Abilities

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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 1,278 AP to max out all of the available abilities.

Type Amount
General 175
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 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 0
1 AP
Draught% per tick=3
Potion Restore%=110
Level 100
2 AP
Draught% per tick=3.5
Potion Restore%=120
Level 300
3 AP
Draught% per tick=4
Potion Restore%=130
Level 300
4 AP
Draught% per tick=4.5
Potion Restore%=140
Level 400
5 AP
Draught% per tick=5
Potion Restore%=150
Better Mana Pots Improves overall potency of all common mana potions. Level 0
2 AP
Draught Restore Turn=55
Potion Restore%=55
level 80
3 AP
Draught Restore Turn=60
Potion Restore%=60
Level 140
5 AP
Draught Restore Turn=65
Potion Restore%=65
Level 220
7 AP
Draught Restore Turn=70
Potion Restore%=70
Level 380
9 AP
Draught Restore Turn=75
Potion Restore%=75
Better Spirit Pots Improves overall potency of all common spirit pots. Level 0
2 AP
Draught Restore Turn=55
Potion Restore%=55
level 90
3 AP
Draught Restore Turn=60
Potion Restore%=60
Level 160
5 AP
Draught Restore Turn=65
Potion Restore%=65
Level 240
7 AP
Draught Restore Turn=70
Potion Restore%=70
Level 400
9 AP
Draught Restore Turn=75
Potion Restore%=75

