m2040.png
Bewilder
The target is bewildered, making its magical attacks deal less damage and preventing them from being critical strikes.
  • Magical defense reduction: 10%
  • Magical damage dealt reduction: 10% per AP; 50% when maxed
10 5
9 0933.png
Blind
Blinds the target, reducing the chance of landing attacks and magic spells.
  • Base attack/magic hit chance reduction: 25%
18 5
12 0833.png
Silence
The target is silenced, preventing it from using special attacks and magic. 18 7
14 1233.png
Nerf
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%
  • Evade and resist chance reduction: 5%
  • Physical and magical defense reduction: 25%
20 5
17 1333.png
X-Nerf
All hostile targets are nerfed, decreasing their attack damage, magic damage, evade chance, resist chance, physical defense, and magical defense. 60 5
18 m2082.png
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
m2090.png
Lifestream
Places a health tap effect on the target, returning a small amount of health to the caster on each target turn.
  • Cannot reduce monster below 1 HP by itself
25 8

Curative Magic

Tier Spell Description Base Cost Base Duration Prerequisites
2 0530.png
Cure
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 1030.png
Regen
Places a heal over time effect on yourself, healing you for a small amount of HP every turn.
  • Health restored per turn = ceiling(4.5 * base_health / 100 * (1 + curative_proficiency / 100))
  • Cannot stack with Regen II
25 10 none
11 0530.png
Cure II
Restores a large amount of HP to yourself. 55 0 Cure
14 1030.png
Regen II
Places a long-lasting heal over time effect on yourself, healing you for a small amount of HP every turn.
  • Health restored per turn = ceiling(6 * base_health / 100 * (1 + curative_proficiency / 100))
  • Cannot stack with Regen
75 25 Regen
17 0530.png
Cure III
Restores a huge amount of HP to yourself. 100 0 Cure II

Supportive Magic

Tier Spell Description Base Cost Base Duration
4 0532.png
Protection
Enhances the protective gear of the target, boosting the natural physical and magical defenses of the armor by 25%. 25 15
5 0533.png
Haste
You are hastened, allowing you to attack more frequently. 30 10
6 0633.png
Shadow Veil
A veil of shadows surrounds you, making it harder for monsters to hit you with physical/magical attacks.
  • Evade chance increase: 20%
30 10
10 1033.png
Absorb
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
11 1133.png
Spark of Life
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.
  • If active and enough SP is available, health bar will turn silver.
  • Base health restored: 10% max health; increases by 5% per additional AP for a maximum of 30%.
50 15
fallenshield.png
Cloak of the Fallen
When Spark of Life is triggered Cloak of the Fallen procs, which grants full immunity to damage during the turn that Spark triggers. Each 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.
12 m4050.png
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
13 m4020.png
Arcane Focus
You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance.
  • Magical damage bonus: 25%
  • Magical hit chance bonus: 50%
  • Magical crit chance bonus: 10%
  • Also known as Arcane Meditation
100 50
m4051.png
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
15 m4021.png
Heartseeker
You attain intimate knowledge of the source of life in all living things, increasing attack power, accuracy, and crit chance.
  • Physical damage bonus: 25%
  • Physical hit chance bonus: 50%
  • Physical crit chance bonus: 10%
100 50
m4060.png
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
16 m4040.png
Spirit Shield
This protective veil activates for powerful blows that damage more than 25% of your max HP, absorbing the remainder as spirit damage.
  • 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.
  • 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.
  • The spell will fail if you don't have sufficient Spirit.
25 15
m4061.png
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

Status Effects

When an offensive spell hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when their effected target is struck by the next elemental spell in the cycle. e.g. Searing Skin will explode for Fire damage when the monster is struck by a Cold spell.

Status Effect Description
0630.png Searing Skin The skin of the target has been scorched, inhibiting its attack damage. Cold resistance is lowered.
0730.png Freezing Limbs The limbs of the target have been frozen, causing slower movement. Wind resistance is lowered.
0930.png Turbulent Air The air around the target has been upset, blowing up dust and increasing its miss chance. Elec resistance is lowered.
0330.png Deep Burns Internal damage causes slower reactions and lowers evade and resist chance. Fire resistance is lowered.
1130.png Breached Defense The holy attack has penetrated the target's defenses, making it take more damage. Dark resistance is lowered.
darknerf.png Blunted Attack The decaying effects of the spell has blunted the target's offenses, making it deal less damage. Holy resistance is lowered.
ripesoul.png Ripened Soul Attacking this target will restore your spirit by a small amount. n/a
soulfire.png Soul Fire The very life essence of the target has been set ablaze, damaging it over time. Using Soul Burst will cause this effect to explode.

Stacking

The following buffs override each other:

  • 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