Spells: Difference between revisions
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===Supportive=== | ===Supportive=== | ||
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<div id="Protection"></div> | |||
![[File:Abilities_Protection.png]]<br>Protection | ![[File:Abilities_Protection.png]]<br>Protection | ||
|Places a shield effect on the target, absorbing 25%/30% of the damage from all attacks. | |Places a shield effect on the target, absorbing 25%/30% of the damage from all attacks. | ||
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<div id="spirit"><div id="Spirit"> | <div id="spirit"><div id="Spirit"> | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Spirit Damage''' = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)<br> | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Spirit Damage''' = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)<br> | ||
''('''SS_AP_Damage''' = percentage of damage required for Spirit shield to kick in)'' <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. | ''('''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. | ||
==Status Effects== | ==Status Effects== | ||
Revision as of 21:32, 2 December 2021
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 cost via abilities. |
| CD | The base cooldown of the spell and the reduced cooldown via abilities. |
| Targets | The base number of targets the spell can hit and the increased number via abilities. |
| Duration | The base duration of the spell's effect and the increased duration via abilities. |
Offensive Spells
These spells are used to inflict direct damage on monsters. Missing the primary target of an spell does not prevent it from hitting other targets if the spell is capable of doing so; each chance-to-hit is calculated independently.
Each type of monster has different levels of resistance to each damage types, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative status effects.
| Name | Description | Tier | Level | Min/Max Prof | Cost | CD | Targets | |
|---|---|---|---|---|---|---|---|---|
Elemental | ||||||||
Fire | ||||||||
Fiery Blast |
A ball of fire is hurled at the target. | 1 | 15 | 0/200 | 6 | 0 | 3/5 | |
Inferno |
Unleashes an inferno of flames on all hostile targets, causing Fire damage. | 2 | 95 | 50?/500 | 14 | 4/2 | 5/7 | |
Flames of Loki |
Fire damage. | 3 | 175 | 150/800 | 21 | 7/4 | 7/10 | |
Cold | ||||||||
Freeze |
Cold damage. | 1 | 25 | 0/200 | 6 | 0 | 3/5 | |
Blizzard |
Cold damage. | 2 | 105 | 50/500 | 14 | 4/2 | 5/7 | |
Fimbulvetr |
Cold damage. | 3 | 185 | 150/800 | 21 | 7/4 | 7/10 | |
Elec | ||||||||
Shockblast |
A bolt of lightning strikes the target, causing Elec damage. | 1 | 35 | 0/200 | 6 | 0 | 3/5 | |
Chained Lightning |
Elec damage. | 2 | 115? | 50?/500 | 14 | 4/2 | 5/7 | |
Wrath of Thor |
Elec damage. | 3 | 195 | 150/800 | 21 | 7/4 | 7/10 | |
Wind | ||||||||
Gale |
A blast of wind hits the target, causing Wind damage. | 1 | 45 | 0/200 | 6 | 0 | 3/5 | |
Downburst |
Wind damage. | 2 | 125? | 60/500 | 14 | 4/2 | 5/7 | |
Storms of Njord |
Wind damage. | 3 | 205 | 150/800 | 21 | 7/4 | 7/10 | |
Divine | ||||||||
Smite |
Holy damage. | 1 | 65 | 0/500 | 14 | 0 | 3/5 | |
Banishment |
Holy damage. | 2 | 100? | 100/700 | 21 | 4/2 | 5/7 | |
Paradise Lost |
Holy damage. | 3 | 200? | 200/900 | 30 | 7/4 | 7/10 | |
Forbidden | ||||||||
Corruption |
Dark damage. | 1 | 85 | 0/500 | 14 | 0 | 3/5 | |
Disintegrate |
Dark damage. | 2 | 100? | 100/700 | 18.5? | 4/2 | 5/7 | |
Ragnarok |
Dark damage. | 3 | 245 | 200/900 | 28? | 7/4 | 7/10 | |
Deprecating Spells
These spells are used to inflict debuffs on the monsters. Most of these debuffs will assist you in increasing your survival chances by weakening the attack power/frequency of the monsters (like Weaken or Silence), some others will make them more vulnerable to your attacks (Imperil), some will do both at once (Sleep, MagNet with its ability slotted). The minimum proficiency corresponds to the proficiency needed to have the spell available. The maximum proficiency corresponds to the breakpoint when the debuff's duration reaches the maximum multiplier (x4 duration).
