Buff spells: Difference between revisions

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===Minor Elemental===
===Minor Elemental===


The [[Minor Elemental]] circle is available to [[Bard|bards]], rogues, sorcerers, warriors and wizards. It includes the following buff spells which are generally stackable and '''not''' self-cast limited unless otherwise noted:

*[[Elemental Defense I (401)]]: +5 DS, +5 elemental TD.
*[[Presence (402)]]: Enhances some activities that require perception. Self-cast limited.
*[[Lock Pick Enhancement (403)]]: Enhances [[Picking Locks|lock picking]] skill. This spell is stackable, but the duration is short.
*[[Disarm Enhancement (404)]]: Enhances [[Disarming Traps|disarming trap]] skill and aim (aiding [[Ranged|ranged]] weapon users). This spell is stackable, but the duration is short.
*[[Elemental Defense II (406)]]: +10 DS, +10 elemental TD.
*[[Elemental Defense III (414)]]/Mass Elemental Defense (419): +20 DS, +15 elemental TD. Can be cast at a single character (414) or at a group (419), but it's the same spell so the effects are not cumulative (e.g. do not waste your mana casting 414 at people when you've already cast 419 while in a group with them).
*[[Elemental Targeting (425)]]: +25 AS, +25 CS, self-cast limited. This is the best overall offensive attack buff spell in the game. If you know it, you should have it running all the time.
*[[Elemental Barrier (430)]]: +15 DS, +15 elemental TD, self-cast limited.


===Major Elemental===
===Major Elemental===

Revision as of 11:34, 6 February 2015

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Buff spells can be defined a few ways. In the most liberal terms, buff spells are non-attack spells that assist a player in accomplishing a certain task (e.g. hunting). These spells can be cast on a player and will provide that player with an offensive, defensive or utility benefit for a set duration. The usage of buff spells in this guide might not perfectly agree with the mechanics usage for things like MANA SPELLUP.

A guide to Buff Spells

In general, buff spells are very helpful to characters and, in principle, creatures. Often, they are used by players who wish to add additional DS, TD and AS. They can also provide the character with additional abilities, such as the ability to walk on water, the ability to avoid detection or bonuses to foraging, for example.

Some buff spells are self-cast limited (e.g. can only be cast by a character on themselves), others are available as mass spells (e.g. can be cast on an entire group) and others can be individually cast by one character at another.

There are some buff spells which be stacked, allowing a caster to provide up to a 249 minutes and 59 seconds (4+ hours) of a spell, others which can be refreshed (cast once, up to some threshold) others which can be cast once with a short duration. There are also some buff spells which are only available while a character is in the caster's group.

The goal of this guide is to help advise players about which spells their characters should basically always have running if they know how to cast them as well as advising players on the spells that are available and reasonable to ask from other characters. This guide should hopefully be useful not only to new players, who may not know what spells they should continually have up or who are not familiar with the in character nomenclature of spells as well as returning players, who may not be familiar with some of the newer classes and the spells that they can share. Hopefully, this should also help guide players who are concerned about how to ask others for spells politely and in a way that's in character.

Generic spells of interest

103, 202, 503, etc.

You want a table that looks like this:

Commonly available buff spells
Spell Buff Stackable? Appearance Other names
Spirit Defense (103) +10 DS No You suddenly feel more powerful. 'powerful look'

Mass spells

There are three mass spells available in the game. These are all stackable up to four hours and are sometimes collectively referred to as "massies" or "a full set of massies" when they are all being offered. They are as follows:

A caster will commonly announce that they are going to cast these spells before casting them. If someone announces that they are going to cast, they are encouraging others to join their group. In this case, it is polite to join even if your character has not met the caster before, it should be considered an open invitation. Adding other mass spells (if known) is typically appreciated in such circumstances (though you might want to announce your intention to cast these spells in case another caster has already offered).

Note that if a caster did not announce that they are about to cast a mass spell, they may not wish others to join their group, so you should not necessarily just jump into a group if you observe them to be casting a mass spell.

Magic Items

There are several magic items found as part of the treasure system which can be used by all characters, even if they do not have any ranks in Magic Item Use. These items are all activated by rubbing.

Spell circle specific information

Minor Spiritual

The Minor Spiritual spell circle is available to clerics, empaths, paladins, rangers, rogues, sorcerers and warriors. It includes the following spells which are generally not self-cast limited and can be stacked, except where noted.

Major Spiritual

Cleric Base

Minor Elemental

The Minor Elemental circle is available to bards, rogues, sorcerers, warriors and wizards. It includes the following buff spells which are generally stackable and not self-cast limited unless otherwise noted:

Major Elemental

Ranger Base

In addition to the minor spiritual buff spells, rangers have access to the following useful buff spells from the Ranger base. All of these spells can be stacked and should be stacked except where noted. Additionally, these spells are self-cast limited, except where noted.

Sorcerer Base

In addition to the Minor Spiritual and Minor Elemental circles, sorcerers have access to the following buff spell, which is self-cast limited and stackable:

  • Cloak of Shadows (712): +25 DS, +20 TD (with additional benefits based on sorcerer spells known), plus a retribution spell.

Wizard Base

Bard Base

Empath Base

Minor Mental

Paladin Base