Mana-based spells that are available to players in the HentaiVerse.
- 1 Learning Spells
- 2 Spell Costs
- 3 Spell Durations
- 4 Spell Damage
- 5 Table Legend
- 6 Offensive Spells
- 7 Deprecating Spells
- 8 Supportive Spells
- 9 Status Effects
- 10 Spike Shields
- 11 Procs
- 12 Stacking
- 13 See also
Spells are automatically added to a player's skillbook once they have reached the minimum level AND base proficiency requirements. Usually it is possible to improve the spell by using ability points right away but some abilities will only be available at higher levels.
Spell costs are all a percentage of the player's level, rounded up.
Example: 'Fiery Blast' has a base cost of 5, meaning its MP cost is 5% of the player's level. At level 51 Fiery Blast costs:
roundup(51 * 0.05) = roundup(2.55) = 3 MP
Spell costs are further modified by:
|Interference||▲||0.5% per point||Permanent (can be temporarily removed)|
|Mana Conservation||▼||Stated %||Permanent|
|Spirit Stance||▼||25%||As long as it can be maintained|
|Coalesced Mana||▼||50%||Up to 5 turns (and the monster stays alive to be targeted)|
|Channeling||▼||100%||Consumed upon casting|
|Suffused Aether||▼||10%||Up to 1 hour per shard|
Spell Cost = roundup((Level * Base_cost / 100) * (1 + interference * 0.5%) * (1 - mana_conservation) * (1 - spirit_stance) * (1 - coalesced) * (1 - suffused_aether))
All of the passive factors also affect the upkeep cost of Innate Arcana.
|Tier||The tier of the spell. Can be 1-3.|
|Level||The minimum level needed to access the spell.|
|Min/Max Prof||The minimum base proficiency needed to access the spell and the maximum effective proficiency needed to get the highest bonuses.|
|Cost||The base mana cost of the spell and the reduced cost via abilities.|
|CD||The base cooldown of the spell and the reduced cooldown via abilities.|
|Targets||The base number of targets the spell can hit and the increased number via abilities.|
|Duration||The base duration of the spell's effect and the increased duration via abilities.|
These spells are used to inflict direct damage on monsters. Missing the primary target of an spell does not prevent it from hitting other targets if the spell is capable of doing so; each chance-to-hit is calculated independently.
Each type of monster has different levels of resistance to each damage types, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative status effects.
|A ball of fire is hurled at the target.||1||15||0/200||6||0||3/5|
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.||2||95||50?/500||14||4/2||5/7|
Flames of Loki
|A bolt of lightning strikes the target, causing Elec damage.||1||35||0/200||6||0||3/5|
Wrath of Thor
|A blast of wind hits the target, causing Wind damage.||1||45||0/200||6||0||3/5|
Storms of Njord
These spells are used to inflict debuffs on the monsters. Most of these debuffs will assist you in increasing your survival chances by weakening the attack power/frequency of the monsters (like Weaken or Silence), some others will make them more vulnerable to your attacks (Imperil), some will do both at once (Sleep, MagNet with its ability slotted). The minimum proficiency corresponds to the proficiency needed to have the spell available. The maximum proficiency corresponds to the breakpoint when the debuff's duration reaches the maximum multiplier (x4 duration).
|Inflicts Drain on one target, causing damage over time.
|The target is slowed by x%, making it attack less frequently.
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.
|The target is lulled to sleep, preventing it from taking any actions.
|Confuses the target, making it lunge out wildly and strike friends and foes alike.
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.||130||30/495||10||3/0||5/10|
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.
|The target is silenced, preventing it from using special attacks and magic.||120||40/665||18||10/5||7/10|
|A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.
|Restores a moderate amount of Health on the target.
|Places a heal over time effect on the target.
|Fully restores the Health of the target.||220||0/945+||50||10||N/A|
|Places a shield effect on the target, absorbing 25% of the damage from all attacks.||10?||0/320||25||0||15?/30|
|Speeds up all actions of the target, allowing it to attack more frequently.
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.
|The next magical attack against the target has a chance to be absorbed and partially converted to MP.
Spark of Life
|Any attack that would one-shot a target with 2 or more HP leaves it alive but on the brink of defeat. The buff is removed when triggered (and 50% of the player's base SP is consumed). If the player does not have enough SP remaining the trigger will fail and the player will die.
Cloak of the Fallen
|Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.
|The target attains a higher level of attunement with the arcane forces, increasing magic power
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.
Spirit Damage = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)
(SS_AP_Damage = percentage of damage required for Spirit shield to kick in)
Note: This formula works in such way that increasing base spirit points (e.g. by increasing STR primary attribute or through the Suffusive Spirit hath perk) increase the spirit cost of Spirit Shield (and Spark of Life) proportionately.
When an offensive spell or a spike shield hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when struck by the next offensive spell in the cycle. For example a monster afflicted by Searing Skin will receive extra damage when struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense. The status effect will dissipate after it explodes.
|Searing Skin||The skin of the target has been scorched, inhibiting its attack damage.
||Cold resistance is lowered by 25.||3|
|Freezing Limbs||The limbs of the target have been frozen, causing slower movement.
||Wind resistance is lowered by 25.|
|Turbulent Air||The air around the target has been upset, blowing up dust and increasing its miss chance.
||Elec resistance is lowered by 25.|
|Deep Burns||Internal damage causes slower reactions and lowers evade and resist chance.
||Fire resistance is lowered by 25.|
|Breached Defense||The holy attack has penetrated the target's defenses, making it take more damage.
||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.
||Holy resistance is lowered by 25.|
|Burning Soul||The life essence of the target has been set ablaze, damaging its physical form over time.
||Will cause Ether Theft if targeted by Drain and the ability Ether Theft is active (even if Drain is resisted/absorbed/evaded)||7|
|Ripened Soul||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.
||Will cause Spirit Theft if targeted by Drain and the ability Spirit Theft is active (even if Drain is resisted/absorbed/evaded)|
Chance on Hit
The chance-on-hit to proc one of these effects on a monster varies based on the spell cast.
The following base averages have been observed:
- From being hit with a spike shield active: 17.5%
- T1: 25%
- T2: 50%
- T3: 75%
Thefts are status effects inflicted by Drain. Casting Drain on a target will inflict Vital Theft, and will also inflict Ether Theft or Spirit Theft when specific conditions are met.
|Vital Theft||Siphons off the target's life essence over time. This causes a damage-over-time effect and returns a small amount of health to the player.
|| Damages the target then heals the player after each of the target's turn.
|Ether Theft||Siphons off the target's mana over time. This returns a small amount of mana to the player.
||Reduces the target's MP and recovers the player's MP after each of the target's turn.||5|
|Spirit Theft||Siphons off the target's spirit over time. This returns a small amount of spirit to the player.
||Reduces the target's SP and recovers the player's SP after each of the target's turn.|
Spike Shields are an ability that grant an added effect to the Protection spell. Only 1 of 4 elemental shields can be active at one time.
- 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).
Spell procs take priority in the following order (assuming they are applicable):
Absorb > Spirit Shield > Spark of Life > Spike effects
The effects of Arcane Focus and Heartseeker cannot be active simultaneously: in the case one is already active, casting the second will result in the dissipation of the first one.
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