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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  |accuracy    = +5
 
  |accuracy    = +5
 
  |basedelay  = 12 (120%)
 
  |basedelay  = 12 (120%)
  |mindelay    = 6 (12)
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  |mindelay    = 6 at skill 12
 
  |hands      = 1H
 
  |hands      = 1H
 
  |size        = Large
 
  |size        = Large
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  |acquirement =  
 
  |acquirement =  
 
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{{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, +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.
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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.
  
All magical staves auto-identify when wielded, but be aware that they can be [[cursed]].
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Magical staves can be [[cursed]], like other weapons.
  
 
==Enhancer Staves==
 
==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:
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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:
  
{{crawlquote|'''Damage Dealt''': 0 to 1.25×(School+Evocations/2)<br>'''Chance to Activate''': (Evocations+School/2)×6.66% per hit}}
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{{crawlquote|'''Damage Dealt''': 0 to 1.25×(School+[Evocations/2])<br>'''Chance to Activate''': (Evocations+School/2)×6.66% per hit}}
  
*[[Staff of fire]]: [[Fire]] damage, 1 rank of fire resistance, opposes cold.
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*[[Staff of fire]]: [[Fire]] damage, 1 rank of fire resistance.
*[[Staff of cold]]: [[Cold]] damage, 1 rank of cold resistance, opposes fire.
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*[[Staff of cold]]: [[Cold]] damage, 1 rank of cold resistance.
*[[Staff of earth]]: Physical damage, opposes air.
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*[[Staff of earth]]: Physical damage.
*[[Staff of air]]: [[Electricity]] damage, electricity resistance, opposes earth, has to pass an additional check: (Damage Done + [[Air Magic]])/20.
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*[[Staff of air]]: [[Electricity]] damage, [[electricity 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), 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), poison resistance.
*[[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.
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*[[Staff of death]]: (12.5+[[Necromancy]]×12.5)% chance of [[negative energy]] damage (does not affect targets with [[negative energy resistance]]), 1 rank of negative energy resistance. Does not inflict [[draining]] on the target.
 
*[[Staff of conjuration]]: No bonus.
 
*[[Staff of conjuration]]: No bonus.
*[[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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*[[Staff of summoning]]: No bonus.
  
 
==Other Staves==
 
==Other Staves==
 
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]]: +13 max [[MP]].
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*[[Staff of power]]: +15 max [[MP]].
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None of the above staves grant any melee bonuses.
 
None of the above staves grant any melee bonuses.
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==History==
 
==History==
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in [[0.19]], staves no longer penalize casting the opposite elemental school of magic.
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In [[0.17]], the [[Staff of summoning]] lost the ability to abjure targets, and in [[0.18]] warding was removed.
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In [[0.13]], the [[Staff of channeling]] was removed and the [[Staff of energy|staves of energy]] were changed to allow the player to channel energy.
 
In [[0.13]], the [[Staff of channeling]] was removed and the [[Staff of energy|staves of energy]] were changed to allow the player to channel energy.
  

Revision as of 20:12, 16 May 2018

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 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, 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