Elemental Staff
A powerful staff which used to belong to the leader of the Guild of Five Elements. The staff enhances the power of all elemental spells cast by its wielder. In addition to the protection it provides, those skilled in Evocations may discharge powerful blasts of elemental energy when striking with it. |
+3 staff
+3 AC
rF+
rC+
rElec
Acts as an enhancer staff for Fire, Ice, Air, and Earth Magic
Inflicts 10 + 1d14
fire, cold, electricity, or physical (crushing) damage each time it triggers[1]. The game does two rolls with an Evocations/27 chance to succeed each time you successfully hit an opponent; if either test succeeds, the effect triggers.
Desirability
The Elemental Staff[2] offers an incredible array of defensive bonuses, giving the wielder significantly more freedom when it comes to armour and jewellery slots. It also acts as 4 different enhancer staves, so casters relying on any of the four elements will find significant use out of this staff.
This staff is also decent as a melee weapon. With 10 Evocations, you will have a 60% chance to proc a 10-24 damage attack, as opposed to electrocution's 25% chance for 7-20. With a modest skill investment in Staves (12 for min speed), it's a suitable weapon for a good chunk of the game, though not having control over the element you evoke is unfortunate.
History
- Prior to 0.28, the Elemental Staff also provided +80 willpower.
- Prior to 0.25, the Elemental Staff did not act as a spell enhancer for all elemental schools.
- Prior to 0.14, the Elemental Staff was a +3, +1 quarterstaff making it a marginally better source of physical damage. However, it lacked any elemental brand effects, offered no rElec, made noise while wielded, and significantly increased your hunger. It also provided only +60 MR.
References
- ↑ art-func.h:820 (0.28.0)
- ↑ art-data.txt:617 (0.30.0)