Spells: Difference between revisions

From EHWiki
Jump to navigationJump to search
Railander (talk | contribs)
Railander (talk | contribs)
Line 373: Line 373:
! [[Image:Abilities_Lifestream.png‎]]<br>Lifestream
! [[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.
| 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 / 20 (rounded up)
* ''Damage and healing done = player_base_HP * 0.05 (rounded up)
**''Capped to a maximum of 5% of the target's current HP''
**''Capped to a maximum of 5% of the target's current HP''
* ''Cannot reduce monster below 1 HP by itself''
* ''Cannot reduce monster below 1 HP by itself''

Revision as of 15:35, 31 March 2012

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

Spell Costs

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.

Spell costs are further modified by:

Factor ▲/▼ Amount
Interference 0.5% per point
Mana Conservation Stated %
Spirit Stance 25%
Coalesced Mana 50%
Channeling 100%
Spell Cost = ((100% * (1 + interference * 0.5%) - (mana_conservation)) *
(1 - spirit_stance) * (1 - coalesced)

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:

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 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 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.

All spells listed hit singular targets unless otherwise stated.

Spell Damage

Tier Access Level Name Description Base Cost Reduced Cost

Piercing

0 1 001010.png
Magic Missile
Fires a basic magic missile against the target.
  • Starting spell, no Ability required
  • If equipped with a Staff, each cast has a chance to improve the user's Staff Proficiency (equal to that of meleeing with the staff).
0 0

Fire

1 1
Fireball
A ball of fire is hurled at the target, causing Fire damage. 4 3

Inferno
Unleashes an inferno of flames on all hostile targets, causing Fire damage. (AoE) 12 6
6 50
Flare
A powerful fiery blast envelopes the target, causing heavy fire damage. 9 6.75

Meteor
A meteor strikes the battlefield, enveloping all hostile targets in its fiery blast, causing heavy fire damage. (AoE) 27 13.5
12 110
Nova
Fire damage. 13 9.75

Flames of Loki
Fire damage. (AoE) 39 19.5

Cold

2 10
Icestrike
Launches a pillar of ice against the target, causing Cold damage. 4 3

Snowstorm
A snowstorm surrounds all hostile targets, causing Cold damage. (AoE) 12 6
7 60
Freeze
Cold damage. 9 6.75

Blizzard
Cold damage. (AoE) 27 13.5
13 130
Cryostasis
Cold damage. 13 9.75

Fimbulvetr
Cold damage. (AoE) 39 19.5

Elec

3 20
Lightning
A bolt of lightning strikes the target, causing Elec damage. 4 3

Thunderstorm
A thunderstorm surrounds all hostile targets, causing Elec damage. (AoE) 12 6
8 70
Ball Lightning
Elec damage. 9 6.75

Chain Lightning
Elec damage. (AoE) 27 13.5
15 170
Shockblast
Elec damage. 13 9.75

Wrath of Thor
Elec damage. (AoE) 39 19.5

Wind

4 30
Windblast
A blast of wind hits the target, causing Wind damage. 4 3

Cyclone
A cyclone surrounds all hostile targets, causing Wind damage. (AoE) 12 6
9 80
Gale
Wind damage. 9 6.75

