Buffs – effects that are either beneficial to their target or neutral and purely of informational value to the player. Most of the time they directly or indirectly help the Hero or their allies.

See also:[edit | edit source]

Adrenaline[edit | edit source]

A surge of physical power, adrenaline enhanced both attack and movement speed.

Adrenaline allows its target to run at 2x speed, and attack at 1.5x speed.

Turns remaining: 10

A powerful buff, which increases both movement and attack speed. Since the only item applying this buff is a tipped dart, it cannot be applied to the Hero. The intended use for them is to increase the battle power of any allies you might have; the Sad Ghost, golden bee, corrupted enemies, prismatic image, mirror image etc.

Sources[edit | edit source]

Adrenaline surge[edit | edit source]

Adrenaline Surge
A surge of great might, but sadly not permanent.

Strength boost: +2

Turns until boost weakens: 800

This is the only buff capable to increase Hero's strength. The strength bonus weakens and wears off over time. When the duration ends, the strength is lost permanently.

Sources[edit | edit source]

Angered[edit | edit source]

See also: Berserker
The severity of the berserker's injuries strengthen his blows. As the berserker takes physical damage, his rage will build, granting him bonus damage. Damage which is blocked by armor still counts towards building rage.

Rage will fade over time. The lower the berserker's health, the longer it will last.

If the berserker is brought to 0 hp while at full rage, and is wearing his seal, he will go berserk and refuse to die for a short time.

Current Rage: X%

+Y% damage

Arcane armor[edit | edit source]

Arcane armor.png
Arcane Armor
A thin shield is surrounding you, blocking some of the damage from magical attacks.

Your magical armor is currently boosted by: 0-X.

Turns until arcane armor weakens:

This buff is a magical equivalent to barkskin reducing magic damage taken by 0 to certain value. That value decreases by 1 every X turns and when it decreases to 0, the buff is removed.

Sources[edit | edit source]

Artifact recharging[edit | edit source]

Shattered-Artifact recharging.png
Artifact Recharging
Energy is coursing through you, increasing the rate your equipped artifacts charge.

Each artifact is affected a little differently, but they will all be less limited by their charge meter.

Each turn this buff restores:

Sources[edit | edit source]

  • Reading a scroll of mystical energy (30 turns)
  • Casting a wild energy spell (prolongs by 8 turns, also procs 4 turns of the buff instantly)

Aquatic healing[edit | edit source]

Aquatic Healing
You have temporarily gained restorative properties similar to that of Goo.

While standing in water, you will recover a small amount of health per turn. The effect is paused when you are at full health or are out of water.

Healing left:

This effect restores 2% of Hero's HP every turn if they are standing in water. The total amount of health this effect can restore is limited and when it runs out, the effect is removed.

Sources[edit | edit source]

Barkskin[edit | edit source]

Your skin is hardened, it feels rough and solid like bark.

The hardened skin increases your effective armor, allowing you to better defend against physical attack.

Your armor is currently increased by:

Turns until barkskin weakens:

This buff reduces physical damage taken by 0 to certain value. That value decreases by 1 every X turns and when it decreases to 0, the buff is removed.

Sources[edit | edit source]

  • Walking through tall grass or furrowed grass as a Warden (Hero lvl + 5 protection decreasing every turn)
  • Drinking a potion of earthen armor (Hero lvl / 3 + 2 protection decreasing every 50 turns)
  • Stepping on an earthroot as a Warden (granted instead of herbal armor; gives Hero lvl + 5 protection decreasing every 5 turns)
  • Eating a frozen carpaccio (20% chance, max HP / 4 protection decreasing every turn)

Barrier[edit | edit source]

A durable bubble of force which blocks all damage.

The barrier will take damage for whatever it is protecting so long as there is shielding left. The shielding will also decay at a rate of 1 per turn.

Shielding remaining:

Huntress with a blocking bubble visual effect after drinking a potion of shielding.

This effect gives the Hero extra shielding, which protects him from all damage until depleted. However 1 point of shielding given by this buff is lost every turn. Depletes slower when under 20 turns.

