Standard Buffs & Tankset Info

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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'.


Note that some classes have additional 'self buffs' specific to that Class that can also be applied. Listed on the Main Page.


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:

Standard Buffs
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.


Tankset
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 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:

Tankset
Spell Name 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.