Difference between revisions of "Staff of energy"

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{{flavour|A staff that allows its wielder to control magical energy. It allows the wielder to cast spells without gaining hunger, and to channel ambient magical energy to restore their reserves of magic.}}
 
{{flavour|A staff that allows its wielder to control magical energy. It allows the wielder to cast spells without gaining hunger, and to channel ambient magical energy to restore their reserves of magic.}}
  
A '''staff of energy''' is a [[magical staff]] which eliminates [[spell hunger]] caused by casting spells and provides some minor channeling ability. Equipping it will cause it to auto-identify. The spell hunger elimination affects all [[spellcasting]] spells, but not [[evocation]] and [[invocation]]. Being under status effects caused by spells (such as [[haste]] and [[regeneration]]) still take their usual hunger cost.
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A '''staff of energy''' is a [[magical staff]] which eliminates [[spell hunger]] caused by casting spells, and provides some minor channeling ability. It does not affect [[Evocations]]- or [[Invocations]]- based abilities. Status effects like [[Regeneration]] still have their usual hunger cost.
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==Useful Info==
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===Channeling===
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Successfully [[Evocations|evoking]] the staff restores 1-3 [[MP]] at a cost of 50 [[nutrition]]. A failed attempt does not incur the hunger cost. This is much less hunger-efficient than waiting, but it's faster. [[Evocations]] skill decreases the failure.  
  
Successfully [[Evocations|evoking]] the staff restores 1-3 [[MP]] at a cost of 50 [[nutrition]]. While this is much less efficient than waiting for your MP to regenerate naturally, it is also much faster, allowing you to regain access to spells in the middle of combat. A failed attempt does not incur the hunger cost. Your chances for the staff's success improve with [[Evocations]] training:
 
 
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! Evocations || Success Rate (%)
 
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The staff can also be used in combat, functioning as a +0, +0 [[staff]]. Unlike some other magical staves, it provides no magical  combat effects, but you can still improve your damage output, accuracy, and attack speed through training [[Fighting]] and [[Staves]]. Even so, this is one of the least effective melee weapons available, and should be used solely for its spellcasting benefits.
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===Combat===
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This staff functions as a +0 [[staff]] in melee. Unlike some other magical staves, it has no extra melee effect.
  
 
==Strategy==
 
==Strategy==
Although this staff doesn't make magic any more powerful or easy to use, it allows casters to spam high-level spells without fear of starving themselves to death every battle. Wielding this staff is a much easier option for most characters than gaining access to [[Necromutation]]. Any caster should keep one on hand simply to reduce the amount of downtime spent recovering after combat, especially when traveling through edible [[corpse]]-rich branches.
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Although this staff won't make magic any stronger or easier to use, it does allow you to spam high-level spells without fear of starving. It lets you get away with less [[Spellcasting]] skill than you'd otherwise want or need.
  
For some characters the [[crystal ball of energy]] might be a better alternative, or if they are lucky enough, the [[Staff of Wucad Mu]].
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Any caster should keep one on hand, simply to speed up MP regeneration (at least, when traveling through edible [[corpse]]-rich branches).
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==See Also==
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*[[Staff of Wucad Mu]] - an [[unrand]] staff that also channels MP - it's faster, but riskier.
  
 
==History==
 
==History==
Prior to [[0.13]], the channeling feature was on a separate staff.  
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*Staves of energy were removed in [[0.26]], along with the hunger mechanic itself.
 
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*Prior to [[0.13]], the channeling feature was on a separate staff.  
In [[0.11]], the staff was temporarily nerfed, reducing food costs by two-thirds. It was restored to zero spell hunger in [[0.13]].  
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*In [[0.11]], the staff was temporarily nerfed, reducing food costs by two-thirds. It was restored to zero spell hunger in [[0.13]].  
 
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*Prior to [[0.8]], the chance of a staff of energy auto-identifying when wielded depended on the [[Spellcasting]] skill of the wielder.
Prior to [[0.8]], the chance of a staff of energy auto-identifying when wielded depended on the [[Spellcasting]] skill of the wielder.
 

Latest revision as of 17:29, 17 September 2023

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Type Magical staves
Name staff of energy
Icon Staff of energy.png
A staff that allows its wielder to control magical energy. It allows the wielder to cast spells without gaining hunger, and to channel ambient magical energy to restore their reserves of magic.

A staff of energy is a magical staff which eliminates spell hunger caused by casting spells, and provides some minor channeling ability. It does not affect Evocations- or Invocations- based abilities. Status effects like Regeneration still have their usual hunger cost.

Useful Info

Channeling

Successfully evoking the staff restores 1-3 MP at a cost of 50 nutrition. A failed attempt does not incur the hunger cost. This is much less hunger-efficient than waiting, but it's faster. Evocations skill decreases the failure.

Evocations Success Rate (%)
0 28
2 33
5 40
10 53
15 65
20 78
25 90
27 95

Combat

This staff functions as a +0 staff in melee. Unlike some other magical staves, it has no extra melee effect.

Strategy

Although this staff won't make magic any stronger or easier to use, it does allow you to spam high-level spells without fear of starving. It lets you get away with less Spellcasting skill than you'd otherwise want or need.

Any caster should keep one on hand, simply to speed up MP regeneration (at least, when traveling through edible corpse-rich branches).

See Also

History

  • Staves of energy were removed in 0.26, along with the hunger mechanic itself.
  • Prior to 0.13, the channeling feature was on a separate staff.
  • In 0.11, the staff was temporarily nerfed, reducing food costs by two-thirds. It was restored to zero spell hunger in 0.13.
  • Prior to 0.8, the chance of a staff of energy auto-identifying when wielded depended on the Spellcasting skill of the wielder.