Difference between revisions of "Majin-Bo"
(→Desirability: "if you are at 0HP") |
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[[MP]] +6<br> | [[MP]] +6<br> | ||
[[Intelligence]] +6<br> | [[Intelligence]] +6<br> | ||
− | Injures you each time you cast a spell<br> | + | Injures you each time you cast a spell (1 HP for every 1 MP)<br> |
Vampiric spells (100% chance to recover 1d<damage> HP) | Vampiric spells (100% chance to recover 1d<damage> HP) | ||
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The '''Majin-Bo'''<ref>{{source ref|0.29.0|art-data.txt|1398}}</ref> is an extraordinarily powerful weapon in the hands of an experienced [[conjurations|conjurer]], making your spells as well as melee attacks [[vampiricism|vampiric]]. The +6 [[intelligence]] and [[MP]] let you cast a little more often and more reliably. It's also a decent melee weapon; its base type is equal to a [[demon whip]] with 0.6 mindelay. | The '''Majin-Bo'''<ref>{{source ref|0.29.0|art-data.txt|1398}}</ref> is an extraordinarily powerful weapon in the hands of an experienced [[conjurations|conjurer]], making your spells as well as melee attacks [[vampiricism|vampiric]]. The +6 [[intelligence]] and [[MP]] let you cast a little more often and more reliably. It's also a decent melee weapon; its base type is equal to a [[demon whip]] with 0.6 mindelay. | ||
− | However, the Majin-Bo | + | However, the Majin-Bo drains your HP for every spell, regardless of what you cast. Vampirism only works if the target doesn't have [[negative energy resistance]], making it worse than useless against demons, undead, and non-living creatures. In addition, vampiric spells only trigger on direct damage: [[Hexes]], [[Summonings]], and [[Poison Magic]] specialists will see little benefit. Still, one cannot deny the appeal of this weapon, particularly for hybrids and characters with powerful attack spells. |
[[Djinn]] have the most to gain from spell vampirism, as it is an effective MP steal. However, they have the most to lose - the Majin-Bo's HP cost means that spells now cost double to cast. | [[Djinn]] have the most to gain from spell vampirism, as it is an effective MP steal. However, they have the most to lose - the Majin-Bo's HP cost means that spells now cost double to cast. |
Revision as of 10:07, 5 May 2023
A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers great arcane power in a terrible bargain: in exchange for a tiny portion of the caster's life essence, taken alongside the magic used every time its wielder casts a spell, she will occasionally redirect the life essence of creatures damaged by the spell to the caster. |
+6 bo (modified staff: 11 base damage, +1 accuracy, 1.2 base delay)
Vampiricism brand
MP +6
Intelligence +6
Injures you each time you cast a spell (1 HP for every 1 MP)
Vampiric spells (100% chance to recover 1d<damage> HP)
Desirability
The Majin-Bo[1] is an extraordinarily powerful weapon in the hands of an experienced conjurer, making your spells as well as melee attacks vampiric. The +6 intelligence and MP let you cast a little more often and more reliably. It's also a decent melee weapon; its base type is equal to a demon whip with 0.6 mindelay.
However, the Majin-Bo drains your HP for every spell, regardless of what you cast. Vampirism only works if the target doesn't have negative energy resistance, making it worse than useless against demons, undead, and non-living creatures. In addition, vampiric spells only trigger on direct damage: Hexes, Summonings, and Poison Magic specialists will see little benefit. Still, one cannot deny the appeal of this weapon, particularly for hybrids and characters with powerful attack spells.
Djinn have the most to gain from spell vampirism, as it is an effective MP steal. However, they have the most to lose - the Majin-Bo's HP cost means that spells now cost double to cast.
If the Majin-Bo's effect would bring you to 0 HP, the staff will leave you at 1 HP and let you cast your spell normally (with spell vampirism).
History
- Prior to 0.30, Majin-Bo was a +6 quarterstaff. It only had a 60% to activate spell vampirism on cast.
- Prior to 0.27, Majin-Bo would prevent you from casting entirely if you would be reduced to 0 HP.
- Prior to 0.26, Majin-Bo had Archmagi instead of spell vampirism.
- Prior to 0.18, the Majin-Bo never spoke occasionally.
- The Majin-Bo was added in 0.15.
References
- ↑ art-data.txt:1398 (0.29.0)