Buff spells: Difference between revisions

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(→‎Spell circle specific information: Made the style for the initial blurb more uniform.)
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{{:Minor Spiritual buff spells}}
{{:Minor Spiritual buff spells}}


===Major Spiritual===
===[[Major Spiritual]]===


The [[Major Spiritual]] spell circle is available to clerics and empaths.
The Major Spiritual spell circle is available to clerics and empaths.

The following spells are stackable and self-cast limited, unless otherwise noted:
The following buff spells are stackable and self-cast limited, unless otherwise noted:


*[[Spirit Shield (202)]]: +10 DS. Stackable when self-cast, refreshable on others.
*[[Spirit Shield (202)]]: +10 DS. Stackable when self-cast, refreshable on others.
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*Keeping 204, 207 and 211 running and stacked does not have any downside apart from the mana cost. A caster might wish to keep these spells running to provide additional targets for dispell.
*Keeping 204, 207 and 211 running and stacked does not have any downside apart from the mana cost. A caster might wish to keep these spells running to provide additional targets for dispell.


===Cleric Base===
===[[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.
In addition to the Minor and Major Spiritual buff spells, clerics have access to the buff spells in the Cleric base.

The following buff spells are stackable and self-cast limited, unless otherwise noted.


*[[Prayer of Protection (303)]]: +10 DS.
*[[Prayer of Protection (303)]]: +10 DS.
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*[[Soul Ward (319)]]: Provides defensive flares against attacks.
*[[Soul Ward (319)]]: Provides defensive flares against attacks.


===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:
The Minor Elemental circle is available to [[Bard|bards]], rogues, sorcerers, warriors and wizards.

The following buff spells are stackable and '''not''' self-cast limited, unless otherwise noted.


*[[Elemental Defense I (401)]]: +5 DS, +5 elemental TD.
*[[Elemental Defense I (401)]]: +5 DS, +5 elemental TD.
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*[[Elemental Barrier (430)]]: +15 DS, +15 elemental TD, self-cast limited.
*[[Elemental Barrier (430)]]: +15 DS, +15 elemental TD, self-cast limited.


===Major Elemental===
===[[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.
The Major Elemental spell circle is available to wizards.

The following buff spells are stackable and self-cast limited, unless otherwise noted.


*[[Thurfel's Ward (503)]]: +20 DS. Can be cast individually on other characters.
*[[Thurfel's Ward (503)]]: +20 DS. Can be cast individually on other characters.
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*[[Temporal Reversion (540)]]: Allows an additional chance to defend against physical attacks with a significant increase in DS.
*[[Temporal Reversion (540)]]: Allows an additional chance to defend against physical attacks with a significant increase in DS.


===Ranger Base===
===[[Ranger Base]]===

In addition to the minor spiritual buff spells, rangers have access to the following useful buff spells from the Ranger base.


The following buff spells are stackable and self-cast limited, unless otherwise noted.
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 with a bonus to [[Stalking and Hiding]]. 601 is self-cast limited, while 611 is the mass spell version discussed earlier.
*[[Natural Colors (601)]]/Mass Colors (611): +10 DS with a bonus to [[Stalking and Hiding]]. 601 is self-cast limited, while 611 is the mass spell version discussed earlier.
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*[[Wall of Thorns (640)]]: +20 DS and a chance to block incoming attacks.
*[[Wall of Thorns (640)]]: +20 DS and a chance to block incoming attacks.


===Sorcerer Base===
===[[Sorcerer Base]]===


In addition to the Minor Spiritual and Minor Elemental circles, [[Sorcerer|sorcerers]] have access to the following buff spell, which is self-cast limited and stackable:
In addition to the Minor Spiritual and Minor Elemental circles, sorcerers have access to the Sorcerer Base spell circle.

The following buff spell is stackable and self-cast limited, unless otherwise noted.


*[[Cloak of Shadows (712)]]: +25 DS, +20 TD, plus a retribution spell.
*[[Cloak of Shadows (712)]]: +25 DS, +20 TD, plus a retribution spell.


===Wizard Base===
===[[Wizard Base]]===


In addition to the Minor and Major Elemental circles, wizards have access to the following circles from the [[Wizard Base]] circle which are self-cast limited and stackable, except where noted:
In addition to the Minor and Major Elemental circles, wizards have access to the [[Wizard Base]] circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.


*[[Prismatic Guard (905)]]: +5 physical DS, +20 bolt DS.
*[[Prismatic Guard (905)]]: +5 physical DS, +20 bolt DS.
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*[[Wizard's Shield (919)]]: +50 DS, not stackable, 60 second duration.
*[[Wizard's Shield (919)]]: +50 DS, not stackable, 60 second duration.


===Bard Base===
===[[Bard Base]]===

In addition to the Minor Elemental circle, bards have access to the Bard Base circle.


In addition to the Minor Elemental circle, bards have access to the following buff songs from the [[Bard Base]]. None of these songs can be stacked, but they can be renewed, which occurs automatically except where noted.
None of these songs can be stacked, but they are renewed automatically, unless otherwise noted. They are also self-cast limited, except where indicated.


