Abilities

From EHWiki
Jump to: navigation, search

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

Ability Screen
  • 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 Total
Abilities HP Tank.png
HP Tank
Increases your maximum HP. This adds 10% to your total HP per tier. Level 0
1 AP

Direct Player Stat Modification
+10% Maximum Health
Level 25
2 AP

Direct Player Stat Modification
+20% Maximum Health
Level 50
3 AP

Direct Player Stat Modification
+30% Maximum Health
Level 75
3 AP

Direct Player Stat Modification
+40% Maximum Health
Level 100
4 AP

Direct Player Stat Modification
+50% Maximum Health
Level 120
4 AP

Direct Player Stat Modification
+60% Maximum Health
Level 150
4 AP

Direct Player Stat Modification
+70% Maximum Health
Level 200
5 AP

Direct Player Stat Modification
+80% Maximum Health
Level 250
5 AP

Direct Player Stat Modification
+90% Maximum Health
Level 300
5 AP

Direct Player Stat Modification
+100% Maximum Health
36
Abilities MP Tank.png
MP Tank
Increases your maximum MP. This adds 10% to your total MP per tier. Level 0
1 AP

Direct Player Stat Modification
+10% Maximum Magic
Level 30
2 AP

Direct Player Stat Modification
+20% Maximum Magic
Level 60
3 AP

Direct Player Stat Modification
+30% Maximum Magic
Level 90
3 AP

Direct Player Stat Modification
+40% Maximum Magic
Level 120
4 AP

Direct Player Stat Modification
+50% Maximum Magic
Level 160
4 AP

Direct Player Stat Modification
+60% Maximum Magic
Level 210
4 AP

Direct Player Stat Modification
+70% Maximum Magic
Level 260
5 AP

Direct Player Stat Modification
+80% Maximum Magic
Level 310
5 AP

Direct Player Stat Modification
+90% Maximum Magic
Level 350
5 AP

Direct Player Stat Modification
+100% Maximum Magic
36
Abilities SP Tank.png
SP Tank
Increases your maximum SP. This adds 10% to your total SP per tier. Level 0
1 AP

Direct Player Stat Modification
+10% Maximum Spirit
Level 40
2 AP

Direct Player Stat Modification
+20% Maximum Spirit
Level 80
3 AP

Direct Player Stat Modification
+30% Maximum Spirit
Level 120
3 AP

Direct Player Stat Modification
+40% Maximum Spirit
Level 170
4 AP

Direct Player Stat Modification
+50% Maximum Spirit
Level 220
4 AP

Direct Player Stat Modification
+60% Maximum Spirit
Level 270
4 AP

Direct Player Stat Modification
+70% Maximum Spirit
Level 330
5 AP

Direct Player Stat Modification
+80% Maximum Spirit
Level 390
5 AP

Direct Player Stat Modification
+90% Maximum Spirit
Level 450
5 AP

Direct Player Stat Modification
+100% Maximum Spirit
36
Health Points.png
Better Health Pots
Improves the overall potency of common health restoratives. Level 0
1 AP

Items Modified: Health Draught, Health Elixir
Effect Over Time: Restores 3% of Base Health per tick

Items Modified: Health Potion
When Used: Instantly restores 110% of Base Health
Level 100
2 AP

Items Modified: Health Draught, Health Elixir
Effect Over Time: Restores 3.5% of Base Health per tick

Items Modified: Health Potion
When Used: Instantly restores 120% of Base Health
Level 200
3 AP

Items Modified: Health Draught, Health Elixir
Effect Over Time: Restores 4% of Base Health per tick

Items Modified: Health Potion
When Used: Instantly restores 130% of Base Health
Level 300
4 AP

Items Modified: Health Draught, Health Elixir
Effect Over Time: Restores 4.5% of Base Health per tick

Items Modified: Health Potion
When Used: Instantly restores 140% of Base Health
Level 400
5 AP

Items Modified: Health Draught, Health Elixir
Effect Over Time: Restores 5% of Base Health per tick

Items Modified: Health Potion
When Used: Instantly restores 150% of Base Health
15
Abilities Better Mana Pots.png
Better Mana Pots
Improves the overall potency of common mana restoratives. Level 0
2 AP

Items Modified: Mana Draught, Mana Elixir
Effect Over Time: Restores 1.1% of Base Magic per tick

Items Modified: Mana Potion
When Used: Instantly restores 55% of Base Magic
level 80
3 AP

Items Modified: Mana Draught, Mana Elixir
Effect Over Time: Restores 1.2% of Base Magic per tick

Items Modified: Mana Potion
When Used: Instantly restores 60% of Base Magic
Level 140
5 AP

Items Modified: Mana Draught, Mana Elixir
Effect Over Time: Restores 1.3% of Base Magic per tick

Items Modified: Mana Potion
When Used: Instantly restores 65% of Base Magic
Level 220
7 AP

Items Modified: Mana Draught, Mana Elixir
Effect Over Time: Restores 1.4% of Base Magic per tick

Items Modified: Mana Potion
When Used: Instantly restores 70% of Base Magic
Level 380
9 AP

Items Modified: Mana Draught, Mana Elixir
Effect Over Time: Restores 1.5% of Base Magic per tick

Items Modified: Mana Potion
When Used: Instantly restores 75% of Base Magic
26
Abilities Better Spirit Pots.png
Better Spirit Pots
Improves the overall potency of common spirit restoratives. Level 0
2 AP

Items Modified: Spirit Draught, Spirit Elixir
Effect Over Time: Restores 1.1% of Base Spirit per tick

Items Modified: Spirit Potion
When Used: Instantly restores 55% of Base Spirit
level 90
3 AP

Items Modified: Spirit Draught, Spirit Elixir
Effect Over Time: Restores 1.2% of Base Spirit per tick

Items Modified: Spirit Potion
When Used: Instantly restores 60% of Base Spirit
Level 160
5 AP

Items Modified: Spirit Draught, Spirit Elixir
Effect Over Time: Restores 1.3% of Base Spirit per tick

Items Modified: Spirit Potion
When Used: Instantly restores 65% of Base Spirit
Level 240
7 AP

Items Modified: Spirit Draught, Spirit Elixir
Effect Over Time: Restores 1.4% of Base Spirit per tick

Items Modified: Spirit Potion
When Used: Instantly restores 70% of Base Spirit
Level 400
9 AP

Items Modified: Spirit Draught, Spirit Elixir
Effect Over Time: Restores 1.5% of Base Spirit per tick

Items Modified: Spirit Potion
When Used: Instantly restores 75% of Base Spirit
26

One-Handed

Name Effect Level and Cost
1 2 3
Abilities 1H Damage.png
1H Damage
Increases your damage when using the One-Handed fighting style, scaling with your proficiency. Level 0
2 AP

