Difference between revisions of "Majin-Bo"
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The '''Majin-Bo'''<ref>{{source ref|0.29.0|art-data.txt|1398}}</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. | The '''Majin-Bo'''<ref>{{source ref|0.29.0|art-data.txt|1398}}</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. | ||
− | However, the Majin-Bo forbids [[shields]], and you lose 1 [[HP]] for every [[MP]] (this is never directly fatal). Additionally, vampiric spells only trigger on direct damage, so [[ | + | However, the Majin-Bo forbids [[shields]], and you lose 1 [[HP]] for every [[MP]] (this is never directly fatal). Additionally, vampiric spells only trigger on direct damage, so [[Hexes]] and [[Summonings]] 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. |
[[Djinn]] have the most to gain from spell vampirism, as it is 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. | [[Djinn]] have the most to gain from spell vampirism, as it is 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. |
Revision as of 21:17, 30 August 2022
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. |
+6 quarterstaff
Vampiricism brand
MP +6
Intelligence +6
Injures you each time you cast a spell
Vampiric spells (60% chance to recover 1d<damage> HP)
Desirability
The Majin-Bo[1] is an extraordinarily powerful weapon in the hands of an experienced conjurer, making your spells as well as melee attacks 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.
However, the Majin-Bo forbids shields, and you lose 1 HP for every MP (this is never directly fatal). Additionally, vampiric spells only trigger on direct damage, so Hexes and Summonings 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.
Djinn have the most to gain from spell vampirism, as it is 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.
History
- 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
- ↑ art-data.txt:1398 (0.29.0)