*[[Fortitude Song (1003)]]: +10 DS against melee, ranged and bolt, self cast.
*[[Fortitude Song (1003)]]: +10 DS against melee, ranged and bolt, self cast.
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*[[Song of Tonis (1035)]]: +20 Dodge ranks, -1 second round time, available to group, 60 second duration, not renewed automatically (refreshable).
*[[Song of Tonis (1035)]]: +20 Dodge ranks, -1 second round time, available to group, 60 second duration, not renewed automatically (refreshable).


===Empath Base===
===[[Empath Base]]===


In addition to the Minor and Major Spiritual circles, empaths have access to the following buff spells from the [[Empath Base]] circle which are all stackable and self-cast limited unless otherwise noted:
In addition to the Minor and Major Spiritual circles, empaths have access to the Empath Base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.


*[[Empathic Focus (1109)]]: +15 spiritual TD, +25 DS, +15 physical AS.
*[[Empathic Focus (1109)]]: +15 spiritual TD, +25 DS, +15 physical AS.
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*[[Regeneration (1150)]]: Heals all wounds, scars, blood loss upon activation, pulses healing every 6 seconds, gives reduced damage to critical attacks. 30 second duration, not stackable.
*[[Regeneration (1150)]]: Heals all wounds, scars, blood loss upon activation, pulses healing every 6 seconds, gives reduced damage to critical attacks. 30 second duration, not stackable.


===Minor Mental===
===[[Minor Mental]]===


The [[Minor Mental]] spell circle is currently only available to monks. It includes the following buff spells which are stackable and self-cast limited unless otherwise noted.
The Minor Mental spell circle is currently only available to monks.

The following buff spells are stackable and self-cast limited, unless otherwise noted.


*[[Iron Skin (1202)]]: Makes the caster's skin like armor. Type of armor depends on monk's level and [[Mental Lore, Transformation|transformation lore]] knowledge.
*[[Iron Skin (1202)]]: Makes the caster's skin like armor. Type of armor depends on monk's level and [[Mental Lore, Transformation|transformation lore]] knowledge.
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*[[Premonition (1220)]]: +20 DS, bonus against maneuvers.
*[[Premonition (1220)]]: +20 DS, bonus against maneuvers.


===Paladin Base===
===[[Paladin Base]]===

In addition to the Minor Spiritual buff spells, Paladins have access to the Paladin Base circle.


In addition to the Minor Spiritual buff spells, Paladins have access to the following spells from the [[1600s|Paladin Base]] circle. These are self-cast limited and stackable, except where noted.
The following buff spells are stackable and self-cast limited, unless otherwise noted.


*[[Mantle of Faith (1601)]]: +5 DS, +5 spiritual TD. Refreshable on others.
*[[Mantle of Faith (1601)]]: +5 DS, +5 spiritual TD. Refreshable on others.
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* [[Faith Shield (1619)]]:: +50 spiritual TD, 30 second duration, refreshable.
* [[Faith Shield (1619)]]:: +50 spiritual TD, 30 second duration, refreshable.


===Arcane===
===[[Arcane]]===


The [[1700s|Arcane]] spell circle is not directly available to any profession, however, it is widely available to all characters through magic items or [[Scroll|scrolls]] found in the [[Treasure system|treasure system]]. The following spells are self-cast and do not require some ranks in [[Magic Item Use|MIU]] to activate unless otherwise indicated.
The Arcane spell circle is not directly available to any profession, however, it is widely available to all characters through magic items or [[Scroll|scrolls]] found in the [[Treasure system|treasure system]]. The following spells are self-cast and do not require some ranks in [[Magic Item Use|MIU]] to activate unless otherwise indicated.


*[[Arcane Decoy (1701)]]: Provides a decoy spell which will be dispelled first. Available in [[Dull gold coin|dull gold coins]], requires MIU to activate.
*[[Arcane Decoy (1701)]]: Provides a decoy spell which will be dispelled first. Available in [[Dull gold coin|dull gold coins]], requires MIU to activate.

Revision as of 13:37, 14 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 or the ability to avoid detection or provide the character with bonuses to foraging, as a few examples.

Different buff spells are available to characters in different ways. The most limited buff spells are self-cast limited; these spells can only be cast by a caster on herself. Other spells are available to the caster's group; these spells are limited to the caster and the members of her group (if others leave the group, they lose the spell). Many other buff spells can be cast on other players individually by the caster. Finally, there are spells that are available as mass spells; these are cast on all members of a group at the same time and the members of the group keep these spells after the group is disbanded.

