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Tale of Diep (ToD) is no longer under active development as a derivative of Diep.io and remains here as an archive, though spin-offs such as The Extended Tale of Diep remain active. For info on the successor to Tale of Diep, now an independent work called "A Tale Where Nothing Matters", visit its Discord server here.

Buffs and Debuffs are a common staple of many RPGs. While not an RPG, Tale of Diep has the ability for them to be applicable. Here is a list of buffs and debuffs created by Zathsu.

How They Work

Sometimes bullets may apply effects to tanks. This may be done by players with certain classes, or bosses in some instances. When you get a buff or debuff, a symbol will appear below your health bar, signifying which ones you have. Multiple effects means they will slowly build up next to each other. You know how it works.

Buffs

Zathus Buffs Icons Large

Buffs, art by Graviatar.

  • Invulnerable: Makes the target immune to all damage. Should a bullet hit them, the thing with this effect will flash a gold color and the bullet will disappear. Symbol is a gray metallic shield.
  • Hasty: Moves 25% faster until the effects wear off. Symbol is a green arrow pointing up. If Slowed, Slow will take priority.
  • Frenzy: Things with this effect will have 20% increased attack speed and velocity until it wears off. If under the effects of Fatigued, both will cancel out. Symbol is an orange fist.
  • Recovering: Effects different entities differently. Players, enemies, Polygons, or other entities with this buff will recover 5% of this maximum HP every second until the effect wears off. Bosses affected by this buff will recover 2% of their maximum health every second. Will be canceled if under the effects of Bleeding. Symbol is a pink heart with a soft golden glow.
  • Helping Hand: Temporarily gets a following armed triangle drone that orbits the player and fires bullets. Bullet stats are based on the player's. The drone has its own independent health pool and can be resummoned once destroyed while the buff lasts. It behaves exactly like those created by the Protector tank class. Symbol is a blue triangle with a barrel on a side.
  • Strengthened: All sources of damage dealt by the target will do 30% more damage until it wears off. Projectiles will also have 30% more penetration. Symbol is a sharp sword.
  • Armored: For the duration of the effect, all damage taken from ALL sources will be reduced by half. If players get inflicted with Broken while under this effect, both will cancel out. Symbol is a brown shield.
  • Thorns: For all damage that enemies do to the target through ammunition (traps, bullets, drones, etc.), they take 10% of that damage as well. Symbol is a red triangle with gray spikes on its corners.
  • Health Boost: Adds 20% of the target's max health to its max regenerable health. Once the buff runs out, any extra regenerated HP will be lost. Symbol is a red heart with a golden plus sign.
  • Invisible: Player will not be directly targeted by enemies, but can still take damage while invisible. Player will see themselves as half transparent, but everyone else including enemies will not be able to see them at all. Replacement for the Invisibility mechanic in ToD. Unlike in Diep.io, players can move and shoot while invisible and will not be revealed upon being hit. To counter this, Invisibility mechanics for tanks that used it in Diep.io have been changed.

