Difference between revisions of "Magic Spells (Three Hopes)"
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Spells themselves gain experience each time they're used. They can be levelled up from Level 1 to Level 3, increasing their power while decreasing their cooldown time and durability cost. | Spells themselves gain experience each time they're used. They can be levelled up from Level 1 to Level 3, increasing their power while decreasing their cooldown time and durability cost. | ||
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+ | Spells with a might of small will take 5 uses to reach level 2 and then 10 uses to reach level 3, so a total of 15 usages will be needed to reach level cap. Spells with a might of medium will take 10 uses to reach level 2 and then 15 uses to reach level 3, so a total of 25 usages. Spells with a might of large will take up 15 uses to reach level 2 and then 20 uses to reach level 3, so a total of 35 usages. The spells Ward, Silence, and Restore are treated as large and will require 15/20 uses to reach level cap depsite not having a might listed. One can use a spell the total amount of times needed to level in one battle and take it to max provided the weapon has enough durability for all uses or is replenished during a battle. | ||
Units can teach Spells to each other, but only when very specific circumstances are met: | Units can teach Spells to each other, but only when very specific circumstances are met: |
Revision as of 01:13, 13 July 2022
^Back
Please refer to the individual character pages for each character's specific learnset.
Specific named Spells can be used in battle. Units can equip up to two Spells or Combat Arts at a time, and learn new Spells as they gain experience in different Classes.
Only certain Classes can equip Spells; in addition to all the classes that already equip a Tome as their weapon, Spells can also be equipped by Mortal Savants, Tricksters, Dancers, Fluegels, Asuras, Silverhearts, Enlightened Ones, Saints, Dark Knights, Holy Knights, and Death Knights.
Spells cost Weapon Durability to use; Weapon Durability is automatically replenished after each battle, or by picking up purple crystals mid-battle.
Spells themselves gain experience each time they're used. They can be levelled up from Level 1 to Level 3, increasing their power while decreasing their cooldown time and durability cost.
Spells with a might of small will take 5 uses to reach level 2 and then 10 uses to reach level 3, so a total of 15 usages will be needed to reach level cap. Spells with a might of medium will take 10 uses to reach level 2 and then 15 uses to reach level 3, so a total of 25 usages. Spells with a might of large will take up 15 uses to reach level 2 and then 20 uses to reach level 3, so a total of 35 usages. The spells Ward, Silence, and Restore are treated as large and will require 15/20 uses to reach level cap depsite not having a might listed. One can use a spell the total amount of times needed to level in one battle and take it to max provided the weapon has enough durability for all uses or is replenished during a battle.
Units can teach Spells to each other, but only when very specific circumstances are met:
- The teacher and student must have at least a C-rank Support with each other.
- Both teacher and student must have A-rank proficiency with Tomes, even if they're in a class that uses a different weapon type.
- The teacher must have levelled the Spell to Level 3.
- The Spell must be teachable.
- Each Spell can only be taught by certain characters; if a character can teach the Spell, it will gain a speech bubble icon once it reaches Level 3.
- Spells temporarily granted by Class Abilities or equipping certain Heroes' Relics cannot be taught.
- The Spell must not already be in the student's natural learnset.
- The student must be assigned to the teacher as their adjutant.
If the conditions are met, the teacher must use the desired Spell in battle; eventually, the student will learn the Spell themself. [TODO:Needs further testing.]
Reason
Name | Durab. Cost (Lv.1/2/3) | Element | Description | Teachers |
---|---|---|---|---|
Fire | 10/8/6 | Fire | Basic fire magic. | _ |
Bolganone | 15/13/11 | Fire | Advanced fire magic. | _ |
Ragnarok | 20/18/16 | Fire | The highest tier of fire magic. | _ |
Thunder | 10/8/6 | Lightning | Basic lightning magic. | _ |
Thoron | 15/13/11 | Lightning | Advanced lightning magic. | _ |
Bolting | 20/18/16 | Lightning | The highest tier of lightning magic. | _ |
Wind | 10/8/6 | Wind | Basic wind magic. | _ |
Cutting Gale | 15/13/11 | Wind | Intermediate wind magic. | _ |
Excalibur | 20/18/16 | Wind | The highest tier of wind magic. | _ |
Blizzard | 10/8/6 | Ice | Basic ice magic. | _ |
Fimbulvetr | 15/13/11 | Ice | Advanced ice magic. | _ |
Sagittae | 10/8/6 | None | Strike the enemy with magical arrows. | _ |
Meteor | 20/18/16 | None | Summon a volley of meteors. | _ |
Agnea's Arrow | 25/23/21 | None | The most powerful form of black magic. A sweltering flame that reduces all to ash. | _ |
Dark
Name | Durab. Cost (Lv.1/2/3) | Element | Description | Teachers |
---|---|---|---|---|
Mire Β | 10/8/6 | Dark | Basic dark magic. Lingers for a while after casting. | _ |
Miasma Δ | 10/8/6 | Dark | Basic dark magic. | _ |
Swarm Ζ | 10/8/6 | Dark | Basic dark magic. Attacks a wide area. | _ |
Banshee Θ | 15/13/11 | Dark | Intermediate dark magic. | _ |
Luna Λ | 15/13/11 | Dark | Intermediate dark magic. Ignores enemy Res. | _ |
Death Γ | 15/13/11 | Dark | Intermediate dark magic. Has a chance to instantly defeat non-commander units. | _ |
Dark Spikes Τ | 20/18/16 | Dark | Advanced dark magic. | _ |
Hades Ω | 20/18/16 | Fire, Dark | Advanced dark magic. Calls on the morbid might of the underworld. | _ |
Quake Σ | 25/23/21 | Dark | The highest tier of dark magic. | _ |
Faith
Name | Durab. Cost (Lv.1/2/3) | Element | Description | Teachers |
---|---|---|---|---|
Heal | 15/13/11 | None | Basic light magic. Heals surrounding allies. | _ |
Physic | 15/13/11 | None | Intermediate light magic. Heals allies across a wide area. | _ |
Recover | 15/13/11 | None | Intermediate light magic. Greatly heals surrounding allies. | _ |
Fortify | 20/18/16 | None | Advanced light magic. Greatly heals allies across a wide area. | _ |
Nosferatu | 10/8/6 | Light | Basic light attack magic. Absorb a portion of inflicted damage as HP. | _ |
Seraphim | 15/13/11 | Light | Intermediate light attack magic. | _ |
Aura | 20/18/16 | Light | Advanced light attack magic. Assail foes with a column of light. | _ |
Abraxas | 20/18/16 | Light | Advanced light attack magic. Calls light from the heavens down on foes. | _ |
Restore | 20/18/16 | None | Cure the caster and nearby allies of any status effects. | _ |
Ward | 20/18/16 | None | Magically protect the caster, increasing Def and Res and preventing knockback. | _ |
Silence | 20/18/16 | None | Prevents an enemy from using magic. | _ |