Aura
Aura: Fire Armor and 5 more
Wraps an ally in an aura that protects them and damages the enemies that come close.
6 spells the game runs with the same code.
DamagesProtectsHow 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.
Fire · Level I
Most damage, if every hit lands
4,296 · 46 × 26 + Elemental aura fire 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 0.6 s
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.
Most damage for each MP point: 4,296 ÷ 75 = 57.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 93 % of the 234 damage 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 4,296 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 4,296 of damage.
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 80 px · Radius 0 px · Lasts 15 s
Water · Level I
Most damage, if every hit lands
4,296 · 46 × 26 + Elemental aura water 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 0.6 s
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.
Most damage for each MP point: 4,296 ÷ 75 = 57.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 93 % of the 234 damage 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 4,296 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 4,296 of damage.
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 80 px · Radius 0 px · Lasts 15 s
Wind · Level I
Most damage, if every hit lands
4,296 · 46 × 26 + Elemental aura wind 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 0.6 s
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.
Most damage for each MP point: 4,296 ÷ 75 = 57.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 93 % of the 234 damage 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 4,296 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 4,296 of damage.
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 80 px · Radius 0 px · Lasts 15 s
Earth · Level I
Most damage, if every hit lands
4,296 · 46 × 26 + Elemental aura earth 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 0.6 s
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.
Most damage for each MP point: 4,296 ÷ 75 = 57.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 93 % of the 234 damage 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 4,296 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 4,296 of damage.
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 80 px · Radius 0 px · Lasts 15 s
Light · Level I
Most damage, if every hit lands
4,296 · 46 × 26 + Elemental aura light 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 0.6 s
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.
Most damage for each MP point: 4,296 ÷ 75 = 57.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 93 % of the 234 damage 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 4,296 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 4,296 of damage.
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 80 px · Radius 0 px · Lasts 15 s
Dark · Level I
Most damage, if every hit lands
4,296 · 46 × 26 + Elemental aura dark 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 0.6 s
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.
Most damage for each MP point: 4,296 ÷ 75 = 57.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 93 % of the 234 damage 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 4,296 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 4,296 of damage.
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 80 px · Radius 0 px · Lasts 15 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?
Fire Armor
Fire · Level I
Most damage, if every hit lands
4,296
MP
75
57.3 per MP
46 × 26 + Elemental aura fire 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
DamagesProtectsCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.9
Ice Armor
Water · Level I
Most damage, if every hit lands
4,296
MP
75
57.3 per MP
46 × 26 + Elemental aura water 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
DamagesProtectsCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.3
Wind Armor
Wind · Level I
Most damage, if every hit lands
4,296
MP
75
57.3 per MP
46 × 26 + Elemental aura wind 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
DamagesProtectsCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.2
Earth Armor
Earth · Level I
Most damage, if every hit lands
4,296
MP
75
57.3 per MP
46 × 26 + Elemental aura earth 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
DamagesProtectsCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.3
Shiny Armor
Light · Level I
Most damage, if every hit lands
4,296
MP
75
57.3 per MP
46 × 26 + Elemental aura light 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
DamagesProtectsCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 8.5
Dark Armor
Dark · Level I
Most damage, if every hit lands
4,296
MP
75
57.3 per MP
46 × 26 + Elemental aura dark 100 × 31 · if the enemy stays within 12 px of the wearer for 15 s
DamagesProtectsCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.4
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.