Proficiency-based Stat Modification
For every ten points of One-Handed Weapon Proficiency, adds:
+20 Attack Base Damage
Level 100
3 AP

Proficiency-based Stat Modification
For every ten points of One-Handed Weapon Proficiency, adds:
+30 Attack Base Damage
Level 200
5 AP

Proficiency-based Stat Modification
For every ten points of One-Handed Weapon Proficiency, adds:
+40 Attack Base Damage
Abilities 1H Accuracy.png
1H Accuracy
Increases your accuracy when using the One-Handed fighting style, scaling with your proficiency. Level 50
1 AP

Proficiency-based Stat Modification
For every ten points of One-Handed Weapon Proficiency, adds:
+0.1 Attack Accuracy
Level 150
2 AP

Proficiency-based Stat Modification
For every ten points of One-Handed Weapon Proficiency, adds:
+0.2 Attack Accuracy
Abilities 1H Block.png
1H Block
Increases your block when using the One-Handed fighting style, scaling with your proficiency. Level 250
3 AP

Proficiency-based Stat Modification
For every ten points of One-Handed Weapon Proficiency, adds:
+0.25 Block Chance

Two-Handed

Name Effect Level and Cost
1 2 3
Abilities 2H Damage.png
2H Damage
Increases your damage when using the Two-Handed or Niten fighting style, scaling with your proficiency. Level 0
2 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+20 Attack Base Damage
Level 100
3 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+25 Attack Base Damage
Level 200
5 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+30 Attack Base Damage
Abilities 2H Accuracy.png
2H Accuracy
Increases your accuracy when using the Two-Handed fighting style, scaling with your proficiency. Level 50
1 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+0.1 Attack Accuracy
Level 150
2 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+0.2 Attack Accuracy
Abilities 2H Parry.png
2H Parry
Increases your parry when using the Two-Handed or Niten fighting style, scaling with your proficiency Level 250
3 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+0.25 Parry Chance

Dual-Wielding

Name Effect Level and Cost
1 2 3
Abilities DW Damage.png
DW Damage
Increases your damage when using the Dual-Wielding fighting style, scaling with your proficiency. Level 0
2 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+30 Attack Base Damage
Level 100
3 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+40 Attack Base Damage
Level 200
5 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+50 Attack Base Damage
Abilities DW Accuracy.png
DW Accuracy
Increases your accuracy when using the Dual-Wielding or Niten fighting style, scaling with your proficiency. Level 50
1 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+0.1 Attack Accuracy
Level 150
2 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+0.2 Attack Accuracy
Abilities DW Crit.png
DW Crit
Increases your critical chance when using the Dual-Wielding or Niten fighting style, scaling with your proficiency. Level 250
3 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+0.25 Attack Crit Chance

Niten Ichiryuu

Point.png Note that this is a presdo-entry. It is actually affected by 2H/DW abilities.

Name Effect Level and Cost
1 2 3
Abilities 2H Damage.png
2H Damage
Increase damage when using the Niten fighting style, scaling with proficiency. Level 0
2 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+20 Attack Base Damage
Level 100
3 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+25 Attack Base Damage
Level 200
5 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+30 Attack Base Damage
Abilities DW Accuracy.png
DW Accuracy
Increase attack accuracy when using the Niten fighting style, scaling with proficiency. Level 50
1 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+0.1 Attack Accuracy
Level 150
2 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+0.2 Attack Accuracy
Abilities 2H Parry.png
2H Parry
Increase parry chance when using the Niten fighting style, scaling with proficiency. Level 250
3 AP

Proficiency-based Stat Modification
For every ten points of Two-Handed Weapon Proficiency, adds:
+0.25 Parry Chance
Abilities DW Crit.png
DW Crit
Increase crit chance when using the Niten fighting style, scaling with proficiency. Level 250
3 AP

Proficiency-based Stat Modification
For every ten points of Dual-Wielding Weapon Proficiency, adds:
+0.25 Attack Crit Chance

Staff

Name Effect Level and Cost
1 2 3
Abilities Staff Spell Damage.png
Staff Spell Damage
Increases your spell damage when using the Staff fighting style, scaling with your proficiency. Level 0
2 AP

Proficiency-based Stat Modification
For every ten points of Staff Weapon Proficiency, adds:
+2 Magic Base Damage
Level 100
3 AP

Proficiency-based Stat Modification
For every ten points of Staff Weapon Proficiency, adds:
+4 Magic Base Damage
Level 200
5 AP

Proficiency-based Stat Modification
For every ten points of Staff Weapon Proficiency, adds:
+5 Magic Base Damage
Abilities Staff Accuracy.png
Staff Accuracy
Increases your attack and magic accuracy when using the Staff fighting style, scaling with your proficiency. Level 50
1 AP

Proficiency-based Stat Modification
For every ten points of Staff Weapon Proficiency, adds:
+0.75 Attack Accuracy
+0.1 Magic Accuracy
Level 150
2 AP

Proficiency-based Stat Modification
For every ten points of Staff Weapon Proficiency, adds:
+1 Attack Accuracy
+0.2 Magic Accuracy
Abilities X-Attack.png
Staff Damage
Increases your damage when using the Staff fighting style, scaling with your proficiency. Level 0
3 AP

Proficiency-based Stat Modification
For every ten points of Staff Weapon Proficiency, adds:
+30 Attack Base Damage

Cloth Armor

Name Effect Level and Cost
1 2 3 4 5 6 7
Abilities Soul Reaper.png
Cloth Spellacc
Increases your spell accuracy when using only cloth armor, scaling with your proficiency. Level 120
5 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.5 Magic Accuracy
Abilities Cloth Spellcrit.png
Cloth Spellcrit
Increases your spell critical chance when using only cloth armor, scaling with your proficiency. Level 0
1 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.1 Magic Crit Chance
Level 40
2 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.15 Magic Crit Chance
Level 90
3 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.18 Magic Crit Chance
Level 130
5 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.21 Magic Crit Chance
Level 190
7 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.25 Magic Crit Chance
Abilities Cloth Castspeed.png
Cloth Castspeed
Increases your spell casting speed when using only cloth armor, scaling with your proficiency. Level 150
2 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.15 Magic Cast Speed
Level 250
5 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.25 Magic Cast Speed
Abilities Cloth MP.png
Cloth MP
Increases your maximum MP when using only cloth armor, scaling with your proficiency. Level 0
1 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.5% Maximum Magic
Level 60
2 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.6% Maximum Magic
Level 110
3 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.7% Maximum Magic
Level 170
3 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.8% Maximum Magic
Level 230
4 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.9% Maximum Magic
Level 290
4 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+0.95% Maximum Magic
Level 350
5 AP

