|Linear||Diagonal||Line of Sight|
|Free Squares||Boost Range||Global CD|
Caution: Monsters' elemental/neutral damage is modified by their statistics, which are in majority unknown.
|1||State 'Soul Seeker' (4 turns)||-||4||0||-||-||-||-||6||0|
Soul Capture is capped at level one (it cannot be raised).
Soul Capture can be used to capture the soul of a group of monsters in a Soul Stone. For use, an appropriate soul stone must be in the user's weapon slot, replacing their normal weapon, and if the capture is successful, after battle the soul stone will be removed from their weapon slot and transformed into a Full Soul Stone containing all of the monsters in the mob the party was fighting. Different soul stone varieties have different natural probabilities for capture, and the mob must be defeated before the "soul capture" state brought about by the spell expires. Should multiple people attempt to capture a given soul, at most one of them will succeed. Failing souling does not use the Soul Stone. Full Soul Stones can be used in arenas to allow the captured creature(s) to be fought again (which consumes the full soul stone). This is often used to fight boss monsters for rare drops or experience.
Soul stones come in different powers. In order to capture a mob the soul stone must be of equal or higher power to the highest-level monster in the mob.
For instance if in a group of monsters the highest level was 50, then you would use a Soul Stone for Small Souls (level 50) while if the highest level was 51 you'd need a Soul Stone for Average Souls (level 100).
There are some monsters which can't be captured in a soul stones. These include quest related monsters, bounties and resource protectors.