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Buffs are positive status modifiers that can provide benefits from additional healing to invisibility.
Some buffs are completely unexpected, and some are the result of using an item.

On the opposite end of the spectrum are debuffs.

Hero buffs Edit

These buffs help the Hero/ine in a positive way, usually acquired by the use of items, like potions.

Sprite Name Description
Herbal armor Herbal armor Makes the Hero/ine temporarily immune to physical attacks as long as s/he stays still (whatever the buff cause), for a total damage absorption equals to his/her total HP (if from Earthroot), or equals to 5×(entanglementLevel+1) if from entanglement.

Acquired when stepping on a Earthroot, or from the glyph of entanglement.

Herbal healing Herbal healing Heals the Hero/ine as long as s/he stays still, by 1/10 of his/her total HP every 5 turns. Herbal healing is not affected by the Hero/ine’s hunger.

Acquired when stepping on a Sungrass plant.

Illuminated Illuminated In the Demon Halls stage, allows the Hero/ine to see at a distance of 4 cells.

The Hero/ine will receive this buff when carrying a torch, or on fire.

  • Duration from Torch: 250 turns
  • Duration from fire: 3? turns
ImmuneToGases Immune to gases When drinking a Potion of Purification, the Hero/ine will be immune to Paralytic gas, Toxic gas, and Confusion gas, for 5 turns.

The Hero/ine will also be immune to any other form of paralyzation, be it from avalanches or enemy attacks.

Invisible Invisible When drinking a Potion of Invisibility, eating a Phantom fish, or eating a frozen carpaccio (1/5 probability), the Hero/ine will be turned invisible to all enemies for 15 turns.

Reading a scroll, using a wand or attacking an enemy will dispell the buff. However, drinking a potion, eating food, or throwing an item or ranged weapon will not make the Hero/ine visible to enemies.

Levitating Levitating When levitating, the Hero/ine does not trigger any traps, is immune to the Rooted debuff, and has a higher chance of not being spotted by sleeping enemies. However, the Hero/ine also won’t be able to trample vegetation, or step on water.

When drinking a Potion of Levitation, the Hero/ine will levitate for 20 turns.

Mind vision Mind vision When drinking a Potion of Mind Vision, the Hero/ine will be able to see all the enemies on the level, and see through walls, for 20 turns.
Shadowmelded Shadowmelded While standing, or waiting, in the area-of-effect, the Hero/ine will be invisible and everything around him/her will be in shadows. Also, the Hero/ine will get hungry at a significantly slower rate while Shadowmelded.

Found in Gardens.

Barkskin Barkskin The Hero/ine’s armor absorption will be increased by a fraction of his/her total health (initially a third when trampling vegetation or plant; a fourth when eating frozen carpaccio), but the armor bonus decreases by one each turn, until reaching 0.

Acquired by Warden when trampling vegetation, or plant; or by any class, by eating frozen carpaccio (1/5 probability).

  • Duration from vegetation/plant: 1/3 of heroine’s max health
  • Duration from Frozen Carpaccio: 1/4 of hero/ine’s max health
Zeroed in Zeroed in Triggers when landing an attack with a ranged weapon. The next ranged attack the Hero/ine performs will be twice as fast.

This is a buff that only the Sniper sub-class and the Mage class can obtain.

Combo Combo
Main article: Gladiator

Being able to start & maintain a combo allows for more damage per hit, with 13-hit being the maximum possible combo. A Fast melee weapon and/or an upgraded Ring of Haste is needed in order to make full use of this perk.

Combo is a buff that only the Gladiator sub-class can experience.

Fury Fury If the Hero is at low health, he’ll inflict more damage.

Fury is a buff that only the Berserker sub-class can experience.

Enemy buffs Edit

These buffs are acquired by some enemies under given conditions.

Amok Enraged Gnoll brutes enrage when their HP falls strictly below 1/4 of total health (i.e. if HP < 10).

They inflict more damage under this buff (10 to 40 (25 ±6.33) instead of 8 to 18 (13 ±2.26)). Even though this buff is using Amok’s icon, it’s totally different.

Goo Pumped up Goo can pump itself up instead of performing a standard melee attack, with a probability of 1.

The Hero/ine should then immediately run away, in order to avoid a strong attack (5 to 30 (17.5 ±5.32) instead of 2 to 12 (7 ±2.26)). Goo will have a “!!!” symbol above it when affected by this.

Former buffs Edit

These buffs don’t appear in the game anymore. They are either changed to something else, or do not exist anymore.

Rejuvination Rejuvenation While standing, or waiting, in the area-of-effect, the Hero/ine was able to regenerate HP even if s/he was starving.

Before Update 0.4, this buff was found in Gardens.

History Edit

Update Change
0.4 Changed: Rejuvenation REPLACED by Shadowmelded
1.6.1 Changed: Burning provides Illumination
1.6.2a Changed: Herbal Armor now applies before the worn armor absorption
1.6.4 Fixed:
  • The Berserker gains Fury when the health-halving Heroic leap Armor Ability causes him to reach his Fury threshold.
  • The Berserker gains Fury if the Warrior's health is within the Fury threshold when the Tome of Mastery is read.
1.7.3 Added: Zeroed-In

(REPLACED Sniper's Mark)

1.7.3 - 1.7.5 Fixed: Target of the Zeroed-in buff gets saved

Start a Discussion Discussions about Buff

  • Disguised buff

    21 messages
    • 208.58.40.76 wrote:Heck does anyone know if this does anything other than make you look pretty? I, personally, think that there is no in-g...
    • @Z - does it allow you to use other classes' special armor?
  • New Trap/Buff Tile. (Vents)

    14 messages
    • @ '''MCGillie''': MCGillie wrote: Any comments on my idea, Shadow? Replied to you on your '''...

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