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.
|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 |
|Herbal healing|| Heals the Hero/ine as long as s/he stays still, by |
Acquired when stepping on a Sungrass plant.
|Illuminated|| In the Demon Halls stage, allows the Hero/ine to see at a distance of 4 cells.
|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.|
|Invisible|| When drinking a Potion of Invisibility, eating a Phantom fish, or eating a Frozen carpaccio (|
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|| 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||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|| 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. It will last for 1 more turn after exiting Gardens.
Found in Gardens.
|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.
|Zeroed in||Triggers when landing an attack with a ranged weapon. The next ranged attack the Hero/ine performs will be twice as fast.|
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|| 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.
|Enraged|| Gnoll brutes enrage when their HP falls strictly below |
They inflict more damage under this buff (
|Pumped up|| Goo can pump itself up instead of performing a standard melee attack, with a probability of |
The Hero/ine should then immediately run away, in order to avoid a strong attack (
Former buffs Edit
These buffs don’t appear in the game anymore. They are either changed to something else, or do not exist anymore.
|Rejuvenation|| While standing, or waiting, in the area-of-effect, the Hero/ine was able to regenerate HP |
|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|
|1.7.3|| Added: Zeroed-In
(REPLACED Sniper's Mark)
|1.7.3 - 1.7.5||Fixed: Target of the Zeroed-in buff gets saved|