Sources[edit | edit source]

Berserk[edit | edit source]

See also: Berserker
At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is extremely powerful dealing +50% damage, gaining bonus shielding, and refusing to die.

This bonus shielding is stronger the better the berserker's armor, and will deplete over time. When this shielding is reduced to 0, the berserker will give in and die.

Any form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will need to gain experience before being able to build rage again.

Bless[edit | edit source]

A great burst of focus, some say it is inspired by the gods.

Blessing significantly increases accuracy and evasion, making the blessed much more effective in combat.

Turns of bless remaining:

Increases accuracy and evasion by 25% each.

Sources[edit | edit source]

Cloaked[edit | edit source]

Your cloak of shadows is granting you invisibility while you are shrouded by it.

While you are invisible enemies are unable to attack or follow you. Physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility.

You will remain cloaked until it is cancelled or your cloak runs out of charge.

This buff is functionally similar to invisibility. The Hero can only get it by using a cloak of shadows.

Combo[edit | edit source]

Main article: Gladiator
The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between attacks or missing twice in a row will reset the combo counter to 0.

Building combo unlocks special finisher abilities: powerful attacks that cannot miss! A different finisher is available at 2, 4, 6, 8, and 10 combo count, and using a finisher will reset your combo.

For the individual effects and informations, please refer to Gladiator.

Drowsy[edit | edit source]

A magical force is making it difficult to stay awake.

The hero can resist drowsiness by taking damage or by being at full health.

After a few turns, the target will fall into a deep magical sleep.

After 3 to 6 turns, any creature not immune to sleep (including the Hero) will fall into magical sleep. However, the Hero gen get rid of this effect by taking damage, eating a frozen carpaccio (20% chance) or stepping on a dreamfoil plant.

Sources[edit | edit source]

Foresight[edit | edit source]

This paragraph is about the effect of scroll of foresight. For the effect of Talisman of Foresight, see Artifacts.

Your senses are heightened, allowing you to immediately notice anything out of place.

While under the effect of foresight your search radius is increased, and anything that enters your search radius is immediately discovered.

Turns of foresight remaining: 600

Increases the search radius by 1 and allows to the Hero immediately find all secrets in the search radius, such as traps & doors.

The power of this buff scales with user's speed, since more tiles travelled per turn will allow more secrets to be revealed within a set duration.

Sources[edit | edit source]

Haste[edit | edit source]

Energy courses through your muscles, allowing you to run at incredible speeds!

While under the effects of haste you will run at 3x speed, but will perform all other actions at normal speed.

Turns of haste remaining:

Haste triples your current movement speed, stacking with other sources of this effect, including but not limited to glyphs of swiftness or flow, ring of haste, potion of stamina, Freerunner's momentum etc.

Sources[edit | edit source]

Healing[edit | edit source]

A magical remedy is causing wounds to close and flesh to knit.

Every turn health will steadily regenerate until the healing effect expires. The amount of healing may fade over time.

Next heal:

Healing remaining:

This effect restores health over time. It always acts before any other status effects to prevent a character from dying to DoT effect before getting healed.

Sources[edit | edit source]

Herbal armor[edit | edit source]

Herbal armor.png
Herbal Armor
A kind of natural, immobile armor is protecting you. The armor forms plates of bark and twine, wrapping around your body.

This herbal armor will block X damage from any physical hit you take, until it eventually runs out of durability and collapses.

As the armor is immobile, if you attempt to move it will break apart and be lost.

Armor remaining:

This effect reduces physical damage by (depth + 5) / 2. However, the total amount of damage it can absorb is limited and the buff is also removed as soon as the Hero moves. This effect can only effect the Hero, not other characters.

Sources[edit | edit source]

Herbal healing[edit | edit source]

Herbal healing.png
Herbal Healing
Sungrass possesses excellent healing properties, though it is much slower than a potion of healing.

You are currently slowly regenerating health from the sungrass plant. Moving off the plant will break the healing effect.

Healing remaining:

This effect restores health similar to healing but slower, restoring only (40 + MAX health) / 150 health per turn. This means it takes 50 turns to fully heal the Hero at level 1 and 120 turns at level 30. It is also lost if the Hero moves. This effect can only effect the Hero, not other characters.