Hurricane
Wind damage. (AoE) 27 13.5
16 190
Downburst
Wind damage. 13 9.75

Storms of Njord
Wind damage. (AoE) 39 19.5

Holy

5 40
Condemn
Holy damage. 9 6.75

Purge
Holy damage. (AoE) 27 13.5
10 90
Smite
Holy damage. 13 9.75

Banish
Holy damage. (AoE) 39 19.5

Soul

11 100
Soul Reaper
Soul damage. 11 8.25

Soul Harvest
Soul damage. (AoE) 33 16.5
18 250
Soul Fire
Soul damage. 24 18

Soul Burst
Soul damage. (AoE) 87 43.5

Dark

14 150
Corruption
Dark damage. 13 9.75

Pestilence
Dark damage. (AoE) 39 19.5
17 200
Disintegrate
Dark damage. 18 13.5

Ragnarok
Dark damage. (AoE) 54 27

Deprecating Magic

Tier Access Level Spell Description Base Cost Base Duration
1 1
Poison
Inflicts Spreading Poison on the target, causing damage over time, reducing its evade chance, and halving its MP and SP regen rates.
  • Damage at end of enemy's turn = (0.05 * base_health) * (1 + deprecating_proficiency * 0.01)
  • Base evade chance reduction: 5?%
  • MP and SP regeneration rate reduction: 50%
  • The initial cast counts as doing Dark damage and can thus set off an explosion on targets affected by Breached Defense.
15 15
2 10
Slow
The target is slowed, making it attack less frequently.
  • Base action speed reduction: 50%
18 3
3 20
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 30
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 60
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 3
8 70 File:Abilities Bewilder.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 80
Blind
Blinds the target, reducing the chance of landing attacks and magic spells.
  • Base attack/magic hit chance reduction: 25%
18 5
12 110
Silence
The target is silenced, preventing it from using special attacks and magic. 18 7
14 150
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
17 200
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
18 250
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

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

Tier Access Level Spell Description Base Cost Base Duration Prerequisites
2 10
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 70
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))
25 10 none
11 100
Cure II
Restores a large amount of HP to yourself.
  • Double the effect of Cure I.
55 0 Cure
14 150
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))
75 25 Regen
17 200
Cure III
Restores a huge amount of HP to yourself.
  • 3.5x the effect of Cure I.
100 0 Cure II

Supportive Magic

Tier Access Level Spell Description Base Cost Base Duration
4 30
Protection
Enhances the protective gear of the target, boosting the natural physical and magical defenses of the armor by 25%. 25 15
5 40
Haste
You are hastened, allowing you to attack more frequently. 30 10
6 50
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 90
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.
  • Absorbs both magic and spirit attacks.
  • 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
11 100
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 your 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 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.
12 110
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
13 130
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

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
15 170
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

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
16 190
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

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.

(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.)

Name Description Effect(s) Duration
Searing Skin The skin of the target has been scorched, inhibiting its attack damage.
  • Attack damage reduction: 10%?
Cold resistance is lowered. 3
Freezing Limbs The limbs of the target have been frozen, causing slower movement.
  • Speed reduction: 10%?
Wind resistance is lowered.
Turbulent Air The air around the target has been upset, blowing up dust and increasing its miss chance.
  • Miss chance increase: 10%?
Elec resistance is lowered.
Deep Burns Internal damage causes slower reactions and lowers evade and resist chance.
  • Evade reduction: 10%?
Fire resistance is lowered.
Breached Defense The holy attack has penetrated the target's defenses, making it take more damage.
  • Damage taken increase: 10%
Dark resistance is lowered.
Blunted Attack The decaying effects of the spell has blunted the target's offenses, making it deal less damage.
  • Damage reduction: 10%
Holy resistance is lowered.
ripesoul.png Ripened Soul Attacking this target will restore your spirit by a small amount.
  • SP restored on hit = ceiling(base_SP / 20)
n/a 10
Burning Soul The very life essence of the target has been set ablaze, damaging it over time.
  • Damage over time = 7 * (base_health / 100) * (1 + forbidden_proficiency / 100)
Using Soul Burst will cause this effect to explode. 5

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 following averages have been observed so far:

  • First tier of elemental spells (Lightning/Thunderstorm/Fireball/Inferno/etc.): 45% - 50%
  • Condemn/Purge: 60%
  • Smite/Banish: ~80%
  • Corruption/Pestilence: 80%
  • Disintegrate/Ragnarok: 100%

Spike Shields

Additional notes about the spike spells:

  • They can proc upon parrying or blocking an attack.
  • They do a minimum of 5 damage to monsters regardless of damage taken.

Stacking

Spells that do not stack will override each other when cast.

Stacking restrictions

Stack Do Not Stack
Buffs (All others) Frost / Flame / Lightning / Storm Spikes
Arcane Focus / Heartseeker
Regen I / Regen II
Debuffs Slow & Magnet
(Total action speed reduction = 62.5%)

Nerf (or X-Nerf) & Bewilder / Weaken
(Both for damage and mitigation reductions)
Silence / Weaken
Silence / Blind
Slow / Sleep / Confuse
Blind / Bewilder
Nerf / X-nerf

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 Fighting Skills or recasting a recently Channeled spell).

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools