Buff spells: Difference between revisions
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===Minor Spiritual=== |
===Minor Spiritual=== |
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The [[Minor Spiritual]] spell circle is available to [[Cleric|clerics]], [[Empath|empaths]], [[Paladin|paladins]], rangers, [[Rogue|rogues]], [[Sorcerer|sorcerers]] and [[Warrior|warriors]]. It includes the following spells which are generally '''not''' self-cast limited and can be stacked, except where noted. |
The [[Minor Spiritual]] spell circle is available to [[Cleric|clerics]], [[Empath|empaths]], [[Monk|monks]] [[Paladin|paladins]], rangers, [[Rogue|rogues]], [[Sorcerer|sorcerers]] and [[Warrior|warriors]]. It includes the following spells which are generally '''not''' self-cast limited and can be stacked, except where noted. |
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*[[Spirit Warding I (101)]]: +10 spiritual TD, +10 bolt DS. |
*[[Spirit Warding I (101)]]: +10 spiritual TD, +10 bolt DS. |
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*[[Wall of Force (140)]]: +100 DS, refreshable, short duration. |
*[[Wall of Force (140)]]: +100 DS, refreshable, short duration. |
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If these spells are known to you: |
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*It is typically useful to stack 101, 103, 107, 115 and 120 on yourself while resting and prior to going out for a hunt. |
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*104 or 105 can be helpful when hunting/skinning certain creatures that are likely to disease/poison you. 105 can also be useful for foraging. |
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*If you live in [[River's Rest]] and intend to cross Maelstrom Bay, casting and stacking 112 is very useful. It is also useful in marshy areas (e.g. outside the Marsh Keep or in the Vipershroud), to keep from getting stuck in the mud. |
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*117 can be useful for dangerous creature tasks through the [[Adventurer's Guild]], when helping lower level characters with a hunt or in general if you just need the AS boost after finding a creature. |
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*140 is very useful while foraging, [[SEARCH (verb)|searching] for heirlooms, climbing over difficult obstacles, during invasions or other risky situations. The duration is typically not considered long enough to make the mana cost worthwhile for regular hunts. |
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===Major Spiritual=== |
===Major Spiritual=== |
Revision as of 02:04, 7 February 2015
THIS GUIDE IS A WORK IN PROGRESS AND WILL NOT BE CONSIDERED COMPLETE AND RELIABLE UNTIL THIS MESSAGE IS GONE
- If you want to contribute to this page in a substantial way beyond copy-editing and fact checking, please chat with us on the Discussion page!
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
This section outlines most of the defensive and offensive buff spells available to be cast at anyone. You can reasonably expect helpful players will offer these spells, for free or in trade.
- Spell: Which spell is it.
- Called: What people usually call this spell in game.
- Buff: What it will do for you.
- Stacks: Whether the spell can be cast more than once to increase duration.
- Appearance: What having the spell cast looks like for you.
Spell | Called | Buff | Stacks? | Appearance |
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Spirit Warding I (101) | "blues", "light blues" | +10 bolt DS, +10 Spiritual TD | Yes |
A light blue glow surrounds you.
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Spirit Defense (103) | "powerful look", "look" | +10 DS | No |
You suddenly feel more powerful.
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Spirit Warding II (107) | "blues", "deep blues" | +25 bolt DS, +15 Spiritual TD | Yes |
A deep blue glow surrounds you.
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Spirit Shield (202) | "dims", "dim aura" | +10 DS | No |
A dim aura surrounds you.
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Elemental Defense I (401) | "silver(ies/s)" | +5 DS, +5 elemental TD | Yes |
A silvery luminescence surrounds you.
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Elemental Defense II (406) | "brights" | +10 DS, +10 elemental TD | Yes |
A bright luminescence surrounds you.
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Elemental Defense III (414) Mass Elemental Defense (419) | "brills", "guards" | +20 DS, +15 elemental TD | Yes |
A brilliant luminescence surrounds you.
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Thurfel's Ward (503) | "Thurfel's" | +20 DS | Yes |
Glowing specks of <color> energy begin to spin around you.
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Strength (509) | "strength" | +15 physical AS | Yes |
You feel much stronger.
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Mass Colors (611) | "colors", "hues" | +10 DS | Yes |
You seem to blend into the surroundings better.
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Mobility (618) | "mobility", "moblies" | +20 Dodge | Yes |
You suddenly feel much more dextrous.
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Mass Blur (911) | "blurs" | +20 Dodge | Yes |
Your form blurs.
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Foresight (1204) | "foresight" | +10 DS | Yes |
Opening your mind's eye to the progression of time, a myriad of possible future events fills your consciousness.
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Mindward (1208) | "mindward" | +20 mental TD | Yes |
You feel your forehead pulse as your mind hardens to deter invading thoughts.
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Mantle of Faith (1601) | "mantle" | +5 DS, +5 spiritual TD | No |
A whirl of spiritual energy streaks down from above, creating a dully illuminated mantle around your form.
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- Note: Some of these spells may offer larger bonuses, depending on the caster.