Proficiency-based Stat Modification
For every ten points of Cloth Armor Proficiency, adds:
+1% Maximum Magic

Light Armor

Name Effect Level and Cost
1 2 3 4 5 6 7
Abilities Light Acc.png
Light Acc
Increases your attack accuracy when using only light armor, scaling with your proficiency. Level 0
3 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.5 Attack Accuracy
Abilities Light Crit.png
Light Crit
Increases your attack crit chance when using only light armor, scaling with your proficiency. Level 0
1 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.1 Attack Crit
Level 40
2 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.15 Attack Crit
Level 90
3 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.18 Attack Crit
Level 130
5 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.21 Attack Crit
Level 190
7 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.25 Attack Crit
Abilities Light Speed.png
Light Speed
Increases your attack speed when using only light armor, scaling with your proficiency. Level 150
2 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.15 Attack Speed
Level 250
5 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.25 Attack Speed
Abilities Light HPMP.png
Light HP/MP
Increases your maximum HP and MP when using only light armor, scaling with your proficiency. Level 0
1 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.25% Maximum Health
+0.2% Maximum Magic
Level 60
2 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.35% Maximum Health
+0.25% Maximum Magic
Level 110
3 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.45% Maximum Health
+0.3% Maximum Magic
Level 170
3 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.55% Maximum Health
+0.35% Maximum Magic
Level 230
4 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.65% Maximum Health
+0.4% Maximum Magic
Level 290
4 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.70% Maximum Health
+0.45% Maximum Magic
Level 350
5 AP

Proficiency-based Stat Modification
For every ten points of Light Armor Proficiency, adds:
+0.75% Maximum Health
+0.5% Maximum Magic

Heavy Armor

Name Effect Level and Cost
1 2 3 4 5 6 7
Abilities Heavy Crush.png
Heavy Crush
Increases your crushing mitigation when using only heavy armor, scaling with your proficiency. Level 0
3 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.2 Crushing Damage Mitigation
Level 75
5 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.4 Crushing Damage Mitigation
Level 150
7 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.5 Crushing Damage Mitigation
Abilities Heavy Prcg.png
Heavy Prcg
Increases your piercing mitigation when using only heavy armor, scaling with your proficiency. Level 0
3 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.2 Piercing Damage Mitigation
Level 75
5 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.4 Piercing Damage Mitigation
Level 150
7 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.5 Piercing Damage Mitigation
Abilities Heavy Slsh.png
Heavy Slsh
Increases your slashing mitigation when using only heavy armor, scaling with your proficiency. Level 0
3 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.2 Slashing Damage Mitigation
Level 75
5 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.4 Slashing Damage Mitigation
Level 150
7 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.5 Slashing Damage Mitigation
Abilities Infusion Slot.png
Heavy HP
Increases your maximum HP when using only heavy armor, scaling with your proficiency. Level 0
1 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.5% Maximum Health
Level 60
2 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.6% Maximum Health
Level 110
3 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.7% Maximum Health
Level 170
3 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.8% Maximum Health
Level 230
4 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.9% Maximum Health
Level 290
4 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+0.95% Maximum Health
Level 350
5 AP

Proficiency-based Stat Modification
For every ten points of Heavy Armor Proficiency, adds:
+1% Maximum Health

Deprecating

Name Effect Level and Cost
1 2 3 4 5
Abilities Better Weaken.png
Better Weaken
Increases the duration and damage decrease granted by Weaken. Level 70
1 AP

Effects Modified: Weakened
Increases Damage Decrease to 30%
Changes effect duration to 6 turns
Level 100
2 AP

Effects Modified: Weakened
Increases Damage Decrease to 35%
Changes effect duration to 7 turns
Level 130
3 AP

Effects Modified: Weakened
Increases Damage Decrease to 40%
Changes effect duration to 8 turns
Level 190
5 AP

Effects Modified: Weakened
Increases Damage Decrease to 45%
Changes effect duration to 9 turns
Level 250
7 AP

Effects Modified: Weakened
Increases Damage Decrease to 50%
Changes effect duration to 10 turns
Abilities Weaken.png
Faster Weaken
Decreases the casttime and cooldown of weaken. Higher levels also increase the number of targets affected per cast. Level 80
3 AP

Spells Modified: Weaken
Changes cooldown to 2 turns
Changes cast time to 0.7
Level 165
5 AP

Spells Modified: Weaken
Changes cooldown to 1 turns
Changes cast time to 0.65
Changes max affected targets to 2
Changes base mana cost to 12
Level 250
7 AP

Spells Modified: Weaken
Changes cooldown to 0 turns
Changes cast time to 0.6
Changes max affected targets to 3
Changes base mana cost to 16
Abilities Better Imperil.png
Better Imperil
Increases the duration and defensive penalties caused by Imperil. Level 130
1 AP

Effects Modified: Imperiled
-30% Physical Mitigation
-30% Magical Mitigation
-20% Fire/Cold/Elec/Wind Mitigation
Changes effect duration to 6 turns
Level 175
2 AP

Effects Modified: Imperiled
-35% Physical Mitigation
-35% Magical Mitigation
-25% Fire/Cold/Elec/Wind Mitigation
Changes effect duration to 7 turns
Level 230
3 AP

Effects Modified: Imperiled
-40% Physical Mitigation
-40% Magical Mitigation
-30% Fire/Cold/Elec/Wind Mitigation
Changes effect duration to 8 turns
Level 285
4 AP

Effects Modified: Imperiled
-45% Physical Mitigation
-45% Magical Mitigation
-35% Fire/Cold/Elec/Wind Mitigation
Changes effect duration to 9 turns
Level 330
5 AP

Effects Modified: Imperiled
-50% Physical Mitigation
-50% Magical Mitigation
-40% Fire/Cold/Elec/Wind Mitigation
Changes effect duration to 10 turns
Abilities Imperil.png
Faster Imperil
Decreases the casttime and cooldown of Imperil. Higher levels also increase the number of targets affected per cast. Level 140
3 AP

Spells Modified: Imperil
Changes cooldown to 2 turns
Changes cast time to 0.7
Level 225
5 AP

Spells Modified: Imperil
Changes cooldown to 1 turns
Changes cast time to 0.65
Changes max affected targets to 2
Changes base mana cost to 12
Level 310
7 AP

Spells Modified: Imperil
Changes cooldown to 0 turns
Changes cast time to 0.6
Changes max affected targets to 3
Changes base mana cost to 15
Abilities Better Blind.png
Better Blind
Increase the duration and hit penalty caused by the Blind spell. Level 110
1 AP

Effects Modified: Blinded
-22 Attack Accuracy
-22 Magic Accuracy
Changes effect duration to 6 turns
Level 130
2 AP

Effects Modified: Blinded
-24 Attack Accuracy
-24 Magic Accuracy
Changes effect duration to 7 turns
Level 160
3 AP

