Buffs

Everything running on you, with the time left on each. It sits on the dock and
fills left to right as effects land.
Temporary effects — buffs that help and debuffs that hurt — appear on the buff bar at the
bottom-right of your screen, each with an icon, a live countdown and a stack count. Hover one to see
what it is and where it came from.
The bar is part of the custom client. Vanilla Conquer never showed you timers
like this — you were expected to remember.
Many of them come out of a bottle: tonics and charms are drinkable buffs you use from your bag.
They stack with your gear and your class kit — a boost to what you already do, not a replacement for it.
The full drinkable line, with durations, is further down this page.
Your Effects — seeing what it all adds up to

The bar tells you which effects you have. It cannot tell you what they come to together — and
once you are running six or seven at once, that total is the only number you actually care about.
Click the EFFECTS label beside the buff bar (or the +N chip, if you have more effects than
the bar has room to draw) and the Your Effects window opens. It shows:
- A plain-language headline — "You're earning 8.44x experience and 4.22x drops."
- A total per effect:
Experience x8.44 (+744%),Drops x4.22 (+322%),Auto-loot ON,
HP regeneration +6.2%/s. Effects are grouped into bands — Growth, Fortune, Vitality,
Focus — in that reading order, biggest first inside each band. - The breakdown under each total — which buffs make it up, what each one contributes in the same
unit as the total, and how long each has left, with a bar that turns red as it runs out. So the
number explains itself:x8.44is Double XP, Newcomer's Insight, Rested, Lesser XP, Insight
Draught and Scholar's Tome — dragged back down by one Cursed atx0.50. - A warning when things are about to end — "2 end within 5 min" — because that changes whether
it's worth carrying on. - Curses get their own red section at the bottom. What is being done to you should not be filed
alongside what is helping you.
Every number in that window is the multiplier the server is really applying — it is the same
figure the game uses when it pays out your experience, not an estimate the client worked out. That
includes the unflattering answers: a buff that is running while changing nothing says
x1.00 (no change) rather than quietly showing you the number it was meant to be.
The window is a snapshot of the moment you opened it. Countdowns tick down live; re-open it for
fresh totals.
The rules
- They only tick while you're online. Log off with 40 minutes of Double XP left and you still
have 40 minutes when you come back. Nothing burns away while you sleep. - They survive logout, disconnects and server restarts. Buffs are saved with your character, not
held in memory. - They MULTIPLY together — they never merely add. Two sources are not "the bigger one wins", and
they are not summed either: they compound. Double XP on top of Lesser XP is 2 × 1.5 = 3×, not
2× and not 2.5×. The same is true of drop boosts, training boosts and everything else that shows a
xin the Your Effects window — including a stacking buff, where each stack multiplies again
(Scholar's Tome at three stacks is 1.25 × 1.25 × 1.25 = 1.95×). A curse multiplies too, in the
unhelpful direction: Cursed halves the product rather than subtracting from it. - Same buff again? Most refresh the timer rather than stack a second copy. A few stack properly
and say so in their tooltip — so there is rarely any point drinking two at once. Save the second one. - Every effect has a ceiling. You cannot bank eight hours of a one-hour charm by drinking eight
of them; each has a cap on how far ahead you can stockpile. - Higher tiers are stronger, not just longer. A II is a better draught than a I, not a bigger jug
of the same thing. - Tonics are bound. They can't be traded or sold — they are earned, not currency.
Experience
| Effect | What it does |
|---|---|
| Double XP | Double experience from every kill. |
| Lesser XP | Half again as much experience — 1.5×. |
| Scholar's Tome | More experience, and this one stacks for a bigger boost. |
| Insight Draught | You learn faster from every kill. |
| Rested | Time spent away pays out as bonus experience when you return. |
| Lucky Time | Prayer fortune — more experience and better drop luck. |
Rested is the one to know about. It rewards you for logging off, which is the opposite of how
most games treat your time. Coming back after a break is worth something here — see
Rested XP & Offline Training.
Training
These raise a specific kind of progress rather than character level:
| Effect | What it does |
|---|---|
| Sage's Draught | Magic training advances faster — your spells level quicker. |
| Whetstone Oil | Weapon proficiency advances faster. |
The three training boosters cover different kinds of progress and do not overlap: Insight Draught
speeds up your character levels, Sage's Draught your spells, and Whetstone Oil your weapon
proficiency. A caster grinding a spell and a warrior grinding proficiency each have something worth
buying.
Recovery
| Effect | What it does |
|---|---|
| Regeneration · Vigor Draught I / II / III | Recover health over time. Each tier is stronger. |
| Meditation · Focus Tonic I / II / III | Mana returns over time. Each tier is stronger. |
Useful precisely because they work while you move. You are not stuck sitting still to heal. Both
restore a percentage of your maximum, so they stay useful as you level — but they are a convenience
between fights rather than something that keeps you alive through one. Potions still matter.