Sources[edit | edit source]

  • Stepping on a sungrass plant (restores MAX health)

Hungry[edit | edit source]

You can feel your stomach calling out for food, but it's not too urgent yet.

Hunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it.

Rationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!

The hunger buff is completely neutral to the player, and serves more as an indicator of when has the Hero last eaten, or how filling the eaten piece of food was. Health regeneration will continue as normally until the Hero starts starving.

Imbued with fire[edit | edit source]

Imbued With Fire
You are imbued with the power of fire!

All physical attacks will have a chance to light enemies ablaze. Additionally, you are completely immune to the effects of fire.

Turns of fire imbue remaining: 50

Makes the Hero immune to burning and burns any grass he steps on. All attacks have a 50% chance to set enemies on fire.

Sources[edit | edit source]

Imbued with frost[edit | edit source]

Imbued With Frost
You are imbued with icy power!

All physical attacks will steadily stack chill on enemies. Additionally, you are completely immune to the cold.

Turns of frost imbue remaining: 50

Sources[edit | edit source]

Imbued with toxicity[edit | edit source]

Imbued with Toxicity
You are imbued with poisonous energy!

As you move around toxic gas will constantly billow forth from you, damaging your enemies. You are immune to toxic gas and poison for the duration of the effect.

Turns of toxic imbue remaining: 50

When under effect of this buff, the Hero is immune to poison and toxic gas and creates 50 units of toxic gas every turn. The player needs to be careful, because when it ends, the gas created by it sticks for some time and the Hero is no longer immune to it.

Sources[edit | edit source]

Invisible[edit | edit source]

You are completely blended into the surrounding terrain, making you impossible to see.

While you are invisible enemies are unable to attack or follow you. Physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility.

Turns of invisibility remaining:

Invisibility hides you from enemies for the duration of the effect, and turns your next attack into a surprise attack, as long as it is dealt before the duration ends. Effect is immediately dispelled upon attacking or using scrolls and wands (including non-offensive ones, or ones used with no enemies in sight).

Sources[edit | edit source]

Illuminated[edit | edit source]

Even in the Darkest Dungeon, a steady light at your side is always comforting.

Light helps keep darkness at bay, allowing you to see a reasonable distance despite the environment.

Turns of illumination remaining: 300

This buff originating from lit torches temporarily returns the size of your field of view back to normal, after having it reduced by the into darkness challenge or in demon halls and floors with darkness depth feeling.

Sources[edit | edit source]

Levitation[edit | edit source]

A magical force is levitating you over the ground, making you feel weightless.

While levitating you ignore all ground-based effects. Traps won't trigger, water won't put out fire, plants won't be trampled, roots will miss you, and you will hover right over pits. Be careful, as all these things can come into effect the second the levitation ends!

Turns of levitation remaining:

Sources[edit | edit source]

Life link[edit | edit source]

Life Link
This characters's life force is linked to another character nearby. Any damage taken is shared between them.

Whenever this character takes damage, half of it will be dealt to the life link target instead.

Turns of life link remaining: 100, or until the linked character dies.

Used by King of Dwarves on the first stage of the fight.

Locked floor[edit | edit source]

Shattered-Locked floor.png
Locked Floor
The current floor is locked, and you are unable to leave it!

While a floor is locked, you will not gain hunger or take damage from starving. In addition, if you do not work towards defeating this floor's boss, passive regeneration effects will also stop.

Additionally, if you are revived by an unblessed ankh while the floor is locked, then it will reset.

Kill this floor's boss to break the lock.

This buff is only activated when a boss fight was engaged.

Magical sight[edit | edit source]

Mind vision.png
Magical Sight
Somehow you are able to see with your mind, rather than your eyes.

All terrain or effects which reduce or block vision are broken while magical sight is active.

Turns of magical sight remaining: 50

A potion of magical sight grants 50 turns of this effect.

Magical sleep[edit | edit source]

Shattered-Magical sleep.png
Magical Sleep
This character has fallen into a deep magical sleep which they will not wake from naturally.

Magical sleep is similar to regular sleep, except that only damage will cause the target to wake up.

