Difference between revisions of "Magical staff"

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(Other Staves)
(Removed staff of enchantment)
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*[[Staff of death]]: (12.5+[[Necromancy]]×12.5)% chance of [[negative energy]] damage (does not affect targets with life protection), 1 rank of life protection.
 
*[[Staff of death]]: (12.5+[[Necromancy]]×12.5)% chance of [[negative energy]] damage (does not affect targets with life protection), 1 rank of life protection.
 
*[[Staff of conjuration]]: No bonus.
 
*[[Staff of conjuration]]: No bonus.
*[[Staff of enchantment]]: Gain 9 + (3 × [[Charms]] ''or'' [[Hexes]]) [[magic resistance]] (uses the larger skill).
 
 
*[[Staff of summoning]]: 1 rank of [[warding]]; if the defender is a summoned monster, casts [[Abjuration]] against it at [[spell power]] equal to the damage other staves would deal.
 
*[[Staff of summoning]]: 1 rank of [[warding]]; if the defender is a summoned monster, casts [[Abjuration]] against it at [[spell power]] equal to the damage other staves would deal.
  
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==History==
 
==History==
 +
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).
 
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).
  

Revision as of 18:03, 9 May 2013

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, +0 staff in combat if need be. Unlike normal weapons, they cannot be enchanted in any way (and neither can they be corroded). Instead, some magical staves deal additional elemental damage based on your skill in Evocations and the corresponding school of magic, or provide other effects.

All magical staves auto-identify when wielded, but be aware that they can be cursed.

Enhancer Staves

The following staves all serve as spell power multipliers for spells of their respective spell school, while penalizing spells of their opposing school (if any). 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 0.12, 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