Difference between revisions of "Magical staff"
m (→Useful Info: randarts are still considered magical staves) |
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{{weapon | {{weapon | ||
|name = Magical staff (type varies) | |name = Magical staff (type varies) | ||
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*[[Staff of fire]] ([[Fire Magic]]): [[Fire]] damage, grants [[fire resistance|rF+]]. | *[[Staff of fire]] ([[Fire Magic]]): [[Fire]] damage, grants [[fire resistance|rF+]]. | ||
*[[Staff of cold]] ([[Ice Magic]]): [[Cold]] damage, grants [[cold resistance|rC+]]. | *[[Staff of cold]] ([[Ice Magic]]): [[Cold]] damage, grants [[cold resistance|rC+]]. | ||
− | *[[Staff of earth]] ([[Earth Magic]]): Physical damage, which | + | *[[Staff of earth]] ([[Earth Magic]]): Physical damage (+20% more than usual), which [[fly]]ing enemies resist. |
*[[Staff of air]] ([[Air Magic]]): [[Electricity]] damage, grants [[electricity resistance|rElec]]. | *[[Staff of air]] ([[Air Magic]]): [[Electricity]] damage, grants [[electricity resistance|rElec]]. | ||
*[[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 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]] ([[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 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]] ([[Conjurations]]): Irresistible damage | + | *[[Staff of conjuration]] ([[Conjurations]]): Irresistible damage. No resistance. |
+ | |||
+ | [[Randart]] staves can boost multiple different types of spells. | ||
There are also a number of [[unrandart]] 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 [[unrandart]] staves, but they are technically classified as weapons rather than magical staves. See [[Evocable items#Artefact staves|here]] for more details. | ||
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==History== | ==History== | ||
+ | *Prior to [[0.31]], randart magical staves couldn't boost multiple spell schools. | ||
*Prior to [[0.30]], magical staves could not be [[randart]]s. | *Prior to [[0.30]], magical staves could not be [[randart]]s. | ||
*Prior to [[0.27]], magical staves could be [[cursed]], like other weapons. | *Prior to [[0.27]], magical staves could be [[cursed]], like other weapons. |
Revision as of 05:00, 16 January 2024
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 x150%. Due to a stepdown in calculations, you'll generally receive less than x150%, especially if power is already high. This stacks multiplicatively with other spell enhancers, up to 3.
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
- Staff of fire (Fire Magic): Fire damage, grants rF+.
- Staff of cold (Ice Magic): Cold damage, grants rC+.
- Staff of earth (Earth Magic): Physical damage (+20% more than usual), which flying enemies resist.
- Staff of air (Air Magic): Electricity damage, grants rElec.
- Staff of poison (Poison Magic):
50 + Poison Magic×12.5
% chance to poison the target (can even affect poison-resistant living targets, but has to pass a Poison/16 chance), grants rPois. - Staff of death (Necromancy):
12.5 + Necromancy×12.5
% chance of negative energy damage (does not affect targets with negative energy resistance or drain the target), grants rN+. - Staff of conjuration (Conjurations): Irresistible damage. No resistance.
Randart staves can boost multiple different types of spells.
There are also a number of unrandart staves, but they are technically classified as weapons rather than magical staves. See here for more details.
Image | |
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Standard | |
Artefact | |
History
- Prior to 0.31, randart magical staves couldn't boost multiple spell schools.
- 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 | Battleaxe • Broad axe • Executioner's axe • Hand axe • War axe |
Maces & Flails | Club • Demon whip • Dire flail • Eveningstar • Flail • Giant club • Giant spiked club • Great mace • Mace (Hammer) • Morningstar • Sacred scourge • Whip |
Long Blades | Demon blade • Double sword • Eudemon blade • Falchion • Great sword • Long sword • Scimitar • Triple sword |
Polearms | Bardiche • Demon trident • Glaive • Halberd (Scythe) • Spear • Trident • Trishula |
Ranged Weapons | Arbalest • Hand cannon • Longbow • Orcbow • Shortbow • Sling • Triple crossbow |
Short Blades | Dagger • Quick blade • Rapier • Short sword |
Staves | Lajatang • Magical staff • Quarterstaff |
Throwing | Boomerang • Dart • Javelin • Large rock • Stone • Throwing net |