Spells

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Some information is obsolete as of patch 0.76

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 the player's level. At level 51, Cure costs: (51 * 0.20) = 10.2 -> 11 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)
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 these 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.

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. AoE spells start out having a slower Action Speed than their single target versions, but get faster to cast with every ability point added, equaling their single target counterpart at 5 ability points invested. Higher level spells (single or AoE) require a longer time to cast then lower level spells. Missing the primary target of an AoE spell does not prevent it from hitting other targets, each chance-to-hit is calculated independently. Spell Damage for AoE spells is doubled against their primary target, the exact difference compared to a single target spell varies based on the spell tier and the amount of ability points invested.

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

Offensive Spells

Name Description Tier Access Level Base cost

Fire


Fiery Blast
A ball of fire is hurled at the target. 1 ? 5

Inferno
Unleashes an inferno of flames on all hostile targets, causing Fire damage. 2 ? 12.5

Flames of Loki
Fire damage. 3 ? 20

Cold


Freeze
Cold damage. 1 ? 5

Blizzard
Cold damage. 2 ? 12.5

Fimbulvetr
Cold damage. 3 ? 20

Elec


Shockblast
A bolt of lightning strikes the target, causing Elec damage. 1 ? 5

Chained Lightning
Elec damage. 2 ? 12.5

Wrath of Thor
Elec damage. 3 ? 20

Wind


Gale
A blast of wind hits the target, causing Wind damage. 1 ? 5

Downburst
Wind damage. 2 ? 12.5

Storms of Njord
Wind damage. 3 ? 20

Holy


Smite

Banishment

To Be Moved


Paradise Lost

Dark


Corruption

Disintegrate

Ragnarok

Deprecating Magic

Access Level Spell Description Base Cost Base Duration

Drain
  • Damage at end of enemy's turn = 0.1 * Base Magical Damage * (1 + 0.0625 * Additional_AP) * (1 + Deprecating Proficiency/200) * (1 + Deprecating Proficiency/1000) * (1 + Dark_Elemental_Damage_Bonus/100) * (1 + Arcane_Focus)?
10?
Slow
The target is slowed, making it attack less frequently.
  • Base action speed reduction: 50%
18 3
20?
Weaken
The target is weakened, making its physical attacks deal less damage and preventing them from being critical strikes.
  • Also works on Magical damage
  • Physical and Magical damage dealt reduction: 10% per AP; 50% when maxed
10 5
30?
Sleep
The target is lulled to sleep, preventing it from taking any actions. However, it may wake up when damaged.
  • Chance of breaking on damage: 90% base; decreases by 10% per AP; 50% when maxed
  • Sleeping monsters cannot attack, evade, parry, or resist attacks.
22 3
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
70?
Imperil
The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.
  • Physical and Magical defense reduction: 50%
  • Fire/Cold/Elec/Wind resistance reduction: 50
10 5
80?
Blind
Blinds the target, reducing the chance of landing attacks and magic spells.
  • Base attack/magic hit chance reduction: 25%
18 5
110?
Silence
The target is silenced, preventing it from using special attacks and magic. 18 7
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 resist spells.
  • Base action speed reduction: 25%
  • Does not disable parrying.
22 4

Curative Magic

Access Level Spell Description Base Cost Base Duration
10?
Cure
Restores a moderate amount of HP to yourself.
  • Health restored = (base_health / 2) * (1 + supportive_proficiency / 200) * (1 + holy EDB / 100)?
N/A
50?
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 + supportive_proficiency / 100))?
200 Supportive
Full-Cure
N/A

Supportive Magic

Access Level Spell Description Base Cost Base Duration
40?
Protection
Enhances the protective gear of the target, boosting the natural physical and magical defenses of the armor by 25%.
  • Increases total physical and magical mitigation by 25% (not just armor as listed).
90?
Haste
You are hastened, allowing you to attack more frequently.
110?
Shadow Veil
A veil of shadows surrounds you, making it harder for monsters to hit you with physical/magical attacks.
  • Evade chance increase: 20%
80?
Absorb
The next magical attack against you may be absorbed and partially converted to MP. 75% chance to absorb when maxed (15% per AP).
  • The effect is permanent until it absorbs a spell.
  • Cannot absorb critical hits.
  • Absorbed MP is between 5-10% of base max MP.
  • Additional AP increases the MP absorbed by 12.5% per additional point for a maximum of 7.5-15% of base max MP.
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 the player's health bar will turn silver.
  • Base health restored: 10% max health; increases by 5% per additional AP for a maximum of 30%.

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 +75% physical and magical mitigation bonus after the original proc.
220?
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 crit chance bonus: 10%
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 crit chance bonus: 10%
230?
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 max HP will cause the player to lose exactly 25% of their health, with the remainder absorbed as damage to theirspirit.(Formula)
  • The amount of Spirit damage depends on the power of the blow that was absorbed, and is 40% of base spirit (reducible to 20% at max AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0% of base spirit at exactly 25% damage.
  • The spell will fail if the player does not have sufficient SP.
 Spirit Damage = Base_SP * (0.4 - 0.05 * (AP_in_SP_shield - 1) ) * Minimum( (Damage - Max_HP * 0.25) / (Max_HP * 0.75) , 1)

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.

Name Description Effect(s) Duration
Searing Skin The skin of the target has been scorched, inhibiting its attack damage.
  • Damage reduction: 10%
Cold resistance is lowered by 25. 3
Freezing Limbs The limbs of the target have been frozen, causing slower movement.
  • 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.
  • Miss chance increase: 10%
Elec resistance is lowered by 25.
Deep Burns Internal damage causes slower reactions and lowers evade and resist chance.
  • 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.
  • 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.
  • Damage reduction: 10%
Holy resistance is lowered by 25.
Ripened Soul Attacking this target will restore your spirit by a small amount.
  • SP restored on hit = ceiling(base_SP / 20)
  • Chance to proc = 30%, 100% for the melee component
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.1 5

1 - Soul Burst alone will not proc the 'Burning Soul' effect. In order to proc Burning Soul, first cast Soul Fire on target enemy. Casting Soul Burst on the target enemy will then proc Burning Soul on other monsters.)

Chance on Hit

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:

  • From being hit with a spike spell active: 17.5%
  • 1st tier elemental (Lightning/Thunderstorm/Fireball/Inferno/etc.): 20%-25%
  • Purge/2nd tier elemental: 50%
  • Banish/Pestilence/3rd tier elemental: 75%
  • Ragnarok: ~100%

Spike Shields

Additional notes about the spike shields:

  • 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

See also

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