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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 +10% Defence at Tier I, growing with tier
Quickening1580 gParty +10% Dexterity at Tier I, growing with tier
Clarity of Mind20100 gParty +10% Intelligence at Tier I, growing with tier
Might of the Wyrm25120 gParty +10% Strength at Tier I, growing with tier
Keen Eye30150 gParty +10% Accuracy at Tier I, growing with tier

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 Intelligence — the same +10% base as Clarity, held for the full 30 minutes.
WarlockBlacktide200 gParty Strength — the same +10% base as Might, held for the full 30 minutes.
NecromancerBone Ward200 gParty Defence — the same +10% base as Warding, held for the full 30 minutes.
TamerWild Grace200 gParty Dexterity — the same +10% base as Quickening, held for the full 30 minutes.
PaladinHoly Chant200 gParty Defence — the same +10% base as Warding, held for the full 30 minutes.
Minstrel Songs are buff spells too — Ballad of Might, Hymn of the Shield, Chorus of Resilience, War Hymn of the Realm, Magnum Opus, Solo Passage and the rest sit in the spell list and are bought at any shop like the others. A Minstrel casts them at full party strength; other classes get the usual half.

Strategy Notes

  • The capstone version of a stat (Aetherveil) and the shared version (Clarity of Mind) refresh each other rather than stacking — cast whichever has the higher tier, and the capstone for its longer hold.
  • 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 15 to 30 minutes, so one cast covers a whole delve. Re-cast when the chip runs low.
  • 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 Patch 4.8 Wiki Review on 2 Sep 2026 · history