MP consuming elemental attacks, the damage done is linked to the MATK value
The elements are:
Base damage calculation is:
POWER * (Caster's MATK) - MITIGATION * (Defender's MDEF)
Name | Element | Power | Mitigation | Mana Cost | Notes |
---|---|---|---|---|---|
Acedia | Dark | 6 | 2 | 100 | Attacks all enemies, also weakens all foe's MDEF for 5 turns by 25% |
Fire I | Fire | 4 | 2 | 3 | Can be used to burn obstacles |
Fire II | Fire | 5 | 2 | 6 | Can be used to burn underwater obstacles. Double damage to plantoids |
Fire III | Fire | 6 | 2 | 15 | Can be used to burn underwater obstacles. Double damage to plantoids |
Horror I | Dark | 4 | 2 | 5 | Target becomes confused. Adds 50% Vice to MATK |
Horror II | Dark | 5 | 2 | 11 | Target becomes confused for 5 turns. Adds 100% Vice to MATK |
Light I | Light | 3 | 2 | 5 | |
Light II | Light | 4 | 2 | 9 | Deals double damage to demons |
Light III | Light | 5 | 2 | 16 | Deals double damage to demons and removes their buffs |
Splash I | Water | 2 | 2 | 6 | +1 power per tier of Water Skin, If active. Hits all enemies. |
Splash II | Water | 3 | 2 | 13 | +1 power per tier of Water Skin, If active. Hits all enemies. |
Splash III | Water | 4 | 2 | 30 | +1 power per tier of Water Skin, If active. Hits all enemies. |
Storm I | Wind | 2 | 2 | 5 | Auto Spell, Reduces Target AGI by 25% for 5 turns. Hits all enemies. |
Storm II | Wind | 3 | 2 | 12 | Auto Spell, Reduces Target AGI by 25% for 5 turns. Hits all enemies. |
Storm III | Wind | 4 | 2 | 19 | Auto Spell, Reduces Target AGI by 25% for 10 turns. Hits all enemies. |
Thunderbolt I | Thunder | 4 | 1 | 8 | Ignores 50% MDEF and inflicts Numb for one turn |
Thunderbolt II | Thunder | 5 | 1 | 17 | Ignores 50% MDEF and inflicts Numb for one turn |
Thunderbolt III | Thunder | 6 | 1 | 36 | Ignores 50% MDEF and inflicts Numb for two turns |
Tremor I | Earth | 4 | 3 | 23 | Takes extra 50% penalty from MDEF. Hits three times |
Tremor II | Earth | 4 | 3 | 46 | Takes extra 50% penalty from MDEF. Hits four times |
Tremor III | Earth | 4 | 3 | 100 | Takes extra 50% penalty from MDEF. Hits four times. Deals +50% damage against enemies with DEFENSES BROKEN |
Buffs and Debuffs can be used in combat. Up to one applicable spell can be designated as your auto-spell. This spell is cast as a free action at the start of every combat, although it still costs mana. Auto spells can also be cast manually to refresh their effects.
Name | Element | Auto-Castable | Mana Cost | Notes |
---|---|---|---|---|
Brittle I | Earth | NO | 1 | Reduces enemies DEF by 25% for 3 turns |
Brittle II | Earth | YES | 4 | Reduces enemies DEF by 25% for 5 turns, causes Defences Broken against Rigid enemies |
Divine Guard I | Light | YES | 7 | Guard Effectiveness is doubled (+100%) for 3 turns |
Divine Guard II | Light | YES | 16 | Guard Effectiveness is doubled (+100%) for 8 turns |
Fade Into Shadows I | Dark | YES | 3 | Requires Shadowcloak to be cast, increases everyone's MDEF for 4 turns |
Fade Into Shadows II | Dark | YES | 7 | Requires Shadowcloak to be cast, increases everyone's DEF and MDEF for 5 turns |
Heat up I | Fire | NO | 2 | Increases ATK of all party members by 25% for 3 turns |
Heat up II | Fire | YES | 5 | Increases ATK of all party members by 25% for 4 turns |
Overcharge I | Thunder | YES | 30 | Double ATK and AGI for 5 turns, but causes 20% damage each turn and leaves user exhausted |
Overcharge II | Thunder | YES | 70 | Double ATK and AGI for 5 turns, but causes 10% damage each turn and leaves user exhausted |
Pacify I | Water | NO | 6 | Reduces enemies ATK and MATK by 25% for 2 turns |
Pacify II | Water | NO | 14 | Reduces enemies ATK and MATK by 25% for 5 turns |
Stone Mind I | Earth | YES | 5 | Gives Concetrated, Doubles MATK for 5 turns, until damaged |
Stone Mind II | Earth | YES | 10 | Gives Concetrated, Doubles MATK for 5 turns, when hit, -1 duration |
Tailwind I | Wind | YES | 2 | Increases AGI of all party members by 25% for 4 turns |
Tailwind II | Wind | YES | 4 | Increases AGI of all party members by 25% for 7 turns |
Only one enhance spell can be active at the same time. Activating an enhance spell conumes the mana cost of the spell and reduces your maximum mana by the same amount as long as it is active. Once activated it stays active until disabled, persisting through fights, deaths and time advancing.
