The Soul Contract is a material. The game describes it as "A contract written in blood on paper that refuses to tear, something about years of torment, yada yada please sign on the line."
Effects[ | ]
Robes[ | ]
Description: While at low health, you rapidly recover mana.
This effect only takes place if the player is at 25% health or lower, regardless of material count and grade.
In Magicmaker, the player naturally regenerates 8 mana per second.
- The first Soul Contract slotted will grant an additional +3 mana per second of Mana Recovery Boost.
- F Level:
- Mana Recovery Boost: +2 mana per second
- D Level:
- Mana Recovery Boost: +4 mana per second
- C Level:
- Mana Recovery Boost: +6 mana per second
- B Level:
- Mana Recovery Boost: +8 mana per second
- A Level:
- Mana Recovery Boost: +10 mana per second
Spells[ | ]
Description: Consumes health instead of mana for increased spellpower.
By default, the spell's health cost is 37.5% of the would-be mana cost, rounded up.
On wands, the mana cost is assumed to be approximately 1 when calculating the health cost.
Note: Rift Crystal robes still disallow the spell to be cast if the player does not have enough health, despite the chance to ignore damage entirely. |
Note: If the damage taken from such a spell would be less than 1 (due to means such as the Defense Boost and Mana Cost Reduction status effects), it will be rounded down to 0 and will not trigger any on-hit effects. |
- F Level:
- Health Cost: +12.5% of mana cost
- Damage and Spellpower: +30.0%
- D Level:
- Health Cost: +25% of mana cost
- Damage and Spellpower: +60.0%
- C Level:
- Health Cost: +37.5% of mana cost
- Damage and Spellpower: +90.0%
- B Level:
- Health Cost: +50% of mana cost
- Damage and Spellpower: +120.0%
- A Level:
- Health Cost: +62.5% of mana cost
- Damage and Spellpower: +150.0%
Spells that cost too much health cannot be cast until the player has enough health.
Tip: Shield gained from Evercold Ice can be used to cast Soul Contract spells. |