Wood Phase Spells are a subcategory of Wizardry Spells in Wo Long: Fallen Dynasty. Wizardry Spells are active skills with elemental properties tied to the Five Phases philosophy. These abilities can be cast when the required conditions are met and each Spell has varying effects ranging from destructive magical attacks, crowd control, self and ally buffs to healing, traversal and weapon enchantment. Wood Phase Spells utilize Lightning as its main element and offensive Spells of this nature can afflict targets with the Shock status effect. The Wood Phase also has access to healing and buffing spells of various types and its spells can be used to counteract the attacks and effects of the Earth Phase variety.
- See Wizardry Spells for an overview of Spell Mechanics including how to unlock, equip and use Spells, elemental affinities, as well as their interaction with Spirit and Morale.
- See Divine Beasts to learn which ones may affect these spells.
- See Stats for an indepth look at various parameters that pertain to Wizardry Spells.
- See Builds for tips on effective setups with Wood Phase Spells.
Spells by Category:
All Wood Phase Wizardry Spells in Wo Long: Fallen Dynasty
Quick Search of All Wood Phase Spells in Wo Long: Fallen Dynasty:
Name | Type | Virtue Requirement | Morale Rank | Spirit Cost | Description |
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Weapon Enchant Spell | 12 | 7 | 680 | For a certain period of time, enchants your current melee weapon with Lightning. |
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Support Spell | 3 | 0 | 730 | You and your nearby allies can restore HP upon dealing damage to enemies. |
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Offensive Spell | 1 | 3 | 360 | Calls down a bolt of lightning on a locked-on target or on a point at a certain distance in front of you. |
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Offensive Spell | 25 | 7 | 730 | Calls lightning to strike in an area around a locked on target or in front of you. |
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Support Spell | 2 | 7 | 780 | Increases automatic recovery during Low Spirit and decreases automatic depletion during High Spirit. |
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Support Spell | 6 | 3 | 840 | Grants you and your allies a positive effect that increases Spirit gain when attacking. |
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[Type Placeholder] | 8 | 0 | 420 | Grows branches on the ground at your feet. Activating it again while the branches remain will call down a bolt of lightning on them. |
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[Type Placeholder] | 40 | 12 | 1050 | Summons thorns from the ground, which absorb a portion of damage dealt to enemies and restore the HP of you and your allies. |
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[Type Placeholder] | 15 | 7 | 570 | Hurls a lightning bolt that rushes forward. |
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[Type Placeholder] | 10 | 3 | 680 | Creates an area that reduces the damage allies inside it take from enemies. |
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[Type Placeholder] | 4 | 0 | 730 | Increases the accumulation of the Divine Beast Gauge for a certain period of time. |
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[Type Placeholder] | 20 | 7 | 890 | Generates an area in which allies inside it deal additional damage to enemies. |
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[Type Placeholder] | 20 | 0 | 360 | Resets all current negative effect accumulation to zero for you and your nearby allies, while granting a positive effect that reduces the amount of negative effect accumulation for all Phases except for Metal. |
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[Type Placeholder] | 30 | 15 | 1050 | Grants you and your nearby allies a positive effect that completely negates an enemy attack once. |
- Anonymous
I made a few tests on wizardry spells with the actual patch (ver 1.11), these are the results:
Unstoppable Force: (roughly) +40% negative spirit automatic recovery speed, -75% positive spirit automatic depletion speed. Base duration 17 seconds.
Absorb Vitality: Restore HP equal to 10% of the damage dealt, base duration 15 seconds.
Inner Breath: Increase divine beast gauge gain by roughly 200%, base duration 17 seconds.
Spirit Fervor: Increase spirit gained from normal attacks, critical blow deflections and deflecting counterattacks by 22%. Base duration 10 seconds.
Barbed Conductor: Last 15 seconds. (unaffected by spell duration)
Guard Formation: -40% damage taken, last 30 seconds. (unaffected by spell/positive effects duration)
Focus Zone: +45% damage dealt, last 30 seconds. (unaffected by spell/ positive effects duration)
Cleanse: reduces negative effects buildup by 80% (except poison), base duration 15 seconds.
Perfect Restoral: base duration 20 seconds.
Barbed nightmare: deals both physical and lightning damage (the physical portion is almost unaffected by wood affinity) and restores HP equal to 50% of the damage dealt.
Lightning Weapon: base duration 8 seconds. Different weapon categories get different damage buffs from this spell, at 99 Wood/ 294 affinity:
Sabers, swords and caestus: 20 lightning damage on normal attacks (caestus deal 20 for each hit).
Spears, glaives, halberds, staves, poleaxes and hammers: 33 lightning damage on normal attacks.
Dual halberds, dual swords and dual sabers: 17 lightning damage twice on normal attacks.
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