Mass spells
Although outlined in the table above, there is a special class of buff spells, called mass spells. 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:
- Mass Elemental Defense (419), often called "guards" in-game. Can be cast by anyone familiar with the Minor Elemental spell circle and adds +20 DS along with +15 elemental TD.
- Mass Colors (611), often referred to as "colors" or "hues". Can be cast by rangers and adds +10 DS (with some additional DS depending on the caster's ranks in blessing lore).
- Mass Blur (911), often called "blurs". Can be cast by wizards and adds +20 phantom dodge ranks.
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 acceptable to join even if your character has not met the caster before, and it should be considered an open invitation to do so. 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. Because they are commonly found and require no skill to use, they are great for yourself or as tips to others.
- Blue crystal: casts Spirit strike (117); provides +75 AS on a single strike.
- Ruby amulet: casts Wall of force (140); provides +100 DS for ninety seconds.
- White crystal: casts Strength (509); provides +15 AS and reduced encumberance.
- Black crystal: casts Floating Disk (511); gives a disk to stuff treasure boxes in.
- Heavy quartz orb: casts Mystic Focus (1711) provides at least +10 CS (and more for lower level characters) for five minutes.
- Small statue: casts Spirit Guard (1712); provides +25 DS.
- Solid moonstone cube: gives +10 to Combat maneuvers defense and offense for five minutes.
Spell circle specific information
Minor Spiritual
The Minor Spiritual spell circle is available to clerics, empaths, monks 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.
- Spirit Warding I (101): +10 spiritual TD, +10 bolt DS.
- Spirit Barrier (102): +20 DS, -20 AS to melee, ranged and unarmed attacks, additional DS and more negative AS for more MnS spells known. Generally not recommended to stack this spell on characters that use physical attacks due to the reduced AS, but it can be useful while foraging or climbing over difficult obstacles. Spell can be stopped if known. Magic users may want to stack this spell since it does not negatively affect CS.
- Spirit Defense (103): +10 DS. Stackable when self-cast, refreshable when cast on others.
- Disease Resistance (104): Additional warding against disease.
- Poison Resistance (105): Additional warding against poison.
- Spirit Warding II (107): +15 spiritual TD, +25 bolt DS.
- Water Walking (112): Allows a character to walk on water. Prevents slow down and allows dragging in marshy areas.
- Fasthr's Reward (115): Allows a second chance to defend against a failed warding. Self-cast limited.
- Spirit Strike (117): +75 AS on a single strike (or two minutes), not stackable.
- Lesser Shroud (120): +15 DS, +20 spiritual TD. Self-cast limited.
- Wall of Force (140): +100 DS, refreshable, short duration.
If these spells are known to you:
- It is typically useful to stack 101, 103, 107, 115 and 120 on yourself while resting and prior to going out for a hunt.
- 104 or 105 can be helpful when hunting/skinning certain creatures that are likely to disease/poison you. 105 can also be useful for foraging.
- If you live in River's Rest and intend to cross Maelstrom Bay, casting and stacking 112 is very useful. It is also useful in marshy areas (e.g. outside the Marsh Keep or in the Vipershroud), to keep from getting stuck in the mud.
- 117 can be useful for dangerous creature tasks through the Adventurer's Guild, when helping lower level characters with a hunt or in general if you just need the AS boost after finding a creature.
- 140 is very useful while foraging, [[SEARCH (verb)|searching] for heirlooms, climbing over difficult obstacles, during invasions or other risky situations. The duration is typically not considered long enough to make the mana cost worthwhile for regular hunts.
Major Spiritual
The Major Spiritual spell circle is available to clerics and empaths. The following spells are stackable and self-cast limited, unless otherwise noted:
- Spirit Shield (202): +10 DS (additional DS based on MjS ranks). Stackable when self-cast, refreshable on others.
- Unpresence (204): Helps target remain hidden, prevents detection via Locate Person (116) and Presence (402). Stackable when self-cast, refreshable on others.
- Purify Air (207): Protects against implosions and poisonous gases. Stackable when self-cast, refreshable on others.
- Bravery (211): +15 AS, plus phantom levels against sheer fear. Self-cast limited without training in blessing lore (and then it's short duration).
- Heroism (215): +25 AS, phantom levels against sheer fear. Self-cast limited without training in blessing lore (then limited to group, short duration).
- Spell Shield (219): +30 bolt DS, +30 spiritual TD. Self-cast limited without training in blessing lore (then limited to group, short duration).
Cleric Base
In addition to the Minor and Major Spiritual buff spells, clerics have access to the following spells from the Cleric Base, which are stackable and self-cast limited unless otherwise noted.
- Prayer of Protection (303): +10 DS (with addition DS based on cleric base spells known).
- Benediction (307): +5 AS, +5 non-bolt DS (with additional AS, DS based on cleric spells known). Limited to self-cast and group.
- Warding Sphere (310): +10 DS, +10 TD (additional bonus based on cleric spells known). Limited to self-cast and group.
- Prayer (313): +10 DS (additional bonus based on cleric spells known), +10 spiritual TD, maneuver defense.