Debuffs

  • Broken: Will take 2x damage from all attacks until it wears off. Symbol is a broken brown shield.
  • Slowed: Moves at 50% speed until the effect wears off. Symbol is a red arrow pointing down.
  • Paralyzed: Cannot move. Electric sparks flash around tanks with this debuff until it wears off. Symbol is a lightning bolt.
  • Poisoned: Will slowly lose 2% of max health every second until it wears off. Poisoned cannot kill, and only brings people inflicted down to 10 HP. You cannot passively recover from Health Regen while under the effects of Poison; however, you can be healed through other means. Can stack with Burning and vice versa. Symbol is a green raindrop.
  • Bleeding: Players will not be able to recover health through any means until the effect wears off. Health Regen, healing by teammates, etc. will not take effect at all. Symbol is a red raindrop.
  • Burning: Will slowly lose 5% of max health every second until it wears off. This, unlike, poison, CAN kill. However, it is usually a lot shorter of a debuff duration and can be canceled by going into water. Burning when it affects enemies under the Waterflame debuff will replace it and increases its damage by 7%, and retains the previous debuff's duration. Symbol is a small flame shape.
  • Stunned: Cannot attack in any way except though body collisions. Symbol is a yellow star.
  • Blinded: Screen darkened by a selected amount until effect wears off. The field of view is lighter when closer to the player and darker as it gets farther, making it hard to see objects from a distance. Symbol is a black eye shape.
  • Confused: Controls are reversed until effect wears off. Symbol is a question mark.
  • Unfocused: Players bullets will have an awkward spread to them, and fire in random directions in a small area around the cursor until the effect wears off. Drones will be harder to control, occasionally not following orders or lagging behind. Symbol is a purple squiggly line.
  • Weakened: All sources of damage dealt by the target will have 50% reduced damage until it wears off. Additionally Melee-based users or enemies will have reduced body damage/lance damage, while retaining their base stat bonuses. Symbol is a broken rusty sword.
  • Fatigued: All forms of Attack Speed (Bullet refire rates, Swinging speed, Respawn rates, usage of magic) as well as the velocity of any form of projectiles are reduced by 40%.
  • Dazed: Similar to Confused, but different. When Dazed, the player will move around randomly, regardless of whether or not they are controlling their tank. This is slow though, and is more of a wobble in place when not moving, rather than a full on uncontrolled run into a boss with no hope or input. This is in contrast to Confused, where controls are just reversed and the player will not move without input. Symbol is a four-pointed white star with lavender outlines.
  • Polymorph: Very rare debuff that transforms the player into a random helpless Polygon with no means of attack. Players under the effect of Polymorph can be hurt by other players. Found in Mad Science using the chemical pools, upon encountering the Polygon Disciples, and very rarely elsewhere. Appearance can vary from different applications, by default players would be turned into a Pentagon, however it can be any regular polygon. Symbol is a player that is half tank and half pentagon, divided at the center.
  • Waterflame: A unique and formidable debuff widely used by the Polygons, specifically Pentagons. It has similarities to burning, and it also ties into it in many ways. A player/enemy inflicted with Waterflame will slowly lose 3% of max HP every second until it wears off. Like burning, it can kill of players. Being submerged under water while inflicted with Waterflame will INCREASE its damage to 5% every second, and will be indefinite for as long as players are submerged, recommending players to stay away from water sources. What makes matters worse, Waterflame can also spread to nearby teammates/enemies if in very close proximity (within 3 tiles). Players have a 1/7 chance of spreading to others every second, and receivers will be affected for 8 seconds. Ammunition fired by inflicted players will have a 1/10 chance of spreading the debuff further... If a player under the effects of Waterflame gets inflicted with burning, the burning effect will replace Waterflame, and for 3 seconds increases in strength to 7% of max hp loss, while keeping half the duration that the previous debuff had. Symbol is a cyan-blue flame shape with black tendrils near the bottom that curls up with the flame.
  • Panic: HP bar becomes solid black, making players unable to see how much health they have remaining. This creates a panic of a situation that instills fears into players, necessitating them to either dodge, run, flee to Imperium, or DIE. Symbol for Panic is a flaming heart with a kind of jagged exclamation point in it.
  • Cursed: Upon being hit, any Companions in use will go black and white in color, be stuck in place, and stop doing what they are supposed to do until the duration of the debuff ends. Symbol is the Bomb Devil companion with a carbon gray no symbol through and around it.

Totems

Totems are individual stationary structures that give Buffs or Debuffs. They look like brown wooden textured circles with a face on them, depending on what type it is. The faces kind of look like things you find on a tiki or something. They spawn rarely throughout The Realm in shrines, or can be found in Fortress Mode.

  • Buff Totems give a random buff to all players that get near it, but after that, it cannot be used again by the same player for 1 minute. They have a giant wooden tiki smiling look on them.
  • Debuff Totems give a random debuff (except Waterflame or Polymorph) to all players that get near it. Unlike Buff Totems, staying near them will continually give you Debuffs until you back out. They have an angry face on them.
  • Mystery Totems wear a mask-looking design, and what type of Totem it is will only be revealed once someone gets close to it. Then it will become a Buff or Debuff Totem.
  • Benign totems have a straight face that presents no direct feelings. Once approached, they give a random Buff or Debuff. Unlike Mystery Totems, they do not become another type of totem, and therefore are ENTIRELY random.
  • Ruby Totems are red and shiny. They have no face, but instead a crystal shape etched into it. Upon use it can give you Strength, Frenzy, Burning, or Slowed for 4 seconds.
  • Emerald Totems look just like Ruby Totems, but are green instead. Upon use, it can give Hasty, Frenzy, or Paralyzed for 4 seconds.
  • Amethyst Totems look the other gem totems, except purple. Upon use, it can give Invulnerable, Helping Hand, Blinded, or Dazed for 4 seconds.
  • Locked Totems are made of gold, and have a crown atop them. Its face is a smile with a key hole in its teeth. It takes a Totem Key to open, and gives any TWO buffs at a time that last 30 seconds, but it disappears upon use by the first person who touches it. Totem Keys can be rarely attained from certain bosses.
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