One-Handed

Name Effect Level and Cost
1 2 3
1H Damage Increase damage when using the One-Handed fighting style, scaling with proficiency. Level 0
2 AP
Atk_dmg=2
Level 100
3 AP
Atk_dmg=3
Level 200
5 AP
Atk_dmg=4
1H Accuracy Increase attack accuracy when using the One-Handed fighting style, scaling with proficiency. Level 50
1 AP
Atk_acc=0.01
Level 150
2 AP
Atk_acc=0.02
1H Block Increase block chance when using the One-Handed fighting style, scaling with proficiency. Level 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. Level 0
2 AP
Atk_dmg=2
Level 100
3 AP
Atk_dmg=2.5
Level 200
5 AP
Atk_dmg=3
2H Accuracy Increase attack accuracy when using the Two-Handed fighting style, scaling with proficiency. Level 50
1 AP
Atk_acc=0.01
Level 150
2 AP
Atk_acc=0.02
2H Parry Increase parry chance when using the Two-Handed fighting style, scaling with proficiency. Level 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. Level 0
2 AP
Atk_dmg=3
Level 100
3 AP
Atk_dmg=4
Level 200
5 AP
Atk_dmg=5
DW Accuracy Increase attack accuracy when using the Dual-Wielding fighting style, scaling with proficiency. Level 50
1 AP
Atk_acc=0.01
Level 150
2 AP
Atk_acc=0.02
DW Crit Increase crit chance when using the Dual-Wielding fighting style, scaling with proficiency. Level 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. Level 0
2 AP
Atk_dmg=2
Level 100
3 AP
Atk_dmg=2.5
Level 200
5 AP
Atk_dmg=3
DW Accuracy Increase attack accuracy when using the Niten fighting style, scaling with proficiency. Level 50
1 AP
Atk_acc=0.01
Level 150
2 AP
Atk_acc=0.02
2H Parry Increase parry chance when using the Niten fighting style, scaling with proficiency. Level 250
3 AP
Parry=0.025
DW Crit Increase crit chance when using the Niten fighting style, scaling with proficiency. Level 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. Level 0
2 AP
Spell_dmg=0.2
Level 100
3 AP
Spell_dmg=0.4
Level 200
5 AP
Spell_dmg=0.5
Staff Accuracy Increase attack and magic accuracy when using staff fighting style, scaling with proficiency. Level 50
1 AP
Atk_acc=0.075
Mag_acc=0.01
Level 150
2 AP
Atk_acc=0.1
Mag_acc=0.02
Staff Damage Increase physical damage when using staff fighting style, scaling with proficiency. Level 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. Level 120
5 AP
Spell_acc=0.05
Cloth Spellcrit Increase spell crit chance when using only cloth armor, scaling with proficiency. Level 0
1 AP
Spell_crit=0.01
Level 40
2 AP
Spell_crit=0.015
Level 90
3 AP
Spell_crit=0.018
Level 130
5 AP
Spell_crit=0.021
Level 190
7 AP
Spell_crit=0.025
Cloth Castspeed Increase spell casting speed when using only cloth armor, scaling with proficiency. Level 150
2 AP
Cast_speed=0.015
Level 250
5 AP
Cast_speed=0.025
Cloth MP Increase maximum MP when using only cloth armor, scaling with proficiency. Level 0
1 AP
MP_tank=0.05
Level 60
2 AP
MP_tank=0.06
Level 110
3 AP
MP_tank=0.07
Level 170
3 AP
MP_tank=0.08
Level 230
4 AP
MP_tank=0.09
Level 290
4 AP
MP_tank=0.095
Level 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. Level 0
3 AP
atk_acc=0.05
Light Crit Increase crit chance when using only light armor, scaling with proficiency. Level 0
1 AP
atk_crit=0.01
Level 40
2 AP
atk_crit=0.015
Level 90
3 AP
atk_crit=0.018
Level 130
5 AP
atk_crit=0.021
Level 190
7 AP
atk_crit=0.025
Light Speed Increase attack speed when using only light armor, scaling with proficiency. Level 150
2 AP
AS=0.015
Level 250
5 AP
AS=0.025
Light HP/MP Increase maximum HP and MP when using only light armor, scaling with proficiency. Level 0
1 AP
HP_tank=0.025
MP_tank=0.02
Level 60
2 AP
HP_tank=0.035
MP_tank=0.025
Level 110
3 AP
HP_tank=0.045
MP_tank=0.03
Level 170
3 AP
HP_tank=0.055
MP_tank=0.035
Level 230
4 AP
HP_tank=0.065
MP_tank=0.04
Level 290
4 AP
HP_tank=0.07
MP_tank=0.045
Level 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. Level 0
3 AP
miti=0.02
Level 75
5 AP
miti=0.04
Level 150
7 AP
miti=0.05
Heavy Prcg Increase piercing mitigation when using only heavy armor, scaling with proficiency. Level 0
3 AP
miti=0.02
Level 75
5 AP
miti=0.04
Level 150
7 AP
miti=0.05
Heavy Slsh Increase slashing mitigation when using only heavy armor, scaling with proficiency. Level 0
3 AP
miti=0.02
Level 75
5 AP
miti=0.04
Level 150
7 AP
miti=0.05
Heavy HP Increase maximum HP when using only heavy armor, scaling with proficiency. Level 0
1 AP
HP_tank=0.05
Level 60
2 AP
HP_tank=0.06
Level 110
3 AP
HP_tank=0.07
Level 170
3 AP
HP_tank=0.08
Level 230
4 AP
HP_tank=0.09
Level 290
4 AP
HP_tank=0.095
Level 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. Level 70
1 AP
weaken=30
t=6
Level 100
2 AP
weaken=35
t=7
Level 130
3 AP
weaken=40
t=8
Level 190
5 AP
weaken=45
t=9
