Difference between revisions of "Majin-Bo"

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{{flavour|A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers great arcane power in a terrible bargain: in exchange for a tiny portion of the caster's life essence, taken alongside the magic used every time its wielder casts a spell, she will occasionally redirect the life essence of creatures damaged by the spell to the caster.}}
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{{flavour|A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers great arcane power in a terrible bargain: in exchange for a tiny portion of the caster's life essence, taken alongside the magic used every time its wielder casts a spell, she will redirect the life essence of creatures damaged by the spell to the caster.}}
  
[[File:Majin-bo.png]] '''''a Majin-Bo'''''
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[[File:Majin-bo.png]] '''''the +6 Majin-Bo'''''
  
+6 [[quarterstaff]]
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+6 bo (modified [[staff]]: 11 base damage, +1 accuracy, 1.2 base delay)
  
[[Vampiricism]] [[brand]]<br>
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[[Vampiric]] [[brand]]<br>
 
[[MP]] +6<br>
 
[[MP]] +6<br>
 
[[Intelligence]] +6<br>
 
[[Intelligence]] +6<br>
Injures you each time you cast a spell<br>
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Injures you each time you cast a spell (1 HP for every 1 MP)<br>
Vampiric spells (60% chance to recover 1d<damage> HP)
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Vampiric spells (100% chance to recover 1d<damage> HP on direct damage if [[Vampiric]] would apply)
  
 
==Desirability==
 
==Desirability==
The '''Majin-Bo'''<ref>{{source ref|0.27.1|art-data.txt|1387}}</ref> is an extraordinarily powerful weapon in the hands of an experienced [[conjurations|conjurer]], making your spells as well as melee attacks [[vampiricism|vampiric]]. The +6 [[intelligence]] and [[MP]] let you cast a little more often and more reliably, and its respectable enchantment level allows you to recover health by crushing weaker foes by hand.
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The '''Majin-Bo'''<ref>{{source ref|0.31.0|art-data.txt|1413}}</ref> is an extraordinarily powerful item in the hands of an experienced [[conjurations|conjurer]]. With vampiric melee attacks ''and'' spells, your HP recovery is great. The +6 [[intelligence]] and [[MP]] are useful, too. Even if you don't use magic, it is a decent weapon; its base type is equal to a [[demon whip]] with 0.6 mindelay.
  
Unfortunately, it does have a few downsides. Unlike [[magical staves]], the Majin-Bo is a two-handed weapon, preventing the use of [[shields]]. More importantly, you lose 1 [[HP]] for each [[MP]] you spend casting spells while wielding it (but it will not injure you further once you reach 1 HP). While the vampiric effects can make up for this in many cases, it can make any fight that gets out of hand significantly more dangerous. Additionally, vampiric spells only trigger on direct damage, so [[hexes|hex]] or [[transmutation]] specialists will see little benefit, and (as with all vampiric effects) creatures with [[negative energy resistance]] are immune. Still, one cannot deny the appeal of this weapon, particularly for hybrid characters with powerful attack spells.
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However, the Majin-Bo drains your HP for every spell, regardless of the outcome. Vampirism only works if the target has no [[negative energy resistance]]. It is worse than useless against targets with rN+, including demons and undead. Vampirism only triggers on direct damage, so [[Hexes]] and [[Summonings]] specialists will see little benefit. And if you miss, you won't be stealing HP. Still, one cannot deny the appeal of this weapon, particularly for hybrids and characters with powerful attack spells.
  
==References==
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[[Djinn]] have the most to gain from spell vampirism, as it becomes an effective MP steal. However, they have the most to lose - the Majin-Bo's HP cost means that spells now cost double to cast.
<references />
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If the Majin-Bo's effect would bring you to 0 HP, the staff will leave you at 1 HP and let you cast your spell normally (with spell vampirism).
  
 
==History==
 
==History==
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*Prior to [[0.30]], Majin-Bo was a +6 [[quarterstaff]].
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*Prior to [[0.29]], Majin-Bo only had a 60% to activate spell vampirism on cast.
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*Prior to [[0.27]], Majin-Bo would prevent you from casting entirely if you would be reduced to 0 HP.
 
*Prior to [[0.26]], Majin-Bo had [[Archmagi]] instead of spell vampirism.
 
*Prior to [[0.26]], Majin-Bo had [[Archmagi]] instead of spell vampirism.
 
*Prior to [[0.18]], the Majin-Bo never spoke occasionally.  
 
*Prior to [[0.18]], the Majin-Bo never spoke occasionally.  
 
*The Majin-Bo was added in [[0.15]].
 
*The Majin-Bo was added in [[0.15]].
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==References==
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<references />
  
 
[[Category:Unrands]]
 
[[Category:Unrands]]
 
[[Category:Staves]]
 
[[Category:Staves]]
 
[[Category:Magical staves]]
 
[[Category:Magical staves]]

Latest revision as of 01:14, 18 May 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers great arcane power in a terrible bargain: in exchange for a tiny portion of the caster's life essence, taken alongside the magic used every time its wielder casts a spell, she will redirect the life essence of creatures damaged by the spell to the caster.

Majin-bo.png the +6 Majin-Bo

+6 bo (modified staff: 11 base damage, +1 accuracy, 1.2 base delay)

Vampiric brand
MP +6
Intelligence +6
Injures you each time you cast a spell (1 HP for every 1 MP)
Vampiric spells (100% chance to recover 1d<damage> HP on direct damage if Vampiric would apply)

Desirability

The Majin-Bo[1] is an extraordinarily powerful item in the hands of an experienced conjurer. With vampiric melee attacks and spells, your HP recovery is great. The +6 intelligence and MP are useful, too. Even if you don't use magic, it is a decent weapon; its base type is equal to a demon whip with 0.6 mindelay.

However, the Majin-Bo drains your HP for every spell, regardless of the outcome. Vampirism only works if the target has no negative energy resistance. It is worse than useless against targets with rN+, including demons and undead. Vampirism only triggers on direct damage, so Hexes and Summonings specialists will see little benefit. And if you miss, you won't be stealing HP. Still, one cannot deny the appeal of this weapon, particularly for hybrids and characters with powerful attack spells.

Djinn have the most to gain from spell vampirism, as it becomes an effective MP steal. However, they have the most to lose - the Majin-Bo's HP cost means that spells now cost double to cast.

If the Majin-Bo's effect would bring you to 0 HP, the staff will leave you at 1 HP and let you cast your spell normally (with spell vampirism).

History

  • Prior to 0.30, Majin-Bo was a +6 quarterstaff.
  • Prior to 0.29, Majin-Bo only had a 60% to activate spell vampirism on cast.
  • Prior to 0.27, Majin-Bo would prevent you from casting entirely if you would be reduced to 0 HP.
  • Prior to 0.26, Majin-Bo had Archmagi instead of spell vampirism.
  • Prior to 0.18, the Majin-Bo never spoke occasionally.
  • The Majin-Bo was added in 0.15.

References