Loot
| Effect | What it does |
|---|---|
| Loot Charm | Auto-collects your own valuable drops — gold, Meteors, DragonBalls — the moment they fall. |
| Fortune | Monsters drop more. |
| Prospector's Charm · Greater | Monsters yield treasure more often. The Greater one is substantially stronger. |
Prospector's Charm lifts the whole drop roll — meteors, DragonBalls, gems and equipment all become
more likely together, not just one of them.
Protection
| Effect | What it does |
|---|---|
| Soul Ward | Your purse survives your next mistake — protects what you'd otherwise drop on death. |
Soul Ward is insurance rather than power, and it covers honest deaths only: if you are a red or
black name it does not save your purse, so it can never make ganking risk-free. Go far enough into PK
and you carry your own risk — see PK & PvP.
Mining
| Effect | What it does |
|---|---|
| Working the Seam | Not a boost — a countdown. It appears the moment a dig starts and counts down the real time until Flow, refreshed on every swing. It vanishes when Flow arrives (with a message) or the instant you move (silently). |
It multiplies nothing; the ore decay and the doubled gems are the mining mechanic itself, and this is only its
face in the tray. See Mining for the whole shape of a dig.
Your own spells show up too
The eight timed states your spells put on you are effects like any other, and the tray shows them
with the spell's own icon — the same picture you clicked in your skill book — plus a countdown.
| Effect | What it does | Cast from |
|---|---|---|
| Stigma | Your strikes land harder | Stigma |
| Magic Shield | Incoming damage is blunted | MagicShield |
| Superman | Your attack is multiplied | Superman |
| Star of Accuracy | Your blows find their mark | StarofAccuracy |
| Invisibility | Monsters lose track of you | Invisibility |
| Cyclone | You strike far faster | Cyclone |
| Dodge | A chance to slip incoming magic | Dodge |
| Flying | Airborne — needs a bow | Fly |
Before this, the only sign one of these was running was the glow on your character: no name, no
timer, and no way to tell a shield with four seconds left from one with four minutes.
Superman and Cyclone recharge as you kill. Each kill adds a fraction of a second, so the
countdown climbs while you are killing well — a streak you can extend rather than a timer you can
only watch run out. Stop killing and it drains as normal.

Hover any icon for the whole story — what it is, how long is left, and what gave it to you.
Three of them — Invisibility, Cyclone and Dodge — share one icon, because the game's own spell book
draws them alike. They are tinted apart in the tray, and hovering names the one you have.
Debuffs
| Effect | What it does |
|---|---|
| Poisoned | Lose HP over time, and it deepens the longer it runs. Deal with it early. |
| Burning | Searing damage until it burns out. |
| Frozen | You cannot move until it thaws. |
| Cursed | A dark hex — you earn far less experience until it lifts. |
Normalized
Normalized is not a buff you collect. It appears in certain events and equalizes gear and
level for everyone taking part — the whole field fights on the same footing, and the winner is
whoever actually plays best. If you see it on your bar, your equipment has stopped mattering for
the duration.
The drinkable line
Use one from your bag and it grants a timed effect with a live countdown on the bar:
| Tonic | What it does | Lasts |
|---|---|---|
| Vigor Draught I | Restores 0.6% of your max HP per second | 3 min |
| Vigor Draught II | Restores 1.2% of your max HP per second | 5 min |
| Vigor Draught III | Restores 2% of your max HP per second | 10 min |
| Focus Tonic I | Restores 1% of your max MP per second | 5 min |
| Focus Tonic II | Restores 2% of your max MP per second | 10 min |
| Focus Tonic III | Restores 3.6% of your max MP per second | 15 min |
| Prospector's Charm | +25% chance of monster treasure | 20 min |
| Greater Prospector's Charm | +50% chance of monster treasure | 45 min |
| Insight Draught | +50% experience from every kill | 45 min |
| Sage's Draught | +50% magic training experience | 30 min |
| Whetstone Oil | +50% weapon proficiency experience | 30 min |
| Soul Ward | Keeps the silver you carry on an honest death | 30 min |
Restoration is a percentage of your maximum, not a flat number — which is the reason a Vigor
Draught is worth exactly as much at level 130 as it was at level 20. A flat-healing potion would be
a great find at 20 and litter by 60; this one never stops being the same fraction of your bar.
That also means the tiers are a real upgrade rather than a bigger jug: Vigor III restores more
than three times as fast as Vigor I, for more than three times as long.
Every buff, from the catalog
The sections above are the guided tour. This is the complete list, generated from the live game —
if a buff exists, it is here, with the description you see when you hover it in the tray.