Level 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. Level 80
3 AP
CD=2
CT=0.7
Level 165
5 AP
CD=1
CT=0.65
target=2
Cost=12
Level 250
7 AP
CD=0
CT=0.6
target=3
Cost=15
Better Imperil Increases the duration and defensive penalties caused by Imperil. Level 130
1 AP
miti=-30
spec_miti=-20
t=6
Level 175
2 AP
miti=-35
spec_miti=-25
t=7
Level 230
3 AP
miti=-40
spec_miti=-30
t=8
Level 285
4 AP
miti=-45
spec_miti=-35
t=9
Level 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. Level 140
3 AP
CD=2
CT=0.7
Level 225
5 AP
CD=1
CT=0.65
target=2
Cost=12
Level 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. Level 110
1 AP
acc=-22
t=6
Level 130
2 AP
acc=-24
t=7
Level 160
3 AP
acc=-26
t=8
Level 190
4 AP
acc=-28
t=9
Level 220
5 AP
acc=-30
t=10
Faster Blind Decrease cast time and cooldown, and increase number of targets per cast. Level 120
1 AP
CD=5
CT=1.1
Level 215
2 AP
CD=4
CT=1.05
target=2
Cost=22
Level 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. Level 80
1 AP
Effect=50
Asleep t=5
Confused t=4
Level 130
3 AP
Targets=2
cost=30
Effect=75
Asleep t=6
Confused t=5
Level 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. Level 250
1 AP
AS -25%
t=5
Level 295
2 AP
CD=12
AS -25%
t=6
Level 340
3 AP
Target=2
CD=12
AS -25%
t=7
Level 370
4 AP
Target=2
CD=10
AS -25%
t=8
Level 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. Level 30
1 AP
AS -40%
t=4
Level 50
2 AP
Target=2
Cost=21
AS -40%
t=4
Level 75
3 AP
Target=2
Cost=21
AS -45%
t=5
Level 105
4 AP
Target=2
Cost=21
AS -50%
t=5
Level 135
5 AP
Target=3
Cost=25
AS -50%
t=6
Better Drain Increase the amount of HP drained. (Currently bugged and does nothing) Level 20
2 AP
DrainHP=1.1
Level 50
3 AP
DrainHP=1.15
Level 90
5 AP
DrainHP=1.2
Faster Drain Decrease the cooldown and cast time. Level 30
1 AP
CT=1.15
CD=19
Level 70
2 AP
CT=1.1
CD=18
Level 110
3 AP
CT=1.06
CD=17
Level 150
4 AP
CT=1.03
CD=16
Level 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. Level 150, 5 AP
Spirit Theft Augment the Drain spell with ability to inflict spirit theft on target afflicted with ripened soul. Level 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. Level 60
1 AP
AS +30%
t=12
Level 75
2 AP
AS +35%
t=14
Level 90
3 AP
AS +40%
t=16
Level 110
4 AP
AS +45%
t=18
Level 130
5 AP
AS +50%
t=20
Better Shadow Veil Increases the evade bonus granted by the Shadow Veil spell. Level 90
1 AP
evade=18%
t=12
Level 105
2 AP
evade=20%
t=14
Level 120
3 AP
evade=22%
t=16
Level 135
5 AP
evade=24%
t=18
Level 155
7 AP
evade=25%
t=20
Better Absorb Increases the chance that Absorb will successfully nullify a hostile spell. Level 40
1 AP
chance=70%
Level 60
2 AP
chance=80%
Level 80
3 AP
chance=90%
Stronger Spirit Decreases the amount of damage required for SP shield to kick in. Level 200
1 AP
damage=40%
t=18
Level 220
2 AP
damage=35%
t=21
Level 240
3 AP
damage=30%
t=24
Level 265
4 AP
damage=25%
t=27
Level 285
5 AP
damage=20%
t=30
Better Heartseeker Increases the damage of critical melee hits. Level 140
1 AP
critdamage=3
t=60
Level 185
2 AP
critdamage=6
t=70
Level 225
3 AP
critdamage=8
t=80
Level 265
4 AP
critdamage=10
t=85
Level 305
5 AP
critdamage=12
t=90
Level 345
6 AP
critdamage=14
t=95
Level 385
7 AP
critdamage=15
t=100
Better Arcane Focus Arcane Focus will additionally increase the damage of any critical spell hits. Level 175
1 AP
critdamage=3
t=60
Level 205
2 AP
critdamage=6
t=70
Level 245
3 AP
critdamage=8
t=80
Level 285
4 AP
critdamage=10
t=85
Level 325
5 AP
critdamage=12
t=90
Level 365
6 AP
critdamage=14
t=95
Level 405
7 AP
critdamage=15
t=100
Better Regen Increase the power and duration of the Regen spell. Level 50
1 AP
Cost=30
HoT=6
t=15
Level 70
2 AP
Cost=35
HoT=8
t=18
Level 95
3 AP
Cost=40
HoT=10
t=21
Level 145
4 AP
Cost=45
HoT=12
T=23
Level 195
5 AP
Cost=50
HoT=14
T=25
Level 245
6 AP
Cost=55
HoT=16
t=26
Level 295
7 AP
Cost=60
HoT=17
t=27
Level 375
8 AP
Cost=65
HoT=18
t=28
Level 445
9 AP
Cost=70
HoT=19
t=29
Level 500
10 AP
Cost=75
HoT=20
t=30
Better Cure Increases the healing power and decreases the cooldown of the Cure spell. Level 1
2 AP
Cure=70
CD=4
Level 35
3 AP
Cure=85
CD=3
Level 65
5 AP
Cure=100
CD=2
Better Spark Increase the duration and decrease the mana cost of the Spark of Life spell. Level 100
2 AP
Cost=40
t=20
Level 125
3 AP
Cost=35
t=25
Level 150
5 AP
Cost=30
t=30
Better Protection Increase mitigation bonus. Level 40
1 AP
miti=26
t=18
Level 55
2 AP
miti=27
t=21
Level 75
3 AP
miti=28
t=24
Level 95
4 AP
miti=29
t=27
Level 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. Level 10
3 AP
Level 65
1 AP
miti=10%
Level 140
2 AP
miti=15%
Level 220
3 AP
miti=20%
Level 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. Level 10
3 AP
Level 65
1 AP
miti=10%
Level 140
2 AP
miti=15%
Level 220
3 AP
