Standard Buffs & Tankset Info: Difference between revisions
No edit summary |
|||
Line 11: | Line 11: | ||
'''Stats:''' +2 to Str, Con, Dex, Wis. +1 to Cha. (Luck is the only stat not impacted by buffs) | *'''Stats:''' +2 to Str, Con, Dex, Wis. +1 to Cha. (Luck is the only stat not impacted by buffs) | ||
'''AC:''' -68 (Or -158 if you use the additional Stone Skin / Flesh Armor items) | *'''AC:''' -68 (Or -158 if you use the additional Stone Skin / Flesh Armor items) | ||
'''Rando:''' +6 HR, -6 SaveVsSpell | *'''Rando:''' +6 HR, -6 SaveVsSpell | ||
'''Resistances:''' fire[15%] cold[15%] electricity[15%] energy[10%] blunt[5%] pierce[15%] slash[15%] acid[10%] drain[10%] nonmagic[20%] magic[20%] paralysis[10%] unholy[15%] | *'''Resistances:''' fire[15%] cold[15%] electricity[15%] energy[10%] blunt[5%] pierce[15%] slash[15%] acid[10%] drain[10%] nonmagic[20%] magic[20%] paralysis[10%] unholy[15%] | ||
The Resists are worthwhile, I'll make a page on how those work shortly. | The Resists are worthwhile, I'll make a page on how those work shortly. | ||
=Standard Spells= | =Standard Spells= |
Revision as of 11:03, 8 July 2025
Your standard 'spell up' for a character has 3 main components:
- Standard spells
- Tankset
- Situational Spells (Elemental Shields, Truesight)
Overall, you can think of standard spells as 'low' and tanksets as 'high' buff levels. If you're wandering around doing random shit, just have 'Low' cuz why not. If its a real run, also have 'High'.
Total Gains
If you do the full spell up & tankset, the sum results are:
- Stats: +2 to Str, Con, Dex, Wis. +1 to Cha. (Luck is the only stat not impacted by buffs)
- AC: -68 (Or -158 if you use the additional Stone Skin / Flesh Armor items)
- Rando: +6 HR, -6 SaveVsSpell
- Resistances: fire[15%] cold[15%] electricity[15%] energy[10%] blunt[5%] pierce[15%] slash[15%] acid[10%] drain[10%] nonmagic[20%] magic[20%] paralysis[10%] unholy[15%]
The Resists are worthwhile, I'll make a page on how those work shortly.
Standard Spells
The standard spells are cast upon you by a Mage & Cleric:
Spell Name | Affect | Duration Rounds |
---|---|---|
fly | (flying) | 1275 |
aquabreath | (go underwater) | 1150 |
scry | (view adjacent rooms) | 1150 |
bless | +6 HR, -6 SaveVsSpell | 1150 |
ogre might | +2 Str | 1250 |
trollish vigor | +2 Con, -1 Cha | 1250 |
elven beauty | +2 Cha | 1250 |
slink | +2 Dex | 1250 |
sagacity | +2 Wis | 1250 |
armor | -20 AC | 500 |
shield | -20 AC | 1250 |
acidward | +10 Resist Acid | 250 |
resilience | +10 Resist Drain | 1150 |
inner warmth | +10 Resist Cold | 1150 |
valiance | +10 Resist Paralysis | 1150 |
confidence | +5 Resist Pierce/Blunt/Slash | 96 |
prismatic shield | +5 Resist Electric/Cold/Fire | 96 |
Nimbus of Light | +15 Resist Unholy | 400 |
Tankset
Tanksets are brewed by a Mage & Cleric. Which means leveling a Mage and Cleric (ideally multiple) and setting up some triggers. Most of the time these days you can also find these pots inside a Guild/Order potion chest.
Spell Name | Affect | Duration Rounds |
---|---|---|
Antimagic Shell | +10 Resist Magic | 1150 |
Shadowform | +10 Resist NonMagic | 1150 |
Eldritch Sphere | +10 Resist NonMagic | 175 |
Ethereal Shield | +10 Resist Energy | 1150 |
Grounding | +10 Resist Electric | 800 |
Blazeward | +10 Resist Fire | 1150 |
Demonskin | +10 Resist Slash | 1150 |
Dragonskin | +10 Resist Pierce | 1150 |
Ethereal Web | -28 AC | 650 |
Protection | 1/4 Damage Reduction vs. Evils | 500 |
There are two other spells that can be acquired from various potions/items in the game that I like to build into my tankset for an extra -90 AC:
Spell Name | Affect | Duration Rounds |
---|---|---|
Stone Skin | -40 AC | 253 |
Flesh Armor | -50 AC | 900 |
Stone Skin can be gotten through various means, some classes get it naturally (vamps), the two most common purchasable items are:
- a deep green potion (253 rounds)
- Buy in Thul'Abhara from the shop just north of the entrance.
- a small green mineral sponge (500 rounds)
- Buy in MacMillan's Family Farm from Kalendros, when you can find him.
- polishing compound (460 rounds)
- Buy from Glint in the Kingdom of Juargan
Flesh Armor is gotten from Edonea's Garden in northern Salburg, dig for it.
Situational Spells
These are typically only applied when the mob does the thing these protect against:
Spell Name | Affect | Duration Rounds |
---|---|---|
Fireshield | 208 | |
Iceshield | 208 | |
Shockshield | 163 | |
Elemental Supremacy | 175 | |
Truesight | 40 |
Elemental Shields:
- Mobs might have elemental shields, in which case you want them too to nullify the damage.
- If mobs do not have shields, you may (or may not) do additional damage to them (depending on their configuration)
Elemental Supremecy gives you all 3 shields at once, and replaces any individual shields you may have already applied.
Truesight:
- This guards you against becoming blinded by a mob's gouge attack.
- Note that the blindness affect will still land on you as normal, it just doesn't actually affect you.
- If truesight expires while the blindness affect is still on you, you will then be blind.
- For this reason, it's also wise to carry cure blindness items so that you can cure your blind before truesight expires.