Buffs
| Buff | What it does | Lasts | From |
|---|---|---|---|
| Cyclone | Whirling speed -- you strike far faster than you should. | while it applies | Cyclone |
| Dodge | Light on your feet -- a chance to slip incoming magic. | while it applies | Dodge |
| Double XP | Experience surges -- you earn double XP from every kill until it wears off. | 1 h | Experience Potion |
| Flying | Airborne -- the ground below no longer holds you. | while it applies | Flying |
| Focus Tonic | A clear mind -- your mana returns as you travel. | 5 min (up to 30 min) | Focus Tonic |
| Focus Tonic II | A sharpened mind -- mana wells up steadily. | 10 min (up to 30 min) | Focus Tonic II |
| Focus Tonic III | Perfect clarity -- your mana seems bottomless. | 15 min (up to 30 min) | Focus Tonic III |
| Fortune | Luck favors you -- monsters drop more. | 10 min (up to 1 h) | Four-Leaf Clover |
| Greater Prospector's Charm | Uncanny fortune -- the ground gives up its riches. | 45 min (up to 2 h) | Greater Prospector's Charm |
| Insight Draught | Lessons come easily -- you learn faster from every kill. | 45 min (up to 1 h) | Insight Draught |
| Invisibility | Unseen -- monsters will not find you until it fades. | while it applies | Invisibility |
| Lesser XP | A steady warmth -- you earn half again as much experience until it fades. | 30 min | Experience Pill |
| Loot Charm | Auto-collects your own valuable drops (gold, Meteors, DragonBalls) on kill while active. | 30 min (up to 8 h) | Loot Charm |
| Lucky Time | Prayer fortune: increased experience and drop luck. | 0 min (up to 2 h) | Prayer fortune |
| Magic Shield | A ward of force -- incoming damage is blunted. | while it applies | Magic Shield |
| Meditation | Focused calm -- your mana steadily returns. | 0.5 min (up to 10 min) | Inner Peace |
| Newcomer's Charm | A warm welcome -- your own valuable drops are collected for you while you find your feet. | 72 h | Newcomer's Blessing |
| Newcomer's Fortune | A warm welcome -- monsters are more generous while you find your feet. | 72 h | Newcomer's Blessing |
| Newcomer's Insight | A warm welcome -- you earn double experience while you find your feet. | 72 h | Newcomer's Blessing |
| Normalized | Skill counts here -- gear and level are equalized; everyone fights on the same footing. | 10 min (up to 30 min) | Skill Event |
| Prospector's Charm | Keen eyes -- monsters yield their treasures more often. | 20 min (up to 2 h) | Prospector's Charm |
| Regeneration | Vitality restored -- you recover health every moment. | 0.5 min (up to 10 min) | Rejuvenation |
| Rested | Well-rested -- your time away pays off as bonus experience while you play. | 1 h | Rested |
| Sage's Draught | Your spells come easier -- magic training advances faster. | 30 min (up to 1 h) | Sage's Draught |
| Scholar's Tome | Insight sharpened -- you earn more experience. Stacks for an even bigger boost. | 10 min (up to 1 h), stacks ×5 | Scholar's Tome |
| Soul Ward | A warding light -- your purse survives your next mistake. | 30 min (up to 1 h) | Soul Ward |
| Star of Accuracy | A steadied eye -- your blows find their mark. | while it applies | Star of Accuracy |
| Stigma | Your strikes land harder while the mark holds. | while it applies | Stigma |
| Superman | Overwhelming force -- your attack is multiplied. | while it applies | Superman |
| Vigor Draught | A steady warmth -- you recover health as you travel. | 3 min (up to 15 min) | Vigor Draught |
| Vigor Draught II | A deep warmth -- wounds close as you travel. | 5 min (up to 15 min) | Vigor Draught II |
| Vigor Draught III | Surging vitality -- your wounds knit as fast as they open. | 10 min (up to 15 min) | Vigor Draught III |
| Whetstone Oil | Your weapon feels right -- proficiency advances faster. | 30 min (up to 1 h) | Whetstone Oil |
| Working the Seam | Ore thins the longer you work one seam -- but gems keep coming, and double once it runs dry. | while it applies | Mining |
Debuffs
| Buff | What it does | Lasts | From |
|---|---|---|---|
| Burning | Wreathed in flame -- searing damage courses through you until it burns out. | 0.3 min (up to 5 min) | Hellfire |
| Cursed | A dark hex saps your fortune -- you earn far less experience until it lifts. | 1 min (up to 10 min) | Dark Hex |
| Frozen | Locked in ice -- you cannot move until it thaws. | the spell's own duration | Frostbite |
| Poisoned | Toxin in your veins -- you lose HP every moment until it passes. It deepens the longer you are exposed. | 0.5 min (up to 10 min), stacks ×6 | Toxic Fog |
Where they come from
- The Dynasty Token shop. Daily activities pay Dynasty Tokens; the shop is where Dynasty Tokens become something you can
feel. The ladder runs from a single good day's Dynasty Tokens up to a multi-day goal — see
Daily Rewards. - Daily and streak rewards — keeping a streak going pays better tonics the longer it runs.
- Events. Placing well in a pop-up event or a world boss can drop one.
- World events, quest rewards, NPCs — and occasionally a GM.
Anything that grants one tells you at the time, and the buff bar always shows the source on hover — so
you are never guessing why a timer is running.
