Difference between revisions of "Magical staff"
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{{weapon | {{weapon | ||
|name = Magical staff (type varies) | |name = Magical staff (type varies) | ||
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{{flavour|A staff improved with arcane powers of unknown nature.}} | {{flavour|A staff improved with arcane powers of unknown nature.}} | ||
− | A [[magical staff]] is a device which enhances your spells in one of a variety of different ways. It occupies your weapon slot and can be used as a +0 [[staff]] in combat if need be. Unlike normal weapons, they cannot be enchanted in any way | + | A [[magical staff]] is a device which enhances your spells in one of a variety of different ways. It occupies your weapon slot and can be used as a +0 [[staff]] in combat if need be. Unlike normal weapons, they cannot be enchanted in any way; instead, some magical staves deal additional elemental damage based on your skill in [[Evocations]] and the corresponding school of magic and/or provide other effects such as resistances or additional abilities. |
Magical staves can be [[cursed]], like other weapons. | Magical staves can be [[cursed]], like other weapons. | ||
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The following staves all serve as [[spell power]] multipliers for spells of their respective [[spell school]]. Some may also add elemental damage or other effects when used in melee: | The following staves all serve as [[spell power]] multipliers for spells of their respective [[spell school]]. Some may also add elemental damage or other effects when used in melee: | ||
− | {{crawlquote|'''Damage Dealt''': 0 to 1.25×(School+[Evocations/2])<br>'''Chance to Activate''': (Evocations+School/2)×6.66% per hit}} | + | {{crawlquote|'''Damage Dealt''': 0 to 1.25×(School+[Evocations/2])<br>'''Chance to Activate''': (Evocations + School/2)×6.66% per hit (100% when (Evocations + School/2 = 15)}} |
− | *[[Staff of fire]]: [[Fire]] damage, | + | *[[Staff of fire]]: [[Fire]] damage, grants [[fire resistance|rF+]] |
− | *[[Staff of cold]]: [[Cold]] damage, | + | *[[Staff of cold]]: [[Cold]] damage, grants [[cold resistance|rC+]] |
− | *[[Staff of earth]]: Physical damage | + | *[[Staff of earth]]: Physical damage |
− | *[[Staff of air]]: [[Electricity]] damage, [[electricity resistance]] | + | *[[Staff of air]]: [[Electricity]] damage, grants [[electricity resistance|rElec]] |
− | *[[Staff of poison]]: (50+[[Poison Magic]]×12.5)% chance to [[poison]] the target (can even affect poison-resistant living targets, but has to pass a Poison/16 chance), poison resistance | + | *[[Staff of poison]]: (50+[[Poison Magic]]×12.5)% chance to [[poison]] the target (can even affect poison-resistant living targets, but has to pass a Poison/16 chance), grants [[poison resistance|rPois]] |
− | *[[Staff of death]]: (12.5+[[Necromancy]]×12.5)% chance of [[negative energy]] damage | + | *[[Staff of death]]: (12.5+[[Necromancy]]×12.5)% chance of [[negative energy]] damage (does not affect targets with [[negative energy resistance]] or [[drain]] the target), grants [[negative energy resistance|rN+]] |
− | *[[Staff of conjuration]]: No bonus | + | *[[Staff of conjuration]]: No other bonus |
− | *[[Staff of summoning]]: No bonus | + | *[[Staff of summoning]]: No other bonus |
==Other Staves== | ==Other Staves== | ||
− | The following staves have effects independent of spell schools: | + | The following staves have effects independent of spell schools, but none of them grant any melee bonuses: |
− | *[[Staff of wizardry]]: Much like a [[ring of wizardry]], it improves your [[spell success]] rate | + | *[[Staff of wizardry]]: Much like a [[ring of wizardry]], it improves your [[spell success]] rate |
− | *[[Staff of energy]]: Eliminates [[spell hunger]] and may be evoked to gain MP, with a success rate based on Evocations | + | *[[Staff of energy]]: Eliminates [[spell hunger]] and may be evoked to gain MP, with a success rate and effect based on Evocations; successfully doing so costs 50 [[nutrition]] |
− | *[[Staff of power]]: +15 max [[MP]] | + | *[[Staff of power]]: +15 max [[MP]] |
− | + | There are also a number of [[artefact]] staves, but they are technically classified as weapons rather than magical staves. See [[Evocable items#Artefact staves|here]] for more details. | |
− | |||
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− | There are also a number of [[artefact]] staves, but they are technically classified as weapons rather than magical staves. | ||
===Images=== | ===Images=== | ||
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==History== | ==History== | ||
