MainPage»Creature»Buffs_And_Nurfs
Only visible to others through telepathy. Usually temporary.
A larger defence with reduced attack, combined with a lack of appetite for combat. Usually temporary. Often a mushroom.
An attack bonus and defence penalty. Engages in combat. Usually temporary. Often a mushroom.
Everything looks crazy when you control this creature. Usually temporary. Often a mushroom.
This creatures damage stats have been raised. Usually temporary. Often a mushroom.
This creature’s defense stats have been raised. Usually temporary. Often a mushroom.
Won’t go to sleep. Sometimes temporary, but often intrinsic and permanent.
Gets 2 moves instead of 1. Can be temporary or permanent.
Won’t get poisoned. Often a magic ring. Sometimes permanent and intrinsic.
Completely unharmed by fire. Can be temporary or permanent. Often a magic ring.
Improved line of sight and ability to cross terrain. Can be temporary or permanent.
Temporary. Usually a held torch.
Can be temporary or permanent. Often a vampire lord.
Temporary. Usually a succubus.
30% reduced magic damage. Sometimes a potion but often intrinsic.
30% reduced melee damage. Sometimes a potion but often intrinsic.
Often intrinsic. Often skeletons.
Improved line of sight, important for archery in woodland areas. Usually elves.
Usually intrinsic. Can be a mushroom. Big benefit when shooting at night.
Health increases over time. Often a potion or werewolf.
Often a special amulet. Gives you a heads up.
Usually a potion or helmet. Can see round corners and invisible monsters.
Usually after eating. Defense bonus.
Usually after sleeping. Defense bonus.
Usually after being touched by a succubus. Trouble fighting.
Health is lost over time. Usually temporary, if you can sit it out.
Health is lost over time. Usually temporary, if you can sit it out.
Unable to do anything until awoken in some way. Temporary.
Caught in a web, can fight but can’t retreat or advance.
With a rope. Can’t retreat or advance.
One move every 2 turns.
Attacks friends. Sometimes permanent, sometimes the touch of a ghost.
No vision whilst controlling the minion and disadvantage in combat.
Ready to be imprisoned. Usually the result of ordering a creature to be taken alive.
Moving slowly with disadvantage. Permanent if you lost a limb.
30% extra damage taken from magic. Often intrinsic.
30% extra damage taken from melee. Often intrinsic.
30% extra damage taken from arrows. Often intrinsic.
Dies in sunlight. Typical of undead.
The summoned creature is returning back to the world it came from.
MainPage»Creature»Buffs_And_Nurfs
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