For the hero, magical sleep has some restorative properties, allowing them to rapidly heal while resting.

Entities under this effect will not wake up automatically when something enters their line of sight, only taking damage will awake them. The Hero and friendly creatures will also heal for 1 HP every turn and wake up when at full health.

While this effect usually is a buff to the player, it is worth noting that it can also be harmful at the wrong time, as falling asleep leaves the Hero vulnerable to attacks.

Sources[edit | edit source]

Magic immunity[edit | edit source]

Shattered-Magic immunity.png
Magic Immunity
All magical effects have lost their hold on you, you are completely impervious to them.

While magic immune all harmful and helpful magical effects will not apply to you, including curses, enchants, wands, scrolls, etc.

Turns of magic immunity remaining: 20

Magic immunity is exclusive to scroll of anti-magic, the exotic version of scroll of remove curse. The scroll grants the user 20 turns of the effect. In this time:

  • No magic damage will be applied, and effects of magical origin (weakness, charm) will temporarily stop affecting the Hero;
  • Enchantments, glyphs and curses will cease to work (allowing Hero to unequip cursed items in this time);
  • Scrolls and wands (including the Mage's Staff) will become temporarily unusable.

The high amount of magic-related hazards makes this a particularly useful buff (and, by extent, scroll) to have in later stages, as it has a lot of uses as a "safety switch", making tough situations easier to manage.

Max health boost[edit | edit source]

Max Health Boost
Your body feels unnaturally strong and healthy.

Your maximum health is boosted for an extended period of time. As you gain levels, the boost will steadily fade.

Current boost amount:

Levels remaining: 5

This buff is provided exclusively by the elixir of might, and the amount of health boost depends on your maximum health (and thus indirectly by Hero's experience level).

Due to the way experience system works, it may be a good idea to brew an elixir of might late in the game, because while the level cap is equal to 30 levels, in practice the highest level Hero can achieve by killing enemies alone is 26. Thus, drinking said elixir at this point will make the buff last effectively forever, though it will still weaken if potions of experience are drunk or starfruits are eaten.

Mind vision[edit | edit source]

Mind vision.png
Mind Vision
Somehow you are able to see all creatures on this floor through your mind. It's a weird feeling.

All characters on this floor are visible to you as long as you have mind vision. Seeing a creature through mind vision counts as it being seen or nearby for the purposes of many magical effects.

Turns of mind vision remaining:

Reveals the current location of all alive entities on the current floor and their neighbouring area.

A potion of mind vision will grant 20 turns of this effect.

Momentum[edit | edit source]

Main article: Freerunner
As he moves, the freerunner builds momentum, increasing his speed and ability to dodge.

The speed bonus is based purely on momentum, however the bonus to dodge is also affected by armor.

The freerunner will gain additional dodge from momentum for each excess point of strength he has over the requirements of his armor.

Current momentum power:

Freerunner exclusive buff.

  • Moving 1 tile in any direction increases momentum power by 10%, up to 100%. Any other action decreases it by 10%.
  • Movement speed increases proportionally to momentum power, scaling to 1.3x at 100%.

Preparation[edit | edit source]

Main article: Assassin
The Assassin is waiting patiently, preparing to strike from the shadows.

Assassin exclusive buff. Increases next attack's melee and missile damage by 15% for each 1/3/6/11/16 turns spent invisible. Allows to blink over a certain amount of tiles to the enemy and hit on the same turn. Full preparation attack instantly kills enemies, however bosses and minibosses resist this effect.

Prismatic guard[edit | edit source]

Shattered-Prismatic guard.png
Prismatic Guard
You are being guarded by a prismatic image which is currently inactive. When enemies are present the prismatic image will spring to action and protect you!

While inactive, the prismatic image will steadily recover from any damage it has taken.

Current HP: X/X

An unique buff provided by the scroll of prismatic image, the exotic version of scroll of mirror image. It will cause a Prismatic Guard to spawn when an enemy is within view. When the threat is gone, the ally will be reduced back to its buff form.