miti=20%
Level 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. Level 10
3 AP
Level 65
1 AP
miti=10%
Level 140
2 AP
miti=15%
Level 220
3 AP
miti=20%
Level 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. Level 10
3 AP
Level 65
1 AP
miti=10%
Level 140
2 AP
miti=15%
Level 220
3 AP
miti=20%
Level 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. Level 50
3 AP
T1 target=4
Level 100
4 AP
T1 target=4
T2 Target=6
Level 150
5 AP
T1 target=5
T2 Target=6
Level 200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
Level 250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
Level 300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
Level 400
12 AP
T1 target=5
T2 Target=7
T3 Target=10
Cryomancy Increase maximum number of targets hit by cold elemental spells. Level 50
3 AP
T1 target=4
Level 100
4 AP
T1 target=4
T2 Target=6
Level 150
5 AP
T1 target=5
T2 Target=6
Level 200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
Level 250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
Level 300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
Level 400
12 AP
T1 target=5
T2 Target=7
T3 Target=10
Havoc Increase maximum number of targets hit by lightning elemental spells. Level 50
3 AP
T1 target=4
Level 100
4 AP
T1 target=4
T2 Target=6
Level 150
5 AP
T1 target=5
T2 Target=6
Level 200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
Level 250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
Level 300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
Level 400
12 AP
T1 target=5
T2 Target=7
T3 Target=10
Tempest Increase maximum number of targets hit by wind elemental spells. Level 50
3 AP
T1 target=4
Level 100
4 AP
T1 target=4
T2 Target=6
Level 150
5 AP
T1 target=5
T2 Target=6
Level 200
6 AP
T1 target=5
T2 Target=6
T3 Target=8
Level 250
8 AP
T1 target=5
T2 Target=6
T3 Target=9
Level 300
10 AP
T1 target=5
T2 Target=7
T3 Target=9
Level 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. Level 70
1 AP
CT=1.15
Damage=4.1
Level 140
2 AP
CT=1.1
Damage=4.15
Level 210
3 AP
CT=1.06
Damage=4.2
Level 280
4 AP
CT=1.03
Damage=4.23
Level 350
5 AP
CT=1
Damage=4.25
Elementalism Increase damage, and decrease cast time and cooldown for all second-tier elemental spells. Level 85
2 AP
CT=1.35
Damage=5.63
Level 170
3 AP
CT=1.3
Damage=5.71
CD=3
Level 255
5 AP
CT=1.26
Damage=5.78
CD=3
Level 340
7 AP
CT=1.23
Damage=5.82
CD=2
Level 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. Level 90
5 AP
CT=1.55
Damage=7.15
CD=6
Level 180
7 AP
CT=1.5
Damage=7.25
CD=6
Level 270
9 AP
CT=1.46
Damage=7.35
CD=5
Level 360
12 AP
CT=1.43
Damage=7.42
CD=5
Level 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. Level 75
3 AP
target=4
Level 150
5 AP
target=5
Better Disintegrate Decreases cooldown and increases the maximum number of targets hit by the Disintegrate spell. Level 175
5 AP
target=6
cooldown=3
Level 250
7 AP
target=7
cooldown=2
Better Ragnarok Decreases cooldown and increases the maximum number of targets hit by the Ragnarok spell. Level 250
7 AP
target=8
cooldown=6
Level 325
9 AP
target=9
cooldown=5
Level 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. Level 150
7 AP
T1 chance=4
T2 chance=10
T3 chance=20
Level 300
10 AP
T1 chance=7
T2 chance=20
T3 chance=40
Level 450
15 AP
T1 chance=10
T2 chance=25
T3 chance=50
Dark Imperil Imperil additionally reduces specific mitigation against Dark. Level 175
2 AP
dark_miti=-5
Level 225
3 AP
dark_miti=-10
Level 275
5 AP
dark_miti=-15
Level 325
7 AP
dark_miti=-20
Level 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. Level 75
3 AP
target=4
Level 150
5 AP
target=5
Better Banish Decreases cooldown and increases the maximum number of targets hit by the Banishment spell. Level 175
5 AP
target=6
cooldown=3
Level 250
7 AP
target=7
cooldown=2
Better Paradise Decreases cooldown and increases the maximum number of targets hit by the Paradise Lost spell. Level 250
7 AP
target=8
cooldown=6
Level 325
9 AP
target=9
cooldown=5
Level 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. Level 150
7 AP
T1 chance=4
T2 chance=10
T3 chance=20
Level 300
10 AP
T1 chance=7
T2 chance=20
T3 chance=40
Level 450
15 AP
T1 chance=10
T2 chance=25
T3 chance=50
Holy Imperil Imperil additionally reduces specific mitigation against Holy. Level 175
2 AP
holy_miti=-5
Level 225
3 AP
holy_miti=-10
Level 275
5 AP
holy_miti=-15
Level 325
7 AP
holy_miti=-20
Level 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.

"Reset All" completely resets a user's ability and mastery point assignments out of battle for a credit cost.

Reset Cost = max (100, max(0, level - 50) * 100 + max(0, level - 100) * 400)

See also

HentaiVerse Navigation
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