Effects Modified: Blinded
-26 Attack Accuracy
-26 Magic Accuracy
Changes effect duration to 8 turns
Level 190
4 AP

Effects Modified: Blinded
-28 Attack Accuracy
-28 Magic Accuracy
Changes effect duration to 9 turns
Level 220
5 AP

Effects Modified: Blinded
-30 Attack Accuracy
-30 Magic Accuracy
Changes effect duration to 10 turns
Abilities Blind.png
Faster Blind
Decreases the cooldown and casttime on the Blind spell. Higher levels also increase the number of targets affected per cast. Level 120
1 AP

Spells Modified: Blind
Changes cast time to 1.1
Changes cooldown to 5 turns
Level 215
2 AP

Spells Modified: Blind
Changes cast time to 1.05
Changes cooldown to 4 turns
Changes max affected targets to 2
Changes base mana cost to 22
Level 275
3 AP

Spells Modified: Blind
Changes cast time to 1
Changes cooldown to 3 turns
Changes max affected targets to 3
Changes base mana cost to 25
Abilities Confuse.png
Mind Control
Increase the duration and decrease the chance that Sleep and Confuse will break upon taking damage. Higher levels also increase the number of targets affected per cast. Level 80
1 AP

Effects Modified: Asleep
Increases Sleep Break Resistance to 50%
Changes effect duration to 5 turns

Effects Modified: Confused
Increases Confuse Break Resistance to 50%
Changes effect duration to 4 turns
Level 130
3 AP

Effects Modified: Asleep
Increases Sleep Break Resistance to 75%
Changes effect duration to 6 turns

Effects Modified: Confused
Increases Confuse Break Resistance to 75%
Changes effect duration to 5 turns

Spells Modified: Sleep, Confuse
Changes max affected targets to 2
Changes base mana cost to 30
Level 170
5 AP

Effects Modified: Asleep
Increases Sleep Break Resistance to 80%
Changes effect duration to 7 turns

Effects Modified: Confused
Increases Confuse Break Resistance to 80%
Changes effect duration to 6 turns

Spells Modified: Sleep, Confuse
Changes max affected targets to 3
Changes base mana cost to 35
Abilities Silence.png
Better Silence
Increase the duration and decrease the cooldown of the Silence spell. Higher levels also increase the number of targets affected per cast. Level 120
3 AP

Spells Modified: Silence
Changes cooldown to 8 turns

Effects Modified: Silenced
Changes effect duration to 8 turns
Level 170
5 AP

Spells Modified: Silence
Changes cooldown to 6 turns
Changes max affected targets to 2

Effects Modified: Silenced
Changes effect duration to 9 turns
Level 215
7 AP

Spells Modified: Silence
Changes cooldown to 5 turns
Changes max affected targets to 3

Effects Modified: Silenced
Changes effect duration to 10 turns
Abilities MagNet.png
Better MagNet
Increase the duration of the MagNet spell, and add a slowing effect. Higher levels increase the number of targets affected per cast, and reduces the cooldown of the spell. Level 250
1 AP

Effects Modified: Magically Snared
-25% Action Speed Modification
Changes effect duration to 5 turns
Level 295
2 AP

Effects Modified: Magically Snared
-25% Action Speed Modification
Changes effect duration to 6 turns

Spells Modified: MagNet
Changes cooldown to 12 turns
Level 340
3 AP

Effects Modified: Magically Snared
-25% Action Speed Modification
Changes effect duration to 7 turns

Spells Modified: MagNet
Changes cooldown to 12 turns
Changes max affected targets to 2
Level 370
4 AP

Effects Modified: Magically Snared
-25% Action Speed Modification
Changes effect duration to 8 turns

Spells Modified: MagNet
Changes cooldown to 10 turns
Changes max affected targets to 2
Level 400
5 AP

Effects Modified: Magically Snared
-25% Action Speed Modification
Changes effect duration to 9 turns

Spells Modified: MagNet
Changes cooldown to 10 turns
Changes max affected targets to 3
Abilities Slow.png
Better Slow
Increase the duration and power of the Slow spell. Higher levels also increase the number of targets affected per cast. Level 30
1 AP

Effects Modified: Slowed
-40% Action Speed Modification
Changes effect duration to 4 turns
Level 50
2 AP

Effects Modified: Slowed
-40% Action Speed Modification
Changes effect duration to 5 turns

Spells Modified: Slow
Changes max affected targets to 2
Changes base mana cost to 21
Level 75
3 AP

Effects Modified: Slowed
-45% Action Speed Modification
Changes effect duration to 5 turns

Spells Modified: Slow
Changes max affected targets to 2
Changes base mana cost to 21
Level 105
4 AP

Effects Modified: Slowed
-50% Action Speed Modification
Changes effect duration to 5 turns

Spells Modified: Slow
Changes max affected targets to 2
Changes base mana cost to 21
Level 135
5 AP

Effects Modified: Slowed
-50% Action Speed Modification
Changes effect duration to 6 turns

Spells Modified: Slow
Changes max affected targets to 3
Changes base mana cost to 25
Abilities Lifestream.png
Better Drain
Increases the amount of health drained by the Drain spell. Level 20
2 AP

Effects Modified: Vital Theft
Multiplies HP Drain by 1.1
Level 50
3 AP

Effects Modified: Vital Theft
Multiplies HP Drain by 1.15
Level 90
5 AP

Effects Modified: Vital Theft
Multiplies HP Drain by 1.2
ether tap.png
Faster Drain
Decreases the cooldown and cast time on the Drain spell. Level 30
1 AP

Spells Modified: Drain
Changes cast time to 1.15
Changes cooldown to 19 turns
Level 70
2 AP

Spells Modified: Drain
Changes cast time to 1.1
Changes cooldown to 18 turns
Level 110
3 AP

Spells Modified: Drain
Changes cast time to 1.06
Changes cooldown to 17 turns
Level 150
4 AP

Spells Modified: Drain
Changes cast time to 1.03
Changes cooldown to 16 turns
Level 200
5 AP

Spells Modified: Drain
Changes cast time to 1
Changes cooldown to 15 turns
drainmp.png
Ether Theft
Augment the Drain spell with the ability to inflict Ether Theft on any target afflicted with Soul Fire. Level 150
5 AP

Spells Modified: Drain
Added special effect: Ether Theft (100% Followup)
drainsp.png
Spirit Theft
Augment the Drain spell with the ability to inflict Spirit Theft on any target afflicted with Ripened Soul. Level 150
5 AP

Spells Modified: Drain
Added special effect: Spirit Theft (100% Followup)

Supportive

Name Effect Level and Cost
1 2 3 4 5 6 7 8 9 10
Abilities Haste.png
Better Haste
Increases the action speed-up granted by the Haste spell. Level 60
1 AP