| Spell | Description | Level | Min/Max Prof | Cost | CD | Duration |
|---|---|---|---|---|---|---|
Drain |
Inflicts Drain on one target, causing damage over time.
|
30? | 0/300? | 11.5 | 20/15 | 7? |
Slow |
The target is slowed by x%, making it attack less frequently.
|
10? | 0/300? | 18/25 | 3 | 3/6 |
Weaken |
The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
|
70 | 0/345 | 10/16 | 3/0 | 5/10 |
Sleep |
The target is lulled to sleep, preventing it from taking any actions.
|
80 | 0/410 | 22/35 | 7 | 4/7 |
Confuse |
Confuses the target, making it lunge out wildly and strike friends and foes alike.
|
150 | 45/660 | 25/35 | 10 | 3/6 |
Imperil |
The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
|
130 | 30/495 | 10/15 | 3/0 | 5/10 |
Blind |
Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
|
80? | 30/610 | 18/25 | 7/3 | 5/10 |
Silence |
The target is silenced, preventing it from using special attacks and magic. | 120 | 40/665 | 18 | 10/5 | 7/10 |
MagNet |
A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.
|
250? | 100?/800 | 22 | 15/10 | 4/9 |
Supportive Spells
| Spell | Description | Level | Min/Max Prof | Cost | CD | Duration |
|---|---|---|---|---|---|---|
Curative | ||||||
Cure |
Restores a moderate amount of Health on the target.
|
5 | 0/385+ | 20 | 5/2 | N/A |
Regen |
Places a heal over time effect on the target.
|
50? | 0/845 | 22.5/75 | 0 | 14/30 |
Full-Cure |
Fully restores the Health of the target. | 220 | 0/945+ | 50 | 10 | N/A |
Supportive | ||||||
Protection |
Places a shield effect on the target, absorbing 25%/30% of the damage from all attacks. | 10? | 0/320 | 25 | 0 | 15?/30 |
Haste |
Speeds up all actions of the target, allowing it to attack more frequently.
|
60? | 0/450 | 30 | 0 | 10?/20 |
Shadow Veil |
Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
|
90 | 0/610 | 30 | 0 | 10?/20 |
Absorb |
The next magical attack against the target has a chance to be absorbed and partially converted to MP.
|
50? | 0/385+? | 30 | 20 | ∞ |
Spark of Life |
Any attack that would one-shot a target with 2 or more HP leaves it alive but on the brink of defeat. The buff is removed when triggered (and 50% of the player's base SP is consumed). If the player does not have enough SP remaining the trigger will fail and the player will die.
|
100 | 0/750? | 44?/30 | 0 | 15?/30 |
Cloak of the Fallen |
Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.
|
3? | ||||
Arcane Focus |
The target attains a higher level of attunement with the arcane forces, increasing magic power and crit chance.
|
175 | 0/980? | 100 | 0 | 50?/100 |
Heartseeker |
The target attains intimate knowledge of the flow of life in all living beings, increasing attack power and crit chance.
|
140 | 0/880? | 100 | 0 | 50?/100 |
Spirit Shield |
Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.
|
200 | 0/950? | 25 | 0 | 15?/30 |
Spirit Damage = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)
(SS_AP_Damage = percentage of damage required for Spirit shield to kick in)
Note: This formula works in such way that increasing base spirit points (e.g. by increasing STR primary attribute or through the Suffusive Spirit hath perk) increase the spirit cost of Spirit Shield (and Spark of Life) proportionately.Status Effects
When an offensive spell or a spike shield hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when struck by the next offensive spell in the cycle. For example a monster afflicted by Searing Skin will receive extra damage when struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense. The status effect will dissipate after it explodes.
| Name | Description | Effect(s) | Duration |
|---|---|---|---|
| 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 | |
| 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. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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 | |
| 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 |
|---|---|---|---|
| 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 | |
| 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 | |
| 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. |