Difference between revisions of "Staff of the Meek"
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{{flavour|A sacred relic of the Monks of St. Lee, followers of the renunciate archmage. Just as St. Lee sought to atone for the destruction his spells wrought by protecting others, so his staff protects its wielder.}} | {{flavour|A sacred relic of the Monks of St. Lee, followers of the renunciate archmage. Just as St. Lee sought to atone for the destruction his spells wrought by protecting others, so his staff protects its wielder.}} | ||
+ | __NOTOC__ | ||
[[File:Staff of the Meek.png]] '''''the +7 staff of the Meek''''' | [[File:Staff of the Meek.png]] '''''the +7 staff of the Meek''''' | ||
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==Mechanics== | ==Mechanics== | ||
− | + | Regardless of health, the staff provides the effects of the protection brand (+7 AC for a short time after attacking a monster). At 55 HP, and for every 4 health below 55, that AC bonus increases by 1. This caps out at 27 HP, where the Meekstaff will provide 14 AC total.<ref>{{source ref|0.28.0|player.cc|5992}}</ref> | |
==Desirability== | ==Desirability== | ||
− | + | Quarterstaves are decent weapons in the early stages of the game thanks to their high accuracy, damage, and low attack delay. The '''staff of the Meek'''<ref>{{source ref|0.29.0|art-data.txt|1645}}</ref>, a +7 quarterstaff, gives characters just staring out a distinct advantage over early foes. For a relatively small skill investment (you can even rely on [[crosstraining]]), this staff provides a great return. While the staff does take up your [[shield]] slot, the protection brand helps compensate, especially when your max HP is low. Plus, you might not have a shield in the first place. | |
+ | |||
+ | Consider switching to a stronger offensive weapon once you start finding other decent [[brand]]ed weapons and better defensive gear. | ||
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+ | The staff of the Meek tends to appear early in the Dungeon, where it is most useful. | ||
==History== | ==History== |
Latest revision as of 18:13, 21 January 2024
A sacred relic of the Monks of St. Lee, followers of the renunciate archmage. Just as St. Lee sought to atone for the destruction his spells wrought by protecting others, so his staff protects its wielder. |
+7 quarterstaff
Protection brand
Provides even more AC at low health.
Mechanics
Regardless of health, the staff provides the effects of the protection brand (+7 AC for a short time after attacking a monster). At 55 HP, and for every 4 health below 55, that AC bonus increases by 1. This caps out at 27 HP, where the Meekstaff will provide 14 AC total.[1]
Desirability
Quarterstaves are decent weapons in the early stages of the game thanks to their high accuracy, damage, and low attack delay. The staff of the Meek[2], a +7 quarterstaff, gives characters just staring out a distinct advantage over early foes. For a relatively small skill investment (you can even rely on crosstraining), this staff provides a great return. While the staff does take up your shield slot, the protection brand helps compensate, especially when your max HP is low. Plus, you might not have a shield in the first place.
Consider switching to a stronger offensive weapon once you start finding other decent branded weapons and better defensive gear.
The staff of the Meek tends to appear early in the Dungeon, where it is most useful.
History
- The staff was added in 0.28.
References
- ↑ player.cc:5992 (0.28.0)
- ↑ art-data.txt:1645 (0.29.0)