Effects Modified: Hastened
+30% Action Speed Modification
Changes effect duration to 12 turns
Level 75
2 AP

Effects Modified: Hastened
+35% Action Speed Modification
Changes effect duration to 14 turns
Level 90
3 AP

Effects Modified: Hastened
+40% Action Speed Modification
Changes effect duration to 16 turns
Level 110
4 AP

Effects Modified: Hastened
+45% Action Speed Modification
Changes effect duration to 18 turns
Level 130
5 AP

Effects Modified: Hastened
+50% Action Speed Modification
Changes effect duration to 20 turns
Abilities Shadow Veil.png
Better Shadow Veil
Increases the evade bonus granted by the Shadow Veil spell. Level 90
1 AP

Effects Modified: Shadow Veil
+18% Evade
Changes effect duration to 12 turns
Level 105
2 AP

Effects Modified: Shadow Veil
+20% Evade
Changes effect duration to 14 turns
Level 120
3 AP

Effects Modified: Shadow Veil
+22% Evade
Changes effect duration to 16 turns
Level 135
5 AP

Effects Modified: Shadow Veil
+24% Evade
Changes effect duration to 18 turns
Level 155
7 AP

Effects Modified: Shadow Veil
+25% Evade
Changes effect duration to 20 turns
Abilities Absorb.png
Better Absorb
Increases the chance that Absorb will successfully nullify a hostile spell. Level 40
1 AP

Effects Modified: Absorbing Ward
Increases Absorption Chance to 70%
Level 60
2 AP

Effects Modified: Absorbing Ward
Increases Absorption Chance to 80%
Level 80
3 AP

Effects Modified: Absorbing Ward
Increases Absorption Chance to 90%
Abilities Spirit Shield.png
Stronger Spirit
Decreases the amount of damage required to make Spirit Shield kick in, as well as how much spirit is consumed when it does. Level 200
1 AP

Effects Modified: Spirit Shield
Reduces Damage Threshold to 40%
Changes effect duration to 18 turns
Level 220
2 AP

Effects Modified: Spirit Shield
Reduces Damage Threshold to 35%
Changes effect duration to 21 turns
Level 240
3 AP

Effects Modified: Spirit Shield
Reduces Damage Threshold to 30%
Changes effect duration to 24 turns
Level 265
4 AP

Effects Modified: Spirit Shield
Reduces Damage Threshold to 25%
Changes effect duration to 27 turns
Level 285
5 AP

Effects Modified: Spirit Shield
Reduces Damage Threshold to 20%
Changes effect duration to 30 turns
Abilities Heartseeker.png
Better Heartseeker
Heartseeker will additionally increase the damage of any critical melee hits. Level 140
1 AP

Effects Modified: Heartseeker
+3% Attack Critical Damage
Changes effect duration to 60 turns
Level 185
2 AP

Effects Modified: Heartseeker
+6% Attack Critical Damage
Changes effect duration to 70 turns
Level 225
3 AP

Effects Modified: Heartseeker
+8% Attack Critical Damage
Changes effect duration to 80 turns
Level 265
4 AP

Effects Modified: Heartseeker
+10% Attack Critical Damage
Changes effect duration to 85 turns
Level 305
5 AP

Effects Modified: Heartseeker
+12% Attack Critical Damage
Changes effect duration to 90 turns
Level 345
6 AP

Effects Modified: Heartseeker
+14% Attack Critical Damage
Changes effect duration to 95 turns
Level 385
7 AP

Effects Modified: Heartseeker
+15% Attack Critical Damage
Changes effect duration to 100 turns
Abilities Arcane Focus.png
Better Arcane Focus
Arcane Focus will additionally increase the damage of any critical spell hits. Level 175
1 AP

Effects Modified: Arcane Focus
+3% Spell Critical Damage
Changes effect duration to 60 turns
Level 205
2 AP

Effects Modified: Arcane Focus
+6% Spell Critical Damage
Changes effect duration to 70 turns
Level 245
3 AP

Effects Modified: Arcane Focus
+8% Spell Critical Damage
Changes effect duration to 80 turns
Level 285
4 AP

Effects Modified: Arcane Focus
+10% Spell Critical Damage
Changes effect duration to 85 turns
Level 325
5 AP

Effects Modified: Arcane Focus
+12% Spell Critical Damage
Changes effect duration to 90 turns
Level 365
6 AP

Effects Modified: Arcane Focus
+14% Spell Critical Damage
Changes effect duration to 95 turns
Level 405
7 AP

Effects Modified: Arcane Focus
+15% Spell Critical Damage
Changes effect duration to 100 turns
Abilities Regen.png
Better Regen
Increase the power and duration of the Regen spell. Level 50
1 AP

Spells Modified: Regen
Changes base mana cost to 30

Effects Modified: Regen
+6% Base Health Regen per tick
Changes effect duration to 15 turns
Level 70
2 AP

Spells Modified: Regen
Changes base mana cost to 35

Effects Modified: Regen
+8% Base Health Regen per tick
Changes effect duration to 18 turns
Level 95
3 AP

Spells Modified: Regen
Changes base mana cost to 40

Effects Modified: Regen
+10% Base Health Regen per tick
Changes effect duration to 21 turns
Level 145
4 AP

Spells Modified: Regen
Changes base mana cost to 45

Effects Modified: Regen
+12% Base Health Regen per tick
Changes effect duration to 23 turns
Level 195
5 AP

Spells Modified: Regen
Changes base mana cost to 50

Effects Modified: Regen
+14% Base Health Regen per tick
Changes effect duration to 25 turns
Level 245
6 AP

Spells Modified: Regen
Changes base mana cost to 55

Effects Modified: Regen
+16% Base Health Regen per tick
Changes effect duration to 26 turns
Level 295
7 AP

Spells Modified: Regen
Changes base mana cost to 60

Effects Modified: Regen
+17% Base Health Regen per tick
Changes effect duration to 27 turns
Level 375
8 AP

Spells Modified: Regen
Changes base mana cost to 65

Effects Modified: Regen
+18% Base Health Regen per tick
Changes effect duration to 28 turns
Level 445
9 AP

Spells Modified: Regen
Changes base mana cost to 70

Effects Modified: Regen
+19% Base Health Regen per tick
Changes effect duration to 29 turns
Level 500
10 AP

Spells Modified: Regen
Changes base mana cost to 75

Effects Modified: Regen
+20% Base Health Regen per tick
Changes effect duration to 30 turns
Abilities Cure.png
Better Cure
Increase the healing power and decrease the cooldown of the Cure spell. Level 1
2 AP

Spells Modified: Cure
Changes base damage to 70
Changes cooldown to 4 turns
Level 35
3 AP

