Difference between revisions of "Staff of air"

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{{flavour|A staff that increases the power of air spells cast by its wielder, and insulates them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those struck by it.}}
 
{{flavour|A staff that increases the power of air spells cast by its wielder, and insulates them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those struck by it.}}
  
A '''staff of air''' is a [[magical staff]] which aids in the casting of [[Air Magic]]. Equipping it will cause it to auto-identify. Any air spell cast while wielding a staff of air will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is protected from electricity, gaining [[electricity resistance]].
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A '''staff of air''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Air Magic]] and gives the wielder [[electricity resistance]].
  
The staff can also be used in combat, functioning as a +0 [[staff]] that deals additional electricity damage:
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This staff can also be used in combat, functioning as a +0 [[staff]] that deals additional electricity damage:
  
 
{{crawlquote|'''Electricity Damage''': A random amount ranging from 0 to 1.25×(Evocations/2 + Air Magic)<br>'''Chance to Activate on a Hit''': (Evocations + AirMagic/2)×6.66% per hit}}
 
{{crawlquote|'''Electricity Damage''': A random amount ranging from 0 to 1.25×(Evocations/2 + Air Magic)<br>'''Chance to Activate on a Hit''': (Evocations + AirMagic/2)×6.66% per hit}}
  
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.
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In addition, the [[Staves]] and [[Fighting]] skills will increase the damage done by the staff itself.
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==Strategy==
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Staves of air are one of the few non-[[artefact]] sources of rElec. It can be wise to keep a staff around to swap in. Even melee characters may want one around, e.g. swapping to the staff when teleporting away from [[Nikola]].
  
 
==History==
 
==History==
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{{CBA|0.32|the electricity damage in melee will be reduced by half of AC.}}
 
*Prior to [[0.19]], staves of air would penalize casting Earth spells.
 
*Prior to [[0.19]], staves of air would penalize casting Earth spells.
 
*Prior to [[0.15]], the staff of air would activate extra melee damage less frequently than other magical staves.
 
*Prior to [[0.15]], the staff of air would activate extra melee damage less frequently than other magical staves.
 
*Prior to [[0.8]], the chance of a staff of air auto-identifying when wielded depended on the Air Magic skill of the wielder.
 
*Prior to [[0.8]], the chance of a staff of air auto-identifying when wielded depended on the Air Magic skill of the wielder.

Latest revision as of 19:31, 4 May 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Type Magical staves
Name staff of air
Icon Staff of air.png
A staff that increases the power of air spells cast by its wielder, and insulates them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those struck by it.

A staff of air is a magical staff. It gives a spell enhancer to Air Magic and gives the wielder electricity resistance.

This staff can also be used in combat, functioning as a +0 staff that deals additional electricity damage:

Electricity Damage: A random amount ranging from 0 to 1.25×(Evocations/2 + Air Magic)
Chance to Activate on a Hit: (Evocations + AirMagic/2)×6.66% per hit

In addition, the Staves and Fighting skills will increase the damage done by the staff itself.

Strategy

Staves of air are one of the few non-artefact sources of rElec. It can be wise to keep a staff around to swap in. Even melee characters may want one around, e.g. swapping to the staff when teleporting away from Nikola.

History

  • In 0.32, the electricity damage in melee will be reduced by half of AC.
  • Prior to 0.19, staves of air would penalize casting Earth spells.
  • Prior to 0.15, the staff of air would activate extra melee damage less frequently than other magical staves.
  • Prior to 0.8, the chance of a staff of air auto-identifying when wielded depended on the Air Magic skill of the wielder.