Name | Element | Mana Cost | Notes |
---|---|---|---|
Air Bubble I | Wind | 15 | +500 Air while diving, If air is > 0, +Underwater and +Suffocate Immunity. +Wind Resist |
Air Bubble II | Wind | 30 | +1500 Air while diving, If air is > 0, +Underwater and +Suffocate Immunity. +Wind Resist |
Flaming Robe I | Fire | 24 | +3 MATK, +Freezeing Immunity, When hit by physcial attacks,enemy MDEF debuff by 25% for 3 turns |
Flaming Robe II | Fire | 48 | +8 MATK, +Freezeing Immunity, When hit by physcial attacks,enemy MDEF debuff by 25% for 5 turns |
Lightning Sword I | Thunder | 25 | Adds +Thunder elemnent to melee attacks, +10% melee damage |
Lightning Sword II | Thunder | 50 | Adds +Thunder elemnent to melee attacks, +30% melee damage, Makes Targets +Numb |
Radiance I | Light | 60 | +Dark Resist, +2 enemy detection range,+1 Light (I/II/III) power |
Radiance II | Light | 100 | +Dark Resist, +3 enemy detection range,+3 Light (I/II/III) power |
Rock Armor I | Earth | 28 | +25% DEF on battle start for 5 turns, -5 AGI, +Thunder and +Earth Resist |
Rock Armor II | Earth | 28 | +25% DEF on battle start for ten turns, -5 AGI, +Thunder, +Earth Resist and +Numb Resist, (Earth Slime Exclusive) |
Shadowcloak I | Dark | 17 | Adds Tactical Advantage on battle start and decreases enemy detection range by 1 |
Shadowcloak II | Dark | 51 | Adds Tactical Advantage on battle start for 2 turns and decreases enemy detection range by 2 |
Water Skin I | Water | 10 | Adds fire resist and +4 MDEF |
Water Skin II | Water | 25 | Adds fire resist and +10 MDEF, negates minor damage from Hot areas |
Adventure spells are cast outside of combat.
Name | Notes |
---|---|
Bless Item I | Imbues an item with light. Mp cost increase by 25% of item value. Applicle for: Recovery items, Bombs |
Bless Item II | Imbues an item with light. Mp cost increase by 25% of item value. Applicle for: Recovery items, Bombs, Coatings, Drugs |
Open Domain I | 10 Mp Cost. Works on inanimate anchors |
Open Domain II | 40 Mp Cost. Works on complex anchors |
Open Domain III | 80 Mp Cost. Works on any anchor |
Summon Slime I | Summons a Small Slime |
Summon Slime II | Summons a Medium Slime |
Passive magic abilities are always active.
Name | Notes |
---|---|
The Art of Fire | +1 Power for Fire(I/II/III) |
The Art of Light | Light (I/II/III) ignores 50% MDEF against Demonic enemies |
The Art of Lewd Horror | When casting Horror (I/II/III) adds 50% of Lewdness to MATK |
The Art of Thunderbolt | Thunderbolt (I/II/III)deals double damage against +Numb targets |
The Art of Tremor | +1 Power for Tremor (I/II/III) |