− | + | *Prior to [[0.19]], staves of fire, earth, air, and cold would act as negative [[spell enhancer]]s for their opposing elemental school. | |
− | + | *Prior to [[0.18]], staves of summoning granted the [[warding]] property. | |
− | + | *Prior to [[0.17]], staves of summoning could abjure summoned creatures in melee. | |
− | + | *In [[0.13]], the [[Staff of channeling]] was removed. Its ability to channel MP was given to [[Staff of energy|staves of energy]]. | |
− | In [[0.13]], the [[Staff of channeling]] was removed | + | *In [[0.12]], the [[Staff of enchantment]], which enhanced the power of [[Hexes]] and [[Charms]], was removed. |
− | + | *Prior to [[0.8]], the chance of a magical staff auto-identifying when wielded depended on the skill of the wielder in its corresponding school (or [[Spellcasting]] if none applied). | |
− | In [[0.12]], the [[Staff of enchantment]] was removed. | ||
− | |||
− | Prior to [[0.8]], the chance of a magical staff auto-identifying when wielded depended on the skill of the wielder in its corresponding school (or [[Spellcasting]] if none applied). | ||
==See Also== | ==See Also== |
Revision as of 19:52, 5 August 2019
Name | Magical staff (type varies) |
---|---|
Skill | Staves |
Damage | 5 |
Accuracy | +5 |
Base delay (%) | 12 (120%) |
Min delay | 6 at skill 12 |
Hands | 1H |
Size | Large |
Ranged? | No |
A staff improved with arcane powers of unknown nature. |
A magical staff is a device which enhances your spells in one of a variety of different ways. It occupies your weapon slot and can be used as a +0 staff in combat if need be. Unlike normal weapons, they cannot be enchanted in any way; instead, some magical staves deal additional elemental damage based on your skill in Evocations and the corresponding school of magic and/or provide other effects such as resistances or additional abilities.
Magical staves can be cursed, like other weapons.
Enhancer Staves
The following staves all serve as spell power multipliers for spells of their respective spell school. Some may also add elemental damage or other effects when used in melee:
{{{1}}}
- Staff of fire: Fire damage, grants rF+
- Staff of cold: Cold damage, grants rC+
- Staff of earth: Physical damage
- Staff of air: Electricity damage, grants rElec
- Staff of poison: (50+Poison Magic×12.5)% chance to poison the target (can even affect poison-resistant living targets, but has to pass a Poison/16 chance), grants rPois
- Staff of death: (12.5+Necromancy×12.5)% chance of negative energy damage (does not affect targets with negative energy resistance or drain the target), grants rN+
- Staff of conjuration: No other bonus
- Staff of summoning: No other bonus
Other Staves
The following staves have effects independent of spell schools, but none of them grant any melee bonuses:
- Staff of wizardry: Much like a ring of wizardry, it improves your spell success rate
- Staff of energy: Eliminates spell hunger and may be evoked to gain MP, with a success rate and effect based on Evocations; successfully doing so costs 50 nutrition
- Staff of power: +15 max MP
There are also a number of artefact staves, but they are technically classified as weapons rather than magical staves. See here for more details.
Images
History
- Prior to 0.19, staves of fire, earth, air, and cold would act as negative spell enhancers for their opposing elemental school.
- Prior to 0.18, staves of summoning granted the warding property.
- Prior to 0.17, staves of summoning could abjure summoned creatures in melee.
- In 0.13, the Staff of channeling was removed. Its ability to channel MP was given to staves of energy.
- In 0.12, the Staff of enchantment, which enhanced the power of Hexes and Charms, was removed.
- Prior to 0.8, the chance of a magical staff auto-identifying when wielded depended on the skill of the wielder in its corresponding school (or Spellcasting if none applied).
See Also
Weapons | |
---|---|
Axes | Battleaxe • Broad axe • Executioner's axe • Hand axe • War axe |
Maces & Flails | Club • Demon whip • Dire flail • Eveningstar • Flail • Giant club • Giant spiked club • Great mace • Mace (Hammer) • Morningstar • Sacred scourge • Whip |
Long Blades | Demon blade • Double sword • Eudemon blade • Falchion • Great sword • Long sword • Scimitar • Triple sword |
Polearms | Bardiche • Demon trident • Glaive • Halberd (Scythe) • Spear • Trident • Trishula |
Ranged Weapons | Arbalest • Hand cannon • Longbow • Orcbow • Shortbow • Sling • Triple crossbow |
Short Blades | Dagger • Quick blade • Rapier • Short sword |
Staves | Lajatang • Magical staff • Quarterstaff |
Throwing | Boomerang • Dart • Javelin • Large rock • Stone • Throwing net |