On units
On units: Heal Light and 3 more
Heals an ally.
4 spells the game runs with the same code.
HealsHow is the total effect worked out?
Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.
To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).
Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.
Light · Level I
Total healing
315
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 315 ÷ 10 = 31.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 945 and 4,095 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 7.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 945 and 4,095 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 100 px · Lasts 1.5 s
Light · Level II
Total healing
420
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 420 ÷ 50 = 8.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 33 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 840 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 840 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 200 px · Lasts 1 s
Light · Level III
Total healing
495
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 495 ÷ 70 = 7.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 30 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 495 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 495 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 200 px · Radius 60 px · Lasts 1 s
Light · Level IV
Total healing
1,545
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 1,545 ÷ 50 = 30.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 93 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 3,090 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 3,090 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 160 px · Lasts 1 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?
Heal Light
Light · Level I
Cost
- MP (level 1–10)
- 10
- Runes
- I
- Stroke (rune widths)
- 2.7
Range and area
- Cast range
- 100 px
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Duration
- 1.5 s (90 ticks)
- Power
- 180
Heal Wind
Light · Level II
Total healing
420
MP
50
8.4 per MP
Cost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 5.5
Range and area
- Cast range
- 200 px
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Duration
- 1 s (60 ticks)
- Power
- 250
Cure Wind
Light · Level III
Total healing
495
MP
70
7.1 per MP
Cost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 5.9
Range and area
- Cast range
- 200 px
- Radius
- 60 px
- Aim
- Draw a circle
Time and damage
- Duration
- 1 s (60 ticks)
- Power
- 300
Life King
Light · Level IV
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 8.0
Range and area
- Cast range
- 160 px
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Duration
- 1 s (60 ticks)
- Power
- 1,000
Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.