Recluse’s Magic Cocktail skill is without a doubt the most complicated Nightfarer ability in the game. This single skill grants you access to a total of 14 new spells you can combine and use on the fly. This guide will set you on the path of a master of mixology and help you better understand how to use Magic Cocktail and the spells it lets you cast.
How Magic Cocktail Works
Whenever your enemies or allies are damaged with elemental damage (Fire, Magic, Lightning, Holy), Recluse can use her active skill (Y+RB or its other control scheme equivalent) to absorb this so-called affinity residue. Thanks to her passive ability, this restores some of her FP. It also fills one of the orbs on her Character Skill gauge.
When you collect three affinity residues, pressing Y+RB will instead cast a spell. This spell is determined by the elements of the residues you’ve collected. Magic Cocktail spells don’t cost any FP and can and should be freely cast whenever you have them ready.
When a target has an affinity residue, you’ll see two curved lines on their model. These lines tell you the element of the residue. The lines surround the lock-on indicator on the target, but you don’t actually need to be locked on to absorb a residue. Just being reasonably close is enough. Combining residues of different elements creates new Magic Cocktail spells. You don’t need to worry about the order of residues, just their elements.
Blue Residue – Magic
Orange Residue – Holy
Yellow Residue – Lightning
Red Residue – Fire
MagicHolyLightningFire
Magic Cocktail Spells
There’s a total of 14 Magic Cocktail spells. You’ll find them all listed below along with their official in-game descriptions.
Pure Magic – Magic/Magic/Magic
Enwreathe an enemy in magic that deals damage for some time, encircling and attacking the target.
Pure Fire – Fire/Fire/Fire
Throw a whirlwind of flame. Flame spreads across a small area upon contact, and burns for some time.
Pure Lightning – Lightning/Lightning/Lightning
Enwreathe oneself in lightning, bolstering dodging actions.
Pure Holy – Holy/Holy/Holy
Enwreathe oneself in holy light, bolstering poise and increasing damage negation.
Magic/Fire – Magic/Magic/Fire or Fire/Fire/Magic
Launch a wraith flame that pursues enemies.
Magic/Lightning – Magic/Magic/Lightning or Lightning/Lightning/Magic
Execute broad forward slash with magic blade. Hold to move with sword drawn.
Magic/Holy – Magic/Magic/Holy or Holy/Holy/Magic
Cover nearby area with a magic veil, fully conserving FP for self and allies for some time.
Fire/Lightning – Fire/Fire/Lightning or Lightning/Lightning/Fire
Become fireball and barrel forward, raining lightning on nearby foes.
Fire/Holy – Fire/Fire/Holy or Holy/Holy/Fire
Raise a torch for a limited time that raises max HP and reduces status ailment gauge for nearby allies, and lowers max HP of nearby enemies.
Lightning/Holy – Lightning/Lightning/Holy or Holy/Holy/Lightning
Weave a layer of lightning that parries enemy attacks for a short time.
Magic/Fire/Lightning
Conjure frontwards exploding gravity orb. Gravity orb pulls enemies inward, expands, and explodes, inflicting heavy damage.
Magic/Fire/Holy
Spew a mixed affinity breath that inflicts damage upon enemies, and restores HP and FP of allies with contact.
Fire/Lightning/Holy
Create lightning rod and thrust forward into terrain. White lightning strikes rod after a short delay.
Magic/Lightning/Holy
Create cold storm with area of effect and retreat inside ice block, gaining invulnerability.
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Val Hull
Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.