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(Redirected from Spells)

Abilities in V Rising come in the form of Weapon Skills, Spells, Passives and Vampire Powers.
Skills are tied to the currently equipped weapon, whereas Spells, Passives and Vampire Powers depend on knowledge acquired from slaying V Bloods. Your spells and power layout is changed via the Spellbook.

The game currently offers 14 unique weapon types, 6 spell schools, 24 passives and 12 vampire powers to choose from. Of which the player can have up to 3 Weapon Skills, 1 travel spell, 2 basic spells, 1 ultimate spell, 12 vampire powers and 5 passives equipped at once. (Although only one Vampire Power may be active at a time.) Ultimates and defensive spells cannot crit. All abilities and actions can be cancelled early (default key X).

Read the latest patch notes for changes in Update 1.1.

Weapon Skills & Feeding

Equipping a weapon will grant your vampire up to 3 weapon skills that differ based on type of weapon equipped. Not having a weapon equipped will leave you with only the Unarmed Primary Attack ability (See Weapon Skills for more details).

You can also feed on living beings below 25% health to fill your blood pool. Doing so turns you briefly immaterial and replaces your Primary Attack with the Bite ability, which ends the feeding early and kills the target instantly.
If feeding on a V Blood Carrier, you become invulnerable during the channel.

Vampire Powers

Shapeshifting Powers

Blood Powers

Spells & Passives

You start the game with the basic travel spell Veil Of Shadow, and soon thereafter unlock Shadowbolt & Blood Rite from the Blood Magic School. No ultimate spells or Passive Slots are unlocked through quests, you'll need to defeat V Blood Carriers to unlock them along with the rest of Spellbook's Magic Schools.
Additionally, after the Gloomrot update spells may be modified with Jewels that can empower their effects and add new ones.

Spell School Mastery

Spell School Mastery was introduced in Update 1.1. These are passive abilities you automatically obtain as you spend 3, 5, and 7 Spell Points within a Spell School in the Spellbook. They often give an Attribute bonus.
Spell Points may be reset at the Altar of Recollection. Doing so resets your mastery passives.

Blood Spell School Mastery Example

Passives

Passives are unlocked by spending Stygian Shards & Greater Stygian Shards obtained through Rift Incursions at the Altar of Stygian Awakening. However, they also require Passive Slots to use. The altar and the first slot both unlock from feeding on General Elena the Hollow.

Spellbook

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Blood Magic=

Blood Magic

Mastery of blood is the innate power residing in all vampires. The sanguine arts pull the lifeforce from your enemies, turning their blood and pain into your nourishment.
Leech the lifeforce from your enemies for 5s. Physical attacks restore 10% of damage dealt against Leeched enemies.

Heal self for 3% of your maximum health when a target affected by Leech perishes.

Deals 40 - 100% damage and leeches 12 - 30% health after 3s.

Increases the amount of health recovered when using Blood Mend by 15%.

Reduces the rate at which you lose blood over time by 15%.

Increases the effective healing from attacking targets affected by Leech by an additional 3%.

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Chaos Magic=

Chaos Magic

The flames of the void cannot be quenched. Their crackling energies incinerate your enemies and push you beyond your limits with surges of void power.
Ignite your enemies with chaos flames, dealing 50% magic damage over 5s.

Triggers an explosion that deals 50% magic damage when a target affected by Ignite perishes.

Hitting a target affected by Ignite engulfs the target in agonizing flames dealing 2 - 6% damage and healing self for 8 - 12% of your spell power 5 times.

Increases Veil Cooldown Rate by 5%.

Increases the effect of Ultimate spells, increasing damage, healing, shield effects and minion damage by 5%.

Ignite lasts 1s longer and deals damage one additional time.

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Unholy Magic=

Unholy Magic

The sacrilegious arts will erode and break those that resist you, turning them into faithful servants in death. Let plague and terror wash over your enemies while your army of the dead continues to grow.
Condemn your enemies, increasing all damage dealt to them by 15% for 5s.

Summon an unholy warrior to fight by your side whenever a Condemned target perishes.

Skeleton Warrior / Skeleton Mage has health equal to 200% of your Spell Power, and deals 30% / 50% of your Spell Power as magic damage.

Hitting an ally skeleton causes it to explode after 2.5s dealing 40 - 80% damage and inflicting Condemn on nearby enemies. They can't attack.

Increases the rate at which you regenerate health out of combat by 15%.

Increases Feed Cooldown Rate by 15%.

Increases the lifetime of Skeletons by 2s.

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Illusion Magic=

Illusion Magic

Enter the mind of your enemies, sowing confusion and haunting them with visions of spectres and apparitions. Those that don't flee will be too weak to fight back.
Weaken your enemy to reduce their damage output by 15% for 5s.

33% chance to gain Phantasm whenever a Weakened target perishes.

Reduces your spell cooldowns by 1% and grants 1% Spell Charge gain.

This effect stacks up to 10 times and is removed once you successfully reset cooldown on cast or after 30s.

Increases Spell Cooldown Rate by 5%.

Increases movement speed by 6% while shapeshifted.

Increases the maximum number of Phantasm stacks by 2.

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Frost Magic=

Frost Magic

Command the frigid winds of blizzards and hailstorms, slowly freezing your foes into frosted sculptures of horrid cold or impaling them on spikes of ice.
Chill your enemies to their core, slowing their movement speed by 15% for 5s.

Freezes your enemies solid, making them unable to move or act. (They gain a 65% shield while frozen)

Deals 30% spell damage, inflicts Chill and staggers the target for 1s if the target is immune to Freeze.

Vampires are frozen for half duration.

Amplifies the effect of all shields applied to you by 8%.

Increases all resistances by 10.

Chill lasts 1s longer and Freeze lasts 0.25s longer.

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Storm Magic=

Storm Magic

Harness lightning and thunder to lay waste to your foes. Become electricity itself, crackling between your enemies while you bring down the full fury of the storm.
Electrify your enemy for 5s causing physical damage dealt to them to trigger a shock dealing 10% magic damage.

Triggers a chain lightning effect traveling towards the nearest enemy dealing 50% magic damage, inflicting Static and bouncing up to 2 times when a target affected by Static perishes.

Storm Shields circle around you, dealing 20% magic damage and inflicting Static. Effect stacks up to 3 times. Shields last for 5s.

Increases your attack speed by 5% when using primary weapon attacks.

Increases movement speed by 5% while mounted.

Chain Lightning deals 20% bonus damage and bounces one additional time.

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Passives=

Passives

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Soul Shards

Soul Shards are unique pieces of Jewelry that drop from endgame V Blood Carriers. These magic sources are so powerful that they replace the player's ultimate ability with a new one while equipped. In Update 1.1, this replacement is now optional.

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