Spells Modified: Cure
Changes base damage to 85
Changes cooldown to 3 turns
Level 65
5 AP

Spells Modified: Cure
Changes base damage to 100
Changes cooldown to 2 turns
Abilities Spark of Life.png
Better Spark
Increase the duration and decrease the mana cost of the Spark of Life spell. Level 100
2 AP

Spells Modified: Spark of Life
Changes base mana cost to 40

Effects Modified: Spark of Life
Changes effect duration to 20 turns
Level 125
3 AP

Spells Modified: Spark of Life
Changes base mana cost to 35

Effects Modified: Spark of Life
Changes effect duration to 25 turns
Level 150
5 AP

Spells Modified: Spark of Life
Changes base mana cost to 30

Effects Modified: Spark of Life
Changes effect duration to 30 turns
Abilities Protection.png
Better Protection
Increases the mitigation bonuses granted by the Protect spell. Level 40
1 AP

Effects Modified: Protection
+26 Physical Mitigation
+26 Magical Mitigation
Changes effect duration to 18 turns
Level 55
2 AP

Effects Modified: Protection
+27 Physical Mitigation
+27 Magical Mitigation
Changes effect duration to 21 turns
Level 75
3 AP

Effects Modified: Protection
+28 Physical Mitigation
+28 Magical Mitigation
Changes effect duration to 24 turns
Level 95
4 AP

Effects Modified: Protection
+29 Physical Mitigation
+29 Magical Mitigation
Changes effect duration to 27 turns
Level 120
5 AP

Effects Modified: Protection
+30 Physical Mitigation
+30 Magical Mitigation
Changes effect duration to 30 turns
Abilities Flames Spikes.png
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

Effects Modified: Protection
Additional Effect: Flame Spikes
Level 65
1 AP

Effects Modified: Protection
Additional Effect: Flame Spikes
+10% Fire Mitigation
Level 140
2 AP

Effects Modified: Protection
Additional Effect: Flame Spikes
+15% Fire Mitigation
Level 220
3 AP

Effects Modified: Protection
Additional Effect: Flame Spikes
+20% Fire Mitigation
Level 300
4 AP

Effects Modified: Protection
Additional Effect: Flame Spikes
+25% Fire Mitigation
Abilities Frost Spikes.png
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

Effects Modified: Protection
Additional Effect: Frost Spikes
Level 65
1 AP

Effects Modified: Protection
Additional Effect: Frost Spikes
+10% Cold Mitigation
Level 140
2 AP

Effects Modified: Protection
Additional Effect: Frost Spikes
+15% Cold Mitigation
Level 220
3 AP

Effects Modified: Protection
Additional Effect: Frost Spikes
+20% Cold Mitigation
Level 300
4 AP

Effects Modified: Protection
Additional Effect: Frost Spikes
+25% Cold Mitigation
Abilities Lightning Spikes.png
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

Effects Modified: Protection
Additional Effect: Shock Spikes
Level 65
1 AP

Effects Modified: Protection
Additional Effect: Shock Spikes
+10% Elec Mitigation
Level 140
2 AP

Effects Modified: Protection
Additional Effect: Shock Spikes
+15% Elec Mitigation
Level 220
3 AP

Effects Modified: Protection
Additional Effect: Shock Spikes
+20% Elec Mitigation
Level 300
4 AP

Effects Modified: Protection
Additional Effect: Shock Spikes
+25% Elec Mitigation
Abilities Pressure System.png
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

Effects Modified: Protection
Additional Effect: Storm Spikes
Level 65
1 AP

Effects Modified: Protection
Additional Effect: Storm Spikes
+10% Wind Mitigation
Level 140
2 AP

Effects Modified: Protection
Additional Effect: Storm Spikes
+15% Wind Mitigation
Level 220
3 AP

Effects Modified: Protection
Additional Effect: Storm Spikes
+20% Wind Mitigation
Level 300
4 AP

Effects Modified: Protection
Additional Effect: Storm Spikes
+25% Wind Mitigation

Elemental

Name Effect Level and Cost
1 2 3 4 5 6 7
Abilities Inferno.png
Conflagration
Increases the maximum number of targets hit by fire elemental spells. Level 50
3 AP

Spells Modified: Fiery Blast
Changes max affected targets to 4
Level 100
4 AP

Spells Modified: Fiery Blast
Changes max affected targets to 4

Spells Modified: Inferno
Changes max affected targets to 6
Level 150
5 AP

Spells Modified: Fiery Blast
Changes max affected targets to 5

Spells Modified: Inferno
Changes max affected targets to 6
Level 200
6 AP

Spells Modified: Fiery Blast
Changes max affected targets to 5

Spells Modified: Inferno
Changes max affected targets to 6

Spells Modified: Flames of Loki
Changes max affected targets to 8
Level 250
8 AP

Spells Modified: Fiery Blast
Changes max affected targets to 5

Spells Modified: Inferno
Changes max affected targets to 6

Spells Modified: Flames of Loki
Changes max affected targets to 9
Level 300
10 AP

Spells Modified: Fiery Blast
Changes max affected targets to 5

Spells Modified: Inferno
Changes max affected targets to 7

Spells Modified: Flames of Loki
Changes max affected targets to 9
Level 400
12 AP

Spells Modified: Fiery Blast
Changes max affected targets to 5

Spells Modified: Inferno
Changes max affected targets to 7

Spells Modified: Flames of Loki
Changes max affected targets to 10
Abilities Freeze.png
Cryomancy
Increases the maximum number of targets hit by cold elemental spells. Level 50
3 AP

Spells Modified: Freeze
Changes max affected targets to 4
Level 100
4 AP

Spells Modified: Freeze
Changes max affected targets to 4

Spells Modified: Blizzard
Changes max affected targets to 6
Level 150
5 AP

Spells Modified: Freeze
Changes max affected targets to 5

Spells Modified: Blizzard
Changes max affected targets to 6
Level 200
6 AP

Spells Modified: Freeze
Changes max affected targets to 5

Spells Modified: Blizzard
Changes max affected targets to 6

Spells Modified: Fimbulvetr
Changes max affected targets to 8
Level 250
8 AP

Spells Modified: Freeze
Changes max affected targets to 5

Spells Modified: Blizzard
Changes max affected targets to 6

Spells Modified: Fimbulvetr
Changes max affected targets to 9
Level 300
10 AP

Spells Modified: Freeze
Changes max affected targets to 5

Spells Modified: Blizzard
Changes max affected targets to 7

Spells Modified: Fimbulvetr
Changes max affected targets to 9
Level 400
12 AP

Spells Modified: Freeze
Changes max affected targets to 5

Spells Modified: Blizzard
Changes max affected targets to 7

Spells Modified: Fimbulvetr
Changes max affected targets to 10
Abilities Column Lightning.png
Havoc
Increases the maximum number of targets hit by lightning elemental spells. Level 50
3 AP

