Magic Cocktail
Magic Cocktail is the character skill of the Recluse. It grants her the ability to recover affinity residues from friends and foes alike. Affinity residues come in four types: magic, fire, lightning and holy, and are created after the target has been hit by attacks comprised of the related elemental affinities.
Extracting affinity residues from targets recovers some the user's spent FP while also filling in one of three total residue slots. Once all three slots have been filled with an affinity, the next attempted use of this skill will instead cause the user to perform one of several unique spells.
These spells require no FP or catalyst to cast, and which of the spells are chosen depends on the combination of affinity residues that the user has collected. Note, that the quantity of an affinity has no bearing on the chosen spell, only which affinities are present in the mixture in general. As an example, collecting 2 magic and 1 lightning residues will yield the exact same spell as when having collected 1 magic and 2 lightning residues.
Once the relevant spell has been cast, the filled residue slots will empty, allowing the user to begin collecting additional affinity residues once more.
Cocktail Combinations
All of the following cocktails will have their damage boosted with the applicable affinity up relics, passives, and dormant powers.
| Single Element Cocktails | Description, Advice, & Strategy | Video | |||
|---|---|---|---|---|---|
| Affixes a magic-damage dealing ball of light that performs four AOE slashes before dissipating. Leaves magic stacks. The damage is unimpressive, but guarantees a flinch on a lot of enemies, and some smaller bosses. Affix to enemies your team is fighting to interrupt enemy attacks and allow your team to attack safely. | |||||
| Shoots an arcing ball of exploding fire in a short range, leaves and AOE of fire on the ground dealing extra damage. Leaves fire stacks. Short range for mediocre damage, can be useful if an enemy can remain in the lingering fire. This is a good cocktail for regening FP when the bar is low. | |||||
| Imbue your feet with lightning and gain an enhanced dodge for ~20 seconds, visually similar to Elden Ring's Bloodhound Step. Grants the enhanced dodging passive for a roughly 20 seconds which adds 10 iframes to dodge in 60fps. The animation of the dodge will change but this cocktail will not stack with Crucible Feather Talisman or the improved dodging passive if selected from a boss drop. | |||||
| Improves poise and increases resistances by 10% for 30 seconds. Not nearly as good as Fire/Holy's buff but still worthwhile if it is all that is available. | |||||
| Double Element Cocktails | Description, Advice, & Strategy | Video | |||
| Summons a ball of fairy fire that hugs close to a targeted enemy, doing repeated fire damage on contact before exploding in a fire AOE. Causes most small to medium enemies to flinch, interrupting their attacks. Leaves fire stacks, Similar to Magic*3 but with higher damage and constant fire stacks instead of magic. | |||||
| Summons a beam of magical lightning, launching a piercing horizontal slash that leaves a lightning stack on those hit. One of the best cocktails. Does more damage in melee range if both the sword slash and the beam hit. | |||||
| 8 seconds of no FP costs for self and entire team, a glowing blue aura on the player character will show the effect is currently active. Fairly niche, if you have comet azure on any staff it can be worthwhile, but otherwise enough FP is sustained to make this a waste of time. | |||||
| Summons a lightning shield in front of your that autoparries attacks for ~10 seconds. Can parry/recoil a lot of major enemies, even the final boss. Able to block most attacks, like massive phase change AoEs, with minor chip but major stamina cost. | |||||
| Casts a holy orb which lasts for 15 seconds. This reduces the max hp of enemies by 5% once applied and lasts for 3 seconds, it will continue to reset as long as the enemy is inside the AoE (up to 18s). The caster and allies gain a 30% hp boost for 60 seconds, which also resets as long as they're inside the AoE (up to 75s). Excellent for playing with a team as long as allies are close, can be utilized as often as the caster is able to collect the correct affinity. Two orbs will not stack with each other in terms of effects. | |||||
| Turn into lightning, dashing through and damaging enemies in your path, exploding in AOE lightning at your destination. Good damage, comparable to Magic/Lightning. Leaves lightning stacks. | |||||
| Triple Element Cocktails | Description, Advice, & Strategy | Video | |||
| Spit out a long range wave of mixed flames, leaving fire stacks on enemies hit. Stuns small to medium enemies and pushes them back, leaves behind fire stacks. Great for crowd control if the cast is not interrupted. This cocktail deals damage while rapidly healing allies hit by the flames. This effect can be very helpful if used correctly. | |||||
| Encase yourself in ice, rendering yourself invulnerable for the entire duration while covering a wide area in an icy storm. Leaves magic stacks. One of the best cocktails in the game. Decent tick damage and applies frostbite to enemies. If timed correctly this cocktail can be used to avoid damage from phase change AoEs. Leaves magic stacks. | |||||
| Call down a lightning strike that does damage on cast, then detonates for a larger burst of damage ~6 seconds later. Excellent damage if you can keep enemies inside of it. Leaves lightning stacks. | |||||
| Summon a black hole that does rapid tick damage while pulling in smaller enemies before imploding in a massive AOE. Excellent for crowd control. Leaves magic stacks. Largest AOE next to the ice storm. High commitment for high damage. | |||||
Related Relic Effects
- [Recluse] Collecting affinity residue activates Terra Magica
- Causes the Terra Magica sigil to appear on the ground after collecting an affinity residue. The sigil persists for around 30 seconds and standing in its range will increase the damage to the user's magic affinity attacks by approximately +15%.
(Note: The user will not be able to place a new Terra Magica sigil using this method until the previous one has expired. However, Terra Magica sigils cast with sorcery staves are allowed to exist alongside sigils made through residue collection.)
- Causes the Terra Magica sigil to appear on the ground after collecting an affinity residue. The sigil persists for around 30 seconds and standing in its range will increase the damage to the user's magic affinity attacks by approximately +15%.
- [Recluse] Activating Ultimate Art raises Max HP
- Makes Recluse's Ultimate Art: Soulblood Song raise the maximum HP for both self and allies by around +30% for approximately 30 seconds.
This effect stacks multiplicatively with the max-HP boosting effect of the Fire/Holy cocktail, their combination allowing for an approximate +68.92% boost to max HP for all subjects.- Can also stack even further in combination with the Crimsonspill Crystal Tear and it's own +20% max HP increase. Combining it along with the Fire/Holy cocktail and this ultimate effect can raise the user's max HP by around +102.7% in total.
- Makes Recluse's Ultimate Art: Soulblood Song raise the maximum HP for both self and allies by around +30% for approximately 30 seconds.
- [Recluse] Suffer blood loss and increase attack power upon Art activation
- Raises the attack power of most attacks (including Magic Cocktail spells) by around +33.3% for approximately 30 seconds.
(Note: Damage inflicted from smaller, secondary sources (such as the ground-fire from the Pure Fire cocktail and the magic bursts from the Pure Magic cocktail) are increased by only around +17% or +18% respectively.) - Stacks multiplicatively with the approximate +30% damage-increase gained from the Power of the Blood Lord, raising the user's damage by around +72% when combined.
- Raises the attack power of most attacks (including Magic Cocktail spells) by around +33.3% for approximately 30 seconds.
Notes
- The stats on this page are based on testing and observations made on Game Version 1.01.1.