- Relieve Burden (314): Reduces encumbrance from silvers in pockets. Can be cast for short duration on others.
- Soul Ward (319): Provides defensive flares against attacks.
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:
- 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 lock picking skill. This spell is stackable, but the duration is short.
- Disarm Enhancement (404): Enhances disarming trap skill and aim (aiding 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
The Major Elemental spell circle is available to wizards. It includes the following buff spells which are self-cast limited and stackable, except where noted.
- Thurfel's Ward (503): +20 DS (more with MjE ranks known on self-cast). Can be cast individually on other characters.
- Elemental Deflection (507): +20 DS (more with MjE ranks known).
- Elemental Bias (508): +20 elemental TD.
- Strength (509): +15 AS, reduced encumbrance. Can be cast on others.
- Elemental Focus (513): +20 bolt CS, -40 physical AS. Not recommended for war mages.
- Stone Skin (520): Provides armor-like defenses without the hindrance.
- Temporal Reversion (540): Allows an additional chance to defend against physical attacks with a significant increase in DS.
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.
- Natural Colors (601)/Mass Colors (611): +10 DS (or more, depending on blessing lore) with a bonus to Stalking and Hiding. 601 is self-cast limited, while 611 is the mass spell version discussed earlier.
- Resist Elements (602): +15 DS (against fire, ice, bolt). Can be cast individually on other characters.
- Foraging (603): Provides a bonus to foraging skill (duration is short, stacking not usually necessary).
- Skinning (604): Provides a bonus to skinning skill (duration is short, stacking not usually necessary).
- Whispering Willow (605): Allows a character to whisper to characters in different rooms, with additional benefits depending on summoning lore training. Can be cast and stacked individually on other characters.
- Phoen's Strength (606): +10 AS, +10 to strength bonus (reduced encumberance, roundtime).
- Camouflage (608): +30 AS, automatic hiding. Only remains in effect while hiding (does not stack, do not cast before going out to hunt).
- Self Control (613): +20 DS, +20 TD (increased with blessing lore), enhancement to disarming traps, aim and provides additional resistance to Sheer fear.
- Sneaking (617): Enhanced stalking and hiding skills, enables ranger sneaking movement style.
- Mobility (618): +20 Dodge ranks (with additional bonuses for more ranger spells known). Can be cast and stacked individually on other characters.
- Wall of Thorns (640): +20 DS and a chance to block incoming attacks.
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
How To Get Spells From Others
As noted above, most classes have a variety of buff spells that they can learn. While it is often possible to get by with one's own spells, it can be very helpful to get more spells from other characters. This is especially true at lower levels when adding a small amount of AS or DS can make a significant numerical difference.
However, it can be considered impolite (and possibly out of character) to stand in the middle of town and yell "I NEED MAGIC!!!1!1!" and one might not wish to get a reputation as that guy (or lady) whose only interaction with others is to beg for spells.
To prevent getting this sort of reputation, the best way is to chat and role-play with other characters while resting. Making friends in the game is always a good way to make sure that someone will be happy to make you glow. If you're new or move to a different town or just do not see any of your friends around, however, there are a few simple things one can do when asking for spells that will make others more likely to help you out.
Low levels
At low levels, it is generally fine to state that you have recently begun adventuring and request assistance with spells from more experienced characters. You may want to greet other characters who are resting in town and make it known that you're just getting started (e.g. "I just got into town.", "I just got off the turnip farm.", "I just started adventuring!", "I've been assigned to kill some rats.") and maybe chat for a bit before asking for some magic to help you with your next hunt.
Typically, everyone is quite happy to help someone who has just started (and it is possible that you may also be offered some hand-me-down weapons, other gear or advice in addition to magical assistance). You can offer a tip in the form of gems, silvers or magical items listed above, but often people will often turn you down if they know you're just starting out (hunting rats does not tend to make someone especially rich).
(note: section title might need a better name)
If you know some of your own buff spells which can be cast on others, it is often good to offer those in a trade with a character who has a complimentary set of buff spells. For example, if you are a ranger who wants wizardly spells, you may find that many wizards are happy to trade with you (or vice versa).
Note that if you are the sort of person who offers your spells while you are resting or doing some other activity that does not require mana (e.g. fletching, alchemy), others may also recognize you as someone who is generally helpful and will be more likely to help you out when you request it.
If you are a more physical class or do not know very many spells that can be easily shared with others, it is still possible to help casters in other ways which will make them happy to have helped you.
One way to help a caster is by learning a few ranks of Spiritual Mana Control or Elemental Mana Control (and to a lesser extent, Mental Mana Control). This allows you to send mana to casters (if they know how to receive mana). This can help the caster give you a full set of spells more quickly and the caster will not have to rest as long before their mana regenerates if they wanted to go out hunting.
It is also possible to offer other services on the spot in the form of Armor Support (armor support and fluidity are both typically popular) or future services (e.g. "If you need boxes picked/loresinging, don't hesitate to ask!"). Additionally, you can offer a tip in the form of silvers, gems or magical items, although some characters do not accept tips for spells as a general rule (though they may make exceptions for some particular items they are fond of).