Difference between revisions of "Magical staff"

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{{flavour|A staff improved with arcane powers of unknown nature.}}
 
{{flavour|A staff improved with arcane powers of unknown nature.}}
  
A [[magical staff]] is a device which enhances your spells in one of a variety of different ways. It occupies your weapon slot and can be used as a +0 [[staff]] in combat if need be. Unlike normal weapons, they cannot be enchanted in any way; instead, some magical staves deal additional elemental damage based on your skill in [[Evocations]] and the corresponding school of magic and/or provide other effects such as resistances or additional abilities.
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A [[magical staff]] is a device which increases the power of a certain school of spells. It can also be used as a melee weapon, with magical effects.
  
==Enhancer Staves==
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==Useful Info==
The following staves all serve as [[spell power]] multipliers for spells of their respective [[spell school]]. Some may also add elemental damage or other effects when used in melee:
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Magical staves are [[spell enhancer]]s, increasing [[spell power]] of a given school by up to +50%. Due to a [[Spell power#Stepdown|stepdown]] in calculations, you'll generally receive less than +50%, especially if power is already high.
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Unlike normal weapons, magical staves cannot be enchanted or [[brand]]ed in any way. Instead, they can deal elemental damage, based on skill in [[Evocations]] and the corresponding [[magic school]].
  
 
{{crawlquote|'''Damage Dealt''': 0 to 1.25×(School+[Evocations/2])<br>'''Chance to Activate''': (Evocations + School/2)×6.66% per hit}}
 
{{crawlquote|'''Damage Dealt''': 0 to 1.25×(School+[Evocations/2])<br>'''Chance to Activate''': (Evocations + School/2)×6.66% per hit}}
  
*[[Staff of fire]]: [[Fire]] damage, grants [[fire resistance|rF+]].
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*[[Staff of fire]] ([[Fire Magic]]): [[Fire]] damage, grants [[fire resistance|rF+]].
*[[Staff of cold]]: [[Cold]] damage, grants [[cold resistance|rC+]].
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*[[Staff of cold]] ([[Ice Magic]]): [[Cold]] damage, grants [[cold resistance|rC+]].
*[[Staff of earth]]: Physical damage, which is strongly reduced by [[AC|armour]].
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*[[Staff of earth]] ([[Earth Magic]]): Physical damage, which is strongly reduced by [[AC|armour]].
*[[Staff of air]]: [[Electricity]] damage, grants [[electricity resistance|rElec]].
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*[[Staff of air]] ([[Air Magic]]): [[Electricity]] damage, grants [[electricity resistance|rElec]].
*[[Staff of poison]]: <code>50 + [[Poison Magic]]×12.5</code>% chance to [[poison]] the target (can even affect poison-resistant living targets, but has to pass a Poison/16 chance), grants [[poison resistance|rPois]].
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*[[Staff of poison]] ([[Poison Magic]]): <code>50 + [[Poison Magic]]×12.5</code>% chance to [[poison]] the target (can even affect poison-resistant living targets, but has to pass a Poison/16 chance), grants [[poison resistance|rPois]].
*[[Staff of death]]: <code>12.5 + [[Necromancy]]×12.5</code>% chance of [[negative energy]] damage (does not affect targets with [[negative energy resistance]] or [[drain]] the target), grants [[negative energy resistance|rN+]].
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*[[Staff of death]] ([[Necromancy]]): <code>12.5 + [[Necromancy]]×12.5</code>% chance of [[negative energy]] damage (does not affect targets with [[negative energy resistance]] or [[drain]] the target), grants [[negative energy resistance|rN+]].
*[[Staff of conjuration]]: Irresistible damage, which is reduced by [[AC]].
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*[[Staff of conjuration]] ([[Conjurations]]): Irresistible damage, which is reduced once by [[AC]]. No resistance.
  
 
There are also a number of [[artefact]] staves, but they are technically classified as weapons rather than magical staves. See [[Evocable items#Artefact staves|here]] for more details.
 
There are also a number of [[artefact]] staves, but they are technically classified as weapons rather than magical staves. See [[Evocable items#Artefact staves|here]] for more details.

Revision as of 10:58, 18 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Name Magical staff (type varies)
Skill Staves
Damage 5
Accuracy +5
Base delay (%) 12 (120%)
Min delay 6 at skill 12
Hands 1H
Size Large
Ranged? No
A staff improved with arcane powers of unknown nature.

A magical staff is a device which increases the power of a certain school of spells. It can also be used as a melee weapon, with magical effects.

Useful Info

Magical staves are spell enhancers, increasing spell power of a given school by up to +50%. Due to a stepdown in calculations, you'll generally receive less than +50%, especially if power is already high.

Unlike normal weapons, magical staves cannot be enchanted or branded in any way. Instead, they can deal elemental damage, based on skill in Evocations and the corresponding magic school.

Damage Dealt: 0 to 1.25×(School+[Evocations/2])
Chance to Activate: (Evocations + School/2)×6.66% per hit

There are also a number of artefact staves, but they are technically classified as weapons rather than magical staves. See here for more details.

Image
Standard Magic staff 1.png Magic staff 2.png Magic staff 3.png Magic staff 4.png Magic staff 5.png
Magic staff 6.png Magic staff 7.png Magic staff 8.png Magic staff 9.png Magic staff 10.png
Artefact Artefact magic staff 1.png Artefact magic staff 2.png Artefact magic staff 3.png Artefact magic staff 4.png Artefact magic staff 5.png
Artefact magic staff 6.png Artefact magic staff 7.png

History

  • Prior to 0.30, magical staves could not be randarts.
  • Prior to 0.27, magical staves could be cursed, like other weapons.
  • In 0.26, staves of summoning, wizardry, and energy were removed. Staves of conjuration got the melee effect of staves of earth (irresistible damage that's reduced by AC once); staves of earth got a higher base damage, but with the shrapnel effect of being affected 3 times by AC.
  • In 0.25, staves of power were removed.
  • Prior to 0.19, staves of fire, earth, air, and cold would act as negative spell enhancers for their opposing elemental school.
  • Prior to 0.18, staves of summoning granted the warding property.
  • Prior to 0.17, staves of summoning could abjure summoned creatures in melee.
  • In 0.13, the Staff of channeling was removed. Its ability to channel MP was given to staves of energy.
  • In 0.12, the Staff of enchantment, which enhanced the power of Hexes and Charms, was removed.
  • Prior to 0.8, the chance of a magical staff auto-identifying when wielded depended on the skill of the wielder in its corresponding school (or Spellcasting if none applied).

See Also

Weapons
Axes BattleaxeBroad axeExecutioner's axeHand axeWar axe
Maces & Flails ClubDemon whipDire flailEveningstarFlailGiant clubGiant spiked clubGreat maceMace (Hammer) • MorningstarSacred scourgeWhip
Long Blades Demon bladeDouble swordEudemon bladeFalchionGreat swordLong swordScimitarTriple sword
Polearms BardicheDemon tridentGlaiveHalberd (Scythe) • SpearTridentTrishula
Ranged Weapons ArbalestHand cannonLongbowOrcbowShortbowSlingTriple crossbow
Short Blades DaggerQuick bladeRapierShort sword
Staves LajatangMagical staffQuarterstaff
Throwing BoomerangDartJavelinLarge rockStoneThrowing net