Difference between revisions of "Magical staff"

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m (update to .19)
m (Other Staves: Remove reference to sif's channeling, which has since changed to be an over time and not instant effect.)
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The following staves have effects independent of spell schools:
 
The following staves have effects independent of spell schools:
 
*[[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. Costs 50 [[nutrition]]. Although this restores less MP per use than [[Sif Muna]]'s channeling ability, it is much more efficient food-wise.
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*[[Staff of energy]]: Eliminates [[spell hunger]] and may be evoked to gain MP, with a success rate based on Evocations. Costs 50 [[nutrition]].
 
*[[Staff of power]]: +15 max [[MP]].
 
*[[Staff of power]]: +15 max [[MP]].
  

Revision as of 22:54, 19 April 2017

Version 0.19: This article may not be up to date for the latest stable release of Crawl.
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 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, or provide other effects such as resistances.

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:

Damage Dealt: 0 to 1.25×(School+[Evocations/2])
Chance to Activate: (Evocations+School/2)×6.66% per hit

Other Staves

The following staves have effects independent of spell schools:


None of the above staves grant any melee bonuses.

There are also a number of artefact staves, but they are technically classified as weapons rather than magical staves. Click here for more details.

Images

Magic staff 1.png Magic staff 2.png Magic staff 3.png Magic staff 4.png Magic staff 5.png
Magic staff 6.png Magic staff 7.png Magic staff 8.png Magic staff 9.png Magic staff 10.png

History

in 0.19, staves no longer penalize casting the opposite elemental school of magic.

In 0.17, the Staff of summoning lost the ability to abjure targets, and in 0.18 warding was removed.

In 0.13, the Staff of channeling was removed and the staves of energy were changed to allow the player to channel energy.

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

Weapons
Axes BattleaxeBroad axeExecutioner's axeHand axeWar axe
Maces & Flails ClubDemon whipDire flailEveningstarFlailGiant clubGiant spiked clubGreat maceMace (Hammer) • MorningstarSacred scourgeWhip
Long Blades Demon bladeDouble swordEudemon bladeFalchionGreat swordLong swordScimitarTriple sword
Polearms BardicheDemon tridentGlaiveHalberd (Scythe) • SpearTridentTrishula
Ranged Weapons ArbalestHand cannonLongbowOrcbowShortbowSlingTriple crossbow
Short Blades DaggerQuick bladeRapierShort sword
Staves LajatangMagical staffQuarterstaff
Throwing BoomerangDartJavelinLarge rockStoneThrowing net