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Combat

Buff Magick

A new line of caster spells designed to enhance party play — party-targeting buffs that let a supporting class be the keystone of a group's effectiveness.

How They Work

  • Buff Magick is sold in town shops by spell vendors (the same shop dropdown that sells damage spells). Click the ? next to the Buy button to inspect a spell before purchase.
  • Once owned, equip the spell to Spell 1 or Spell 2 like any other spell.
  • Cast it from the regular ✦ Cast button in combat. It costs MP like a damage spell, but instead of dealing damage it applies a timed stat buff.
  • The buff targets the caster and every member of their current party. Solo players still benefit — the buff applies to just you if you're not grouped, so it's never wasted MP.
  • Buffs from the same spell refresh their duration rather than stacking infinite copies.
  • Each buff appears as a coloured icon on the stat panel of every party member while active (see Active Buff Icons).
  • Buff Magick lasts a long time — roughly 15 to 30 minutes depending on the spell's level — so a pre-cast covers a whole dungeon delve or hunting session rather than a single room.

Spell Tiers & Scaling

Buff Magick uses the same Tier I–VII progression as damage and heal spells. Casting a spell awards 1 AP towards its next tier; once the AP threshold is reached, the spell ascends and its potency increases. Tiers VI and VII are the long devotion of true masters.

TierAP reqBase buff %Caster castsNon-caster casts
I10010+10%+5%
II20010 + 5+15%+7%
III35010 + 10+20%+10%
IV60010 + 15+25%+12%
V1,50010 + 20+30%+15%
VI3,00010 + 26+36%+18%
VII10 + 32+42%+21%

Spell tier is stored per-copy on the spell — selling a Tier IV spell and re-buying it from a shop resets it to Tier I. Tier and AP carry over between sessions and across class changes.

Caster Vs Non-Caster Classes

The classes that get the full Buff Magick effect are the Buff Magick line's eligible casters:

  • Magician · Warlock · Necromancer · Tamer · Paladin · Minstrel

Every other class can still buy and equip Buff Magick spells — but when they cast them, the resulting buff % is halved (rounded down). A Fighter casting Tier I Warding gives the party +5% Defence; a Magician casts the same spell for +10%. This mirrors the existing "non-caster fizzle" penalty on damage spells.

The Five Shared Spells

Every caster class can purchase these:

SpellLvPriceEffect (15–30 min duration)
Warding1060 gParty +25% Defence
Quickening1580 gParty +20% Dexterity
Clarity of Mind20100 gParty +20% Intelligence
Might of the Wyrm25120 gParty +20% Strength
Keen Eye30150 gParty +20% Accuracy

Class-Flavoured Capstones (Lv 35)

At level 35, each caster class gets access to one signature capstone Buff spell, themed to that class's identity:

ClassSpellPriceEffect (30-minute duration)
MagicianAetherveil200 gParty +30% Intelligence — spell-team multiplier.
WarlockBlacktide200 gParty +25% Strength — a dark pact that empowers melee allies.
NecromancerBone Ward200 gParty +30% Defence — the strongest defensive buff in the game.
TamerWild Grace200 gParty +25% Dexterity — helps everyone dodge and crit.
PaladinHoly Chant200 gParty +25% Defence — the Paladin's blessing of the line.
Songs are Minstrel-only and are learned automatically as class abilities — there are no Song scrolls to buy. See the Class Abilities section for the Minstrel's full Song list.

Strategy Notes

  • The capstone version of a stat (e.g. Aetherveil at +30% INT) refreshes the shared version (Clarity of Mind at +20% INT) — they overwrite each other rather than stacking. Always cast the higher one.
  • A party with two caster classes can layer different buffs — one keeps Warding up, the other keeps Quickening up, and the whole group fights with both.
  • Buff Magick lasts through the whole combat encounter and into the next one if you chain fights inside the 2-minute window. Re-cast between dungeon rooms.
  • You cannot apply Buff Magick to a player outside your party — group up first.

How Buffs Really Scale (current rules)

  • Every buff spell starts at +10% to its stat — the per-spell percentages in the older tables above differ only in which stat they raise. Tier growth is what matters: +10/15/20/25/30/36/42% from Tier I to VII.
  • Durations are 15–30 minutes, growing with the spell's level — capstones hold for the full 30. (Early copies of this page said 2 minutes — long gone.)
  • Non-casters (any class outside Magician, Warlock, Necromancer, Tamer, Paladin, Minstrel) cast buffs at half potency, half duration, and on themselves only — the party-wide reach belongs to the caster classes.
  • Different buff spells stack additively — Warding + a capstone defence buff both apply. Recasting the same spell refreshes it rather than stacking.
Last edited by Accuracy Pass 3.5 on 11 Jul 2026 · history