# Harm

Hurts every mob inside it, and it pays you for it. Each heart of health a mob actually loses puts mana back into your network, so a harm circle over a mob farm feeds your pool. A mob is struck the moment it steps in.

Higher levels hit harder and cover a wider area. It pairs well with [Trap]($circles/trap), which holds mobs still while this kills them.

| Circle | Mana (cast) | Mana upkeep (per batch) | Damage (HP) |
|---|---|---|---|
| Harm I | 200 | 2 | 2 |
| Harm II | 200 | 4 | 3 |
| Harm III | 200 | 6 | 6 |
| Harm IV | 200 | 8 | 9 |
| Harm V | 200 | 10 | 14 |
| Harm VI | 200 | 12 | 19 |
| Harm VII | 200 | 14 | 26 |
| Harm VIII | 200 | 16 | 33 |
| Harm IX | 200 | 18 | 42 |
