Difference between revisions of "Magical staff"

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  |name        = Magical staff (type varies)
 
  |name        = Magical staff (type varies)
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{{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, +0 [[staff]] in combat if need be. Unlike normal weapons, they cannot be enchanted in any way (and neither can they be corroded). Instead, some magical staves deal additional elemental damage based on your skill in [[Evocations]] and the corresponding school of magic, or provide other effects.
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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.
  
All magical staves auto-identify when wielded, but be aware that they can be [[cursed]].
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==Useful Info==
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Magical staves are [[spell enhancer]]s, increasing [[spell power]] of a given school by up to x150%. Due to a [[Spell power#Stepdown|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.
  
==Enhancer Staves==
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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]].
The following staves all serve as [[spell power]] multipliers for spells of their respective [[spell school]], while penalizing spells of their opposing school (if any). Some may also add elemental damage or other effects when used in melee:
 
  
{{crawlquote|'''Damage Dealt''': 0 to 1.25×(School+Evocations/2)<br>'''Chance to Activate''': (Evocations+School/2)×6.66% per hit}}
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{{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, 1 rank of fire resistance, opposes cold.
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*[[Staff of fire]] ([[Fire Magic]]): [[Fire]] damage, grants [[fire resistance|rF+]].
*[[Staff of cold]]: [[Cold]] damage, 1 rank of cold resistance, opposes fire.
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*[[Staff of cold]] ([[Ice Magic]]): [[Cold]] damage, grants [[cold resistance|rC+]].
*[[Staff of earth]]: Physical damage, opposes air.
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*[[Staff of earth]] ([[Earth Magic]]): Physical damage (+20% more than usual), which [[fly]]ing enemies resist.
*[[Staff of air]]: [[Electricity]] damage, electricity resistance, opposes earth, has to pass an additional check: (Damage Done + [[Air Magic]])/20.
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*[[Staff of air]] ([[Air Magic]]): [[Electricity]] damage, grants [[electricity resistance|rElec]].
*[[Staff of poison]]: (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), poison resistance.
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*[[Staff of poison|Staff of alchemy]] ([[Alchemy]]): <code>50 + [[Alchemy]]×12.5</code>% chance to [[poison]] the target (can even affect poison-resistant living targets, but has to pass a Skill/16 chance), grants [[poison resistance|rPois]].
*[[Staff of death]]: (12.5+[[Necromancy]]×12.5)% chance of [[negative energy]] damage (does not affect targets with life protection), 1 rank of life protection.
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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]]: No bonus.
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*[[Staff of conjuration]] ([[Conjurations]]): Irresistible damage. No resistance.
*[[Staff of summoning]]: 1 rank of [[warding]]; if the defender is a summoned monster, casts [[Abjuration]] against it at [[spell power]] equal to the damage other staves would deal.
 
  
==Other Staves==
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[[Randart]] staves can boost multiple different types of spells.
The following staves have effects independent of spell schools:
 
*[[Staff of wizardry]]: Much like a [[ring of wizardry]], it improves your [[spell success]] rate.
 
*[[Staff of energy]]: Eliminates [[spell hunger]] and may be evoked to gain MP, with a success rate based on Evocations. Costs 50 [[nutrition]]. Although this restores less MP per use than [[Sif Muna]]'s channeling ability, it is much more efficient food-wise.
 
*[[Staff of power]]: +13 max [[MP]].
 
  
None of the above staves grant any melee bonuses.
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[[Unrandart]] staves are classified as weapons in the inventory screen rather than magical staves, whether or not they add any enhancers.
  
There are also a number of [[artefact]] staves, but they are technically classified as weapons rather than magical staves. Click [[Evocable items#Staves|here]] for more details.
 
 
===Images===
 
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
| [[File:Magic staff 1.png]] || [[File:Magic staff 2.png]] || [[File:Magic staff 3.png]] || [[File:Magic staff 4.png]] || [[File:Magic staff 5.png]]
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! || Image
 +
|-
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| '''Standard''' || [[File:Magic staff 1.png]] [[File:Magic staff 2.png]] [[File:Magic staff 3.png]] [[File:Magic staff 4.png]] [[File:Magic staff 5.png]]<br>[[File:Magic staff 6.png]] [[File:Magic staff 7.png]] [[File:Magic staff 8.png]] [[File:Magic staff 9.png]] [[File:Magic staff 10.png]]
 +
|-
 +
| '''Artefact''' || [[File:Artefact magic staff 1.png]] [[File:Artefact magic staff 2.png]] [[File:Artefact magic staff 3.png]] [[File:Artefact magic staff 4.png]] [[File:Artefact magic staff 5.png]]<br>[[File:Artefact magic staff 6.png]] [[File:Artefact magic staff 7.png]]
 
|-
 
|-
| [[File:Magic staff 6.png]] || [[File:Magic staff 7.png]] || [[File:Magic staff 8.png]] || [[File:Magic staff 9.png]] || [[File:Magic staff 10.png]]
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! ||  '''[[Unrandarts|Unrandart]]'''
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|-
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| '''[[Staff of Olgreb]]''' || [[File:Staff of olgreb.png]]
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|-
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| '''[[Elemental Staff]]''' || [[File:Elemental staff.png]]
 
|}
 
|}
  
 
==History==
 
==History==
In [[0.13]], the [[Staff of channeling]] was removed and the [[Staff of energy|staves of energy]] were changed to allow the player to channel energy.
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{{CBA|0.33|magical staves will be one-handed for [[Spriggan]]s and [[Kobold]]s.}}
 
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*Prior to [[0.32]], the melee damage from staves of fire, cold, death, and poison partially bypassed AC. They all check AC normally, but do 25% more damage now. Additionally, staves of air check half AC.
In [[0.12]], the [[Staff of enchantment]] was removed.
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*Prior to [[0.31]], randart magical staves couldn't boost multiple spell schools.
 
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*Prior to [[0.30]], magical staves could not be [[randart]]s.
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).
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*Prior to [[0.27]], magical staves could be [[cursed]], like other weapons.
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*In [[0.26]], [[staff of summoning|staves of summoning]], [[staff of wizardry|wizardry]], and [[staff of energy|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]].
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*In [[0.25]], [[staff of power|staves of power]] were removed.
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*Prior to [[0.19]], staves of fire, earth, air, and cold would act as negative [[spell enhancer]]s for their opposing elemental school.
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*Prior to [[0.18]], staves of summoning granted the [[warding]] property.
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*Prior to [[0.17]], staves of summoning could abjure summoned creatures in melee.
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*In [[0.13]], the [[Staff of channeling]] was removed. Its ability to channel MP was given to [[Staff of energy|staves of energy]].
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*In [[0.12]], the [[Staff of enchantment]], which enhanced the power of [[Hexes]] and [[Charms]], was removed.
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*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==
 
==See Also==

Latest revision as of 16:57, 12 November 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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

Randart staves can boost multiple different types of spells.

Unrandart staves are classified as weapons in the inventory screen rather than magical staves, whether or not they add any enhancers.

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
Unrandart
Staff of Olgreb Staff of olgreb.png
Elemental Staff Elemental staff.png

History

  • In 0.33, magical staves will be one-handed for Spriggans and Kobolds.
  • Prior to 0.32, the melee damage from staves of fire, cold, death, and poison partially bypassed AC. They all check AC normally, but do 25% more damage now. Additionally, staves of air check half AC.
  • 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 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