Spells Modified: Shockblast
Changes max affected targets to 4
Level 100
4 AP

Spells Modified: Shockblast
Changes max affected targets to 4

Spells Modified: Chained Lightning
Changes max affected targets to 6
Level 150
5 AP

Spells Modified: Shockblast
Changes max affected targets to 5

Spells Modified: Chained Lightning
Changes max affected targets to 6
Level 200
6 AP

Spells Modified: Shockblast
Changes max affected targets to 5

Spells Modified: Chained Lightning
Changes max affected targets to 6

Spells Modified: Wrath of Thor
Changes max affected targets to 8
Level 250
8 AP

Spells Modified: Shockblast
Changes max affected targets to 5

Spells Modified: Chained Lightning
Changes max affected targets to 6

Spells Modified: Wrath of Thor
Changes max affected targets to 9
Level 300
10 AP

Spells Modified: Shockblast
Changes max affected targets to 5

Spells Modified: Chained Lightning
Changes max affected targets to 7

Spells Modified: Wrath of Thor
Changes max affected targets to 9
Level 400
12 AP

Spells Modified: Shockblast
Changes max affected targets to 5

Spells Modified: Chained Lightning
Changes max affected targets to 7

Spells Modified: Wrath of Thor
Changes max affected targets to 10
Abilities Windblast.png
Tempest
Increases the maximum number of targets hit by wind elemental spells. Level 50
3 AP

Spells Modified: Gale
Changes max affected targets to 4
Level 100
4 AP

Spells Modified: Gale
Changes max affected targets to 4

Spells Modified: Downburst
Changes max affected targets to 6
Level 150
5 AP

Spells Modified: Gale
Changes max affected targets to 5

Spells Modified: Downburst
Changes max affected targets to 6
Level 200
6 AP

Spells Modified: Gale
Changes max affected targets to 5

Spells Modified: Downburst
Changes max affected targets to 6

Spells Modified: Storms of Njord
Changes max affected targets to 8
Level 250
8 AP

Spells Modified: Gale
Changes max affected targets to 5

Spells Modified: Downburst
Changes max affected targets to 6

Spells Modified: Storms of Njord
Changes max affected targets to 9
Level 300
10 AP

Spells Modified: Gale
Changes max affected targets to 5

Spells Modified: Downburst
Changes max affected targets to 7

Spells Modified: Storms of Njord
Changes max affected targets to 9
Level 400
12 AP

Spells Modified: Gale
Changes max affected targets to 5

Spells Modified: Downburst
Changes max affected targets to 7

Spells Modified: Storms of Njord
Changes max affected targets to 10
Abilities Sorcery.png
Sorcery
Increases damage and decreases cast time of all first-tier elemental spells. Level 70
1 AP

Spells Modified: Fiery Blast, Freeze, Shockblast, Gale
Changes cast time to 1.15
Changes base damage to 4.1
Level 140
2 AP

Spells Modified: Fiery Blast, Freeze, Shockblast, Gale
Changes cast time to 1.1
Changes base damage to 4.15
Level 210
3 AP

Spells Modified: Fiery Blast, Freeze, Shockblast, Gale
Changes cast time to 1.06
Changes base damage to 4.2
Level 280
4 AP

Spells Modified: Fiery Blast, Freeze, Shockblast, Gale
Changes cast time to 1.03
Changes base damage to 4.23
Level 350
5 AP

Spells Modified: Fiery Blast, Freeze, Shockblast, Gale
Changes cast time to 1.
Changes base damage to 4.25
Abilities Condemn.png
Elementalism
Increases damage, and decreases cast time and cooldown of all second-tier elemental spells. Level 85
2 AP

Spells Modified: Inferno, Blizzard, Chained Lightning, Downburst
Changes cast time to 1.35
Changes base damage to 5.63
Level 170
3 AP

Spells Modified: Inferno, Blizzard, Chained Lightning, Downburst
Changes cast time to 1.3
Changes base damage to 5.71
Changes cooldown to 3 turns
Level 255
5 AP

Spells Modified: Inferno, Blizzard, Chained Lightning, Downburst
Changes cast time to 1.26
Changes base damage to 5.78
Changes cooldown to 3 turns
Level 340
7 AP

Spells Modified: Inferno, Blizzard, Chained Lightning, Downburst
Changes cast time to 1.23
Changes base damage to 5.82
Changes cooldown to 2 turns
Level 425
9 AP

Spells Modified: Inferno, Blizzard, Chained Lightning, Downburst
Changes cast time to 1.2
Changes base damage to 5.85
Changes cooldown to 2 turns
Abilities Archmage.png
Archmage
Increases damage, and decreases cast time and cooldown of all third-tier elemental spells. Level 90
5 AP

Spells Modified: Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord
Changes cast time to 1.55
Changes base damage to 7.15
Changes cooldown to 6 turns
Level 180
7 AP

Spells Modified: Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord
Changes cast time to 1.5
Changes base damage to 7.25
Changes cooldown to 6 turns
Level 270
9 AP

Spells Modified: Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord
Changes cast time to 1.46
Changes base damage to 7.35
Changes cooldown to 5 turn
Level 360
12 AP

Spells Modified: Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord
Changes cast time to 1.43
Changes base damage to 7.42
Changes cooldown to 5 turns
Level 450
15 AP

Spells Modified: Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord
Changes cast time to 1.4
Changes base damage to 7.5
Changes cooldown to 5 turns

Forbidden

Name Effect Level and Cost
1 2 3 4 5
Abilities Better Corruption.png
Better Corruption
Decreases cooldown and increases the maximum number of targets hit by the Corruption spell. Level 75
3 AP

Spells Modified: Corruption
Changes max affected targets to 4
Level 150
5 AP

Spells Modified: Corruption
Changes max affected targets to 5
Abilities Better Disintegrate.png
Better Disintegrate
Decreases cooldown and increases the maximum number of targets hit by the Disintegrate spell. Level 175
5 AP

Spells Modified: Disintegrate
Changes max affected targets to 6
Changes cooldown to 3 turns
Level 250
7 AP

Spells Modified: Disintegrate
Changes max affected targets to 7
Changes cooldown to 2 turns
Abilities Better Ragnarok.png
Better Ragnarok
Decreases cooldown and increases the maximum number of targets hit by the Ragnarok spell. Level 250
7 AP

Spells Modified: Ragnarok
Changes max affected targets to 8
Changes cooldown to 6 turns
Level 325
9 AP

Spells Modified: Ragnarok
Changes max affected targets to 9
Changes cooldown to 5 turns
Level 400
12 AP