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.
Commonly available sharable buff spells
Spell Called Buff Stacks? Appearance
Spirit Warding I (101) "blues", "light blues" +10 bolt DS, +10 Spiritual TD Yes
A light blue glow surrounds you.
Spirit Defense (103) "powerful look", "look" +10 DS No
You suddenly feel more powerful.
Spirit Warding II (107) "blues", "deep blues" +25 bolt DS, +15 Spiritual TD Yes
A deep blue glow surrounds you.
Spirit Shield (202) "dims", "dim aura" +10 DS No
A dim aura surrounds you.
Elemental Defense I (401) "silver(ies/s)" +5 DS, +5 elemental TD Yes
A silvery luminescence surrounds you.
Elemental Defense II (406) "brights" +10 DS, +10 elemental TD Yes
A bright luminescence surrounds you.
Elemental Defense III (414) Mass Elemental Defense (419) "brills", "guards" +20 DS, +15 elemental TD Yes
A brilliant luminescence surrounds you.
Thurfel's Ward (503) "Thurfel's" +20 DS Yes
Glowing specks of <color> energy begin to spin around you.
Strength (509) "strength" +15 Strength Bonus (applies to physical AS, UAC, Encumbrance) Yes
You feel much stronger.
Mass Colors (611) "colors", "hues" +10 DS Yes
You seem to blend into the surroundings better.
Mobility (618) "mobility", "mobiles" +20 Dodge Yes
You suddenly feel much more dextrous.
Mass Blur (911) "blurs" +20 Dodge Yes
Your form blurs.
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.
Mindward (1208) "mindward" +20 mental TD Yes
You feel your forehead pulse as your mind hardens to deter invading thoughts.
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.
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:

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.

Spell circle specific information

Many of the spells listed here have benefits which improve with additional ranks in their home spell circles or with lore training. See the individual spells for specific details on the benefits of additional ranks and the lore benefits for that particular spell or the Lore chart for an overview of the benefits to all the spells in your circle of interest.

Minor Spiritual

(Note: To edit the contents of this section below the first line, see Minor Spiritual buff spells.)

The Minor Spiritual spell circle is available to clerics, empaths, monks paladins, rangers, rogues, sorcerers and warriors.

Minor Spiritual buff spells

Major Spiritual

The Major Spiritual spell circle is available to clerics and empaths.

The following buff spells are stackable and self-cast limited, unless otherwise noted:

  • Spirit Shield (202): +10 DS. 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 and one mana per minute. 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).

If these spells are known to you:

  • It is typically useful to stack 202, 215 and 219 on yourself while resting and prior to going out for a hunt.
  • 204 can be useful in certain situations, such as while hunting creatures with knowledge of Transference (225) such as the Illoke elder.
  • 207 is also helpful in very particular areas, but typically not necessary.
  • 211 is useful for those who hunt using physical and bolt AS as well as those who hunt the undead. Those who use CS based attacks and hunt the living might not wish to spend the mana keeping this spell up.
  • Keeping 204, 207 and 211 running and stacked does not have any downside apart from the mana cost. A caster might wish to keep these spells running to provide additional targets for dispell.

Cleric Base

In addition to the Minor and Major Spiritual buff spells, clerics have access to the buff spells in the Cleric base.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

Minor Elemental

The Minor Elemental circle is available to bards, rogues, sorcerers, warriors and wizards.

The following buff spells are stackable and not self-cast limited, unless otherwise noted.

Major Elemental

The Major Elemental spell circle is available to wizards.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

Ranger Base

In addition to the minor spiritual buff spells, rangers have access to the following useful buff spells from the Ranger base.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

Sorcerer Base

In addition to the Minor Spiritual and Minor Elemental circles, sorcerers have access to the Sorcerer Base spell circle.

The following buff spell is stackable and self-cast limited, unless otherwise noted.

Wizard Base

In addition to the Minor and Major Elemental circles, wizards have access to the Wizard Base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

Bard Base

In addition to the Minor Elemental circle, bards have access to the Bard Base circle.

None of these songs can be stacked, but they are renewed automatically, unless otherwise noted. They are also self-cast limited, except where indicated.

Empath Base

In addition to the Minor and Major Spiritual circles, empaths have access to the Empath Base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

Minor Mental

The Minor Mental spell circle is currently only available to monks.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

Paladin Base

In addition to the Minor Spiritual buff spells, Paladins have access to the Paladin Base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

Arcane

The Arcane spell circle is not directly available to any profession, however, it is widely available to all characters through magic items or scrolls found in the treasure system. The following spells are self-cast and do not require some ranks in MIU to activate unless otherwise indicated.

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 yelling "I NEED MAGIC!!!1!1!". One might also not wish to get a reputation as that guy (or lady) whose only interaction with others is to beg for spells.

To keep from developing 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 in an in-character way such as something like "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 a new character 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 in return for spells, but often people will turn you down if they know you're just starting out (hunting rats does not tend to make someone especially rich).

Pures or Semis with Shareable Spells

(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). Additionally if you know one or more of the mass spells, announcing that you want to cast this spell in a busy town commons or on the thought net is a good way to get the rest of the mass spells, as long as suitable casters are nearby.

Note that if you are the sort of person who offers your spells regularly while resting or doing some other activity that requires little or no mana (e.g. fletching, alchemy), you can develop a reputation as being a helpful person. Thus, it might become easier to get help when you request it.

No Known Shareable Spells

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, especially if they are also low level, and the caster will not have to rest as long before their mana regenerates to go out hunting.

It is also possible to offer other services on the spot in the form of Armor Specialization (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).