As the description mentions, the Guard will regenerate HP when no enemy is nearby, at the speed of 1 HP per 10 turns, regardless of whether the Hero is starving or not. The Guard will also persist without taking any actions (such as moving or attacking) for several turns once it runs out of HP, allowing the Hero to heal it back up.

Purification barrier[edit | edit source]

Purification Barrier
Some strange force is encasing you in a thin protective barrier, blocking out all harmful airborne effects.

You are immune to all area-bound effects while this barrier lasts.

Turns of immunity remaining: 20

This buff will render you temporarily immune to most gases and other tile effects, such as fire, frigid air, fields of electricity, all gases, webs and wand of regrowth zaps etc. If one of those effects started affecting you however, the potion will not remove the harmful effect immediately.

Sources[edit | edit source]

Recharging[edit | edit source]

Energy is coursing through you, improving the rate that your wands and staffs charge.

Each turn this buff will increase current charge by one quarter, in addition to regular recharge.

Turns of recharging remaining:

This effect restores 1 charge to all wands in Hero's inventory every 4 turns.

Sources[edit | edit source]

Rock armor[edit | edit source]

Herbal armor.png
Rock armor
Magical rocks are surrounding your body, when you are attacked they will attempt to block for you, and will reduce the damage you take by 50%. Each damage blocked scrapes away some of the rock however.

Remaining Armor: X.

If enough rock is built around you, the next zap from your wand of living earth will cause the rocks to form up into a guardian which will fight with you.

Armor needed for Guardian: Y.

Shadowmelded[edit | edit source]

You are blended into the shadows around you, granting you invisibility and slowing your metabolism.

While you are invisible enemies are unable to attack or follow you. Most physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility. Additionally, while shadowmelded, your rate of hunger is slowed.

You will remain shadowmelded until you leave the shadows or an enemy comes into contact with you.

This effect is functionally similar to invisibility, but is restricted to Garden rooms. It also decreases your field of view to only the nearest tile, but unlike blindness it does not prevent from reading scrolls or books. Finally, reduces the rate at which satiation is reduced, allowing to heal more HP via natural regeneration with the same amount of food.

Sniper's mark[edit | edit source]

Main article: Sniper
Zeroed in.png
Sniper's Mark
The Sniper is honed in on the target she most recently attacked. She is able to perform a special attack with her bow which will vary based on how the bow is augmented.

An unaugmented bow will fire a snapshot, which deals reduced damage but does not take any time to fire.

A bow augmented for speed will fire a volley of three arrows. Each arrow will deal reduced damage, but can still activate enchantment. This volley takes 1 turn to shoot.

A bow augmented for damage will fire a sniper shot. This shot is guaranteed to hit, deals bonus damage based on distance from the target, and takes 2 turns to fire.

Sniper subclass exclusive buff. Activated by hitting a monster with a missile. Lasts for 4 turns.

Stamina[edit | edit source]

You have unending stamina, allowing for faster movement!

While under the effects of stamina you will run at +50% speed, but will perform all other actions at normal speed.

Turns of stamina remaining: 100

Effect provided by drinking a potion of stamina, the exotic variant of a potion of haste. It grants a less potent speed boost, but for a 5 times longer duration, resulting in 100 turns of the effect.

Time bubble[edit | edit source]

Time Bubble
You are in a small bubble of accelerated time, allowing you to perform actions instantly. Attacking or using magic will break this effect however.

Turns remaining:

Activated by stepping on a Swiftthistle plant. While under effect of this buff, actions other than attacking/using magic (wands, scrolls etc.) spend no turns.

Well fed[edit | edit source]

Shattered-Well fed.png
Well Fed
You feel quite satisfied and full.

While well fed, your hunger will not increase, and you will heal an additional amount of health over time.

Turns remaining: 450

A special effect obtained by eating a meat pie. Fully restores hunger, prevents it from increasing for the next 450 turns and boosts natural regeneration rate, healing extra 25 HP in total over the duration of the buff.

Trivia[edit | edit source]

  • The capitalisation in the phrase "Darkest Dungeon" in illuminated buff description is a reference to the Darkest Dungeon, a gothic roguelike turn-based RPG.

History[edit | edit source]

Main article: SPD - Status effects
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