Spells Modified: Ragnarok
Changes max affected targets to 10
Changes cooldown to 4 turns
Abilities Ripened Soul.png
Ripened Soul
Augments your forbidden spells with the Ripened Soul proc, which damages the target over time and enables certain follow-up attacks. Higher levels increase the chance of the proc occurring. Level 150
7 AP

Spells Modified: Corruption
Added effect: Ripened Soul (4% Chance)

Spells Modified: Disintegrate
Added effect: Ripened Soul (10% Chance)

Spells Modified: Ragnarok
Added effect: Ripened Soul (20% Chance)
Level 300
10 AP

Spells Modified: Corruption
Added effect: Ripened Soul (7% Chance)

Spells Modified: Disintegrate
Added effect: Ripened Soul (20% Chance)

Spells Modified: Ragnarok
Added effect: Ripened Soul (40% Chance)
Level 450
15 AP

Spells Modified: Corruption
Added effect: Ripened Soul (10% Chance)

Spells Modified: Disintegrate
Added effect: Ripened Soul (25% Chance)

Spells Modified: Ragnarok
Added effect: Ripened Soul (50% Chance)
Abilities Dark Imperil.png
Dark Imperil
Imperil additionally reduces specific mitigation against Dark. Level 175
2 AP

Effects Modified: Imperiled
-5% Dark Mitigation
Level 225
3 AP

Effects Modified: Imperiled
-10% Dark Mitigation
Level 275
5 AP

Effects Modified: Imperiled
-15% Dark Mitigation
Level 325
7 AP

Effects Modified: Imperiled
-20% Dark Mitigation
Level 375
9 AP

Effects Modified: Imperiled
-25% Dark Mitigation

Divine

Name Effect Level and Cost
1 2 3 4 5
Abilities Purge.png
Better Smite
Decreases cooldown and increases the maximum number of targets hit by the Smite holy spell. Level 75
3 AP

Spells Modified: Smite
Changes max affected targets to 4
Level 150
5 AP

Spells Modified: Smite
Changes max affected targets to 5
Abilities Smite.png
Better Banish
Decreases cooldown and increases the maximum number of targets hit by the Banishment holy spell. Level 175
5 AP

Spells Modified: Banishment
Changes max affected targets to 6
Changes cooldown to 3 turns
Level 250
7 AP

Spells Modified: Banishment
Changes max affected targets to 7
Changes cooldown to 2 turns
Abilities Banish.png
Better Paradise
Decreases cooldown and increases the maximum number of targets hit by the Paradise Lost holy spell. Level 250
7 AP

Spells Modified: Paradise Lost
Changes max affected targets to 8
Changes cooldown to 6 turns
Level 325
9 AP

Spells Modified: Paradise Lost
Changes max affected targets to 9
Changes cooldown to 5 turns
Level 400
12 AP

Spells Modified: Paradise Lost
Changes max affected targets to 10
Changes cooldown to 4 turns
Abilities Soul Fire.png
Soul Fire
Augments your divine spells with the Soul Fire proc, which damages the target over time and enables certain follow-up attacks. Higher levels increase the chance of the proc occurring. Level 150
7 AP

Spells Modified: Smite
Added effect: Soul Fire (4% Chance)

Spells Modified: Banishment
Added effect: Soul Fire (10% Chance)

Spells Modified: Paradise Lost
Added effect: Soul Fire (20% Chance)
Level 300
10 AP

Spells Modified: Smite
Added effect: Soul Fire (7% Chance)

Spells Modified: Banishment
Added effect: Soul Fire (20% Chance)

Spells Modified: Paradise Lost
Added effect: Soul Fire (40% Chance)
Level 450
15 AP

Spells Modified: Smite
Added effect: Soul Fire (10% Chance)

Spells Modified: Banishment
Added effect: Soul Fire (25% Chance)

Spells Modified: Paradise Lost
Added effect: Soul Fire (50% Chance)
Abilities Overcharge Boost.png
Holy Imperil
Imperil additionally reduces specific mitigation against Holy. Level 175
2 AP

Effects Modified: Imperiled
-5% Holy Mitigation
Level 225
3 AP

Effects Modified: Imperiled
-10% Holy Mitigation
Level 275
5 AP

Effects Modified: Imperiled
-15% Holy Mitigation
Level 325
7 AP

Effects Modified: Imperiled
-20% Holy Mitigation
Level 375
9 AP

Effects Modified: Imperiled
-25% Holy Mitigation

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

Player can use soul fragments to reset his ability. Reset costs depends on current level of ability (how many levels this ability currently have) and player's level, nor ability type or real AP distributed matters. There is a discount in place for the first few times a reset is used.
There are two types of resets:

  • reset a.png (single-ability reset), which nullified all AP distributed into specific ability.
  • resetall.png (full reset), which nullified all AP distributed into every ability and nullified all unlocked Mastery Slots.

Reset costs

  • First ten single-ability resets and first full reset are free (requires zero Soul Fragments).
    • Further single-ability resets requires at least 1 soul fragment.
    • Further full reset requires at least 45 soul fragment.
    • Players below level 100 only pay the base cost.
  • With every proceed resets, player need more and more soul fragments, according to this graph:
reset a.png Current Level of Ability
1 2 3 4 5 6 7 8 9 10
<10 Free for every Persona
11 1 1 1 1 1 1 1 1 1 1
15 1 1 1 1 1 1 1 1 1 2
20 1 1 1 1 1 1 2 2 2 2
25 1 1 1 1 1 2 2 2 2 2
30 1 1 1 1 2 2 2 2 2 3
35 1 1 1 2 2 2 2 3 3 3
40 1 1 1 2 2 2 3 3 3 3
45 1 1 1 2 2 2 3 3 3 4
50 1 1 2 2 2 3 3 3 4 4
55 1 1 2 2 2 3 3 4 4 4
60 1 1 2 2 3 3 4 4 4 5
65 1 1 2 2 3 3 4 4 5 5
70 1 2 2 3 3 4 4 5 5 6
75 1 2 2 3 3 4 4 5 5 6
80 1 2 2 3 3 4 5 5 6 6
85 1 2 2 3 4 4 5 6 6 7
90 1 2 3 3 4 5 5 6 7 7
95 1 2 3 3 4 5 6 6 7 7
100 1 2 3 3 4 5 6 6 7 8
resetall.png Require Soul Fragments to nullify everything
Actual for 389 level
1 Free for every Persona
2 45
3 85
4 125
5 165
6 205
7 244
8 284
9 324
10 364
Sidenote: real soul fragments may differ, if player did single-ability resets between.

Ability and Persona

  • Every persona has separate AP distribution, ability assignments, and unlocked mastery slots.
  • Every persona has separate reset counter (even if a persona is cloned); this allows for free ability resets.
  • Every persona shares the same amount of Ability Points and Mastery Points.

See also