Elemental Staff
A powerful staff which used to belong to the leader of the Guild of Five Elements. It is imbued with protective and offensive enhancements from all the elemental schools of magic. |
File:New elemental staff.png the +3 Elemental Staff
+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] Chance to trigger = 1 - (1 - Evocations/27)^2
.
Desirability
The Elemental Staff[2] offers a good 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. Spells that are of multiple elements (like Plasma Beam) get multiple power boosts.
This staff is also decent as a melee weapon. With 10 Evocations, you'll 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 0.30, the Elemental Staff provided rF++, rC++, and AC+5.
- 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:903 (0.30.0)
- ↑ art-data.txt:617 (0.30.0)