Difference between revisions of "Elemental Staff"

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{{flavour|A powerful staff which used to belong to the leader of the Guild of Five Elements. It is imbued with protective and offensive enhancements from all the elemental schools of magic.}}
  
{{flavour|This powerful staff used to belong to the leader of the Guild of Five Elements.}}
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[[File:Elemental staff.png]] '''''the +3 Elemental Staff'''''<br>
[[File:Elemental_staff.png]] '''''A black staff'''''<br>
 
  
+3, +3 [[staff]]
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+3 [[staff]]<br>
 
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+3 [[AC]]<br>
Inflicts bonus damage as though it were a randomly selected elemental staff with each hit (chance and power determined by [[Evocations]])<br>
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[[Fire resistance|rF+]]<br>
+5<br>
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[[Cold resistance|rC+]]<br>
rF++<br>
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[[Electricity resistance|rElec]]<br>
rC++<br>
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Acts as an [[enhancer staff]] for [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic]]<br>
rElec<br>
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Inflicts <code>10 + 1d14</code> [[fire]], [[cold]], [[electricity]], or physical (crushing) damage each time it triggers.<ref>{{source ref|0.30.0|art-func.h|903}}</ref> Chance to trigger = <code>1 - (1 - [[Evocations]]/27)^2</code>.
+80 MR<br>
 
  
 
==Desirability==
 
==Desirability==
The '''elemental staff''' offers an unbelievable array of defensive bonuses, giving the wielder significantly more freedom when it comes to armour and jewellery slots. With a modest skill investment in [[Staves]] (12 for min speed) and significant training in [[Evocations]], it also serves as a fairly powerful, moderately fast one-handed melee weapon, though not having control over the element you evoke is unfortunate.
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The '''Elemental Staff'''<ref>{{source ref|0.30.0|art-data.txt|617}}</ref> offers a good array of defensive bonuses, giving the wielder significantly more freedom when it comes to armour and jewellery slots. It also acts as 4 different [[enhancer staves]], so casters relying on any of the four elements will find significant use out of this staff. Spells that are of multiple elements (like [[Plasma Beam]]) get multiple power boosts.
  
For casters, coupling this with a robe of the [[Archmagi]] and possibly other spellpower enhancers can leave you with a well-rounded defense and an overwhelming offense. For melee characters, particularly ones who can fill their suddenly-available equipment slots with [[slaying]] bonuses, it's an excellent way to gain exceptional amounts of durability while still being a force to reckon with. Don't expect it to be of much use in melee with monsters resistant to all elemental damage, however.
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This staff is also decent as a melee weapon. With 10 Evocations, you'll have a 60% chance to proc a 10-24 damage attack, as opposed to [[electrocution]]'s 25% chance for 7-20. With a modest skill investment in [[Staves]] (12 for min speed), it's a suitable weapon for a good chunk of the game, though not having control over the element you evoke is unfortunate.
  
 
==History==
 
==History==
Prior to [[0.14]], the elemental staff was a +3, +1 [[quarterstaff]] making it a marginally better source of physical damage. However, it lacked any elemental brand effects, offered no rElec, made [[noise]] while wielded, and significantly increased your [[hunger]].
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*Prior to [[0.30]], the Elemental Staff provided rF++, rC++, and AC+5.
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*Prior to [[0.28]], the Elemental Staff also provided +80 [[willpower]].
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*Prior to [[0.25]], the Elemental Staff did not act as a [[spell enhancer]] for all elemental schools.
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*Prior to [[0.14]], the Elemental Staff was a +3, +1 [[quarterstaff]] making it a marginally better source of physical damage. However, it lacked any elemental brand effects, offered no rElec, made [[noise]] while wielded, and significantly increased your [[hunger]]. It also provided only +60 MR.
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==References==
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<references />
  
 
[[Category:Unrands]]
 
[[Category:Unrands]]
 
[[Category:Staves]]
 
[[Category:Staves]]
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[[Category:Magical staves]]

Latest revision as of 21:50, 23 October 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
A powerful staff which used to belong to the leader of the Guild of Five Elements. It is imbued with protective and offensive enhancements from all the elemental schools of magic.

Elemental staff.png the +3 Elemental Staff

+3 staff
+3 AC
rF+
rC+
rElec
Acts as an enhancer staff for Fire, Ice, Air, and Earth Magic
Inflicts 10 + 1d14 fire, cold, electricity, or physical (crushing) damage each time it triggers.[1] Chance to trigger = 1 - (1 - Evocations/27)^2.

Desirability

The Elemental Staff[2] offers a good array of defensive bonuses, giving the wielder significantly more freedom when it comes to armour and jewellery slots. It also acts as 4 different enhancer staves, so casters relying on any of the four elements will find significant use out of this staff. Spells that are of multiple elements (like Plasma Beam) get multiple power boosts.

This staff is also decent as a melee weapon. With 10 Evocations, you'll have a 60% chance to proc a 10-24 damage attack, as opposed to electrocution's 25% chance for 7-20. With a modest skill investment in Staves (12 for min speed), it's a suitable weapon for a good chunk of the game, though not having control over the element you evoke is unfortunate.

History

  • Prior to 0.30, the Elemental Staff provided rF++, rC++, and AC+5.
  • Prior to 0.28, the Elemental Staff also provided +80 willpower.
  • Prior to 0.25, the Elemental Staff did not act as a spell enhancer for all elemental schools.
  • Prior to 0.14, the Elemental Staff was a +3, +1 quarterstaff making it a marginally better source of physical damage. However, it lacked any elemental brand effects, offered no rElec, made noise while wielded, and significantly increased your hunger. It also provided only +60 MR.

References