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.
| Tier | AP req | Base buff % | Caster casts | Non-caster casts |
|---|---|---|---|---|
| I | 100 | 10 | +10% | +5% |
| II | 200 | 10 + 5 | +15% | +7% |
| III | 350 | 10 + 10 | +20% | +10% |
| IV | 600 | 10 + 15 | +25% | +12% |
| V | 1,500 | 10 + 20 | +30% | +15% |
| VI | 3,000 | 10 + 26 | +36% | +18% |
| VII | — | 10 + 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:
| Spell | Lv | Price | Effect (15–30 min duration) |
|---|---|---|---|
| Warding | 10 | 60 g | Party +25% Defence |
| Quickening | 15 | 80 g | Party +20% Dexterity |
| Clarity of Mind | 20 | 100 g | Party +20% Intelligence |
| Might of the Wyrm | 25 | 120 g | Party +20% Strength |
| Keen Eye | 30 | 150 g | Party +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:
| Class | Spell | Price | Effect (30-minute duration) |
|---|---|---|---|
| Magician | Aetherveil | 200 g | Party +30% Intelligence — spell-team multiplier. |
| Warlock | Blacktide | 200 g | Party +25% Strength — a dark pact that empowers melee allies. |
| Necromancer | Bone Ward | 200 g | Party +30% Defence — the strongest defensive buff in the game. |
| Tamer | Wild Grace | 200 g | Party +25% Dexterity — helps everyone dodge and crit. |
| Paladin | Holy Chant | 200 g | Party +25% Defence — the Paladin's blessing of the line. |
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.