Difference between revisions of "Magical staff"

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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, +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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{{version023}}
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{{weapon
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|name        = Magical staff (type varies)
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|cost        = ?
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|weight      = 15.0
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|skill      = Staves
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|damage      = 5
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|accuracy    = +5
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|basedelay  = 12 (120%)
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|mindelay    = 6 at skill 12
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|hands      = 1H
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|size        = Large
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|ranged      = No
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|damtype    = Varies
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|acquirement =
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}}
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{{flavour|A staff improved with arcane powers of unknown nature.}}
  
All magical staves auto-identify when wielded, but be aware that they can be [[cursed]].
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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 and/or provide other effects such as resistances or additional abilities.
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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, grants [[fire resistance|rF+]]
*[[Staff of cold]]: [[Cold]] damage, 1 rank of cold resistance, opposes fire.
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*[[Staff of cold]]: [[Cold]] damage, grants [[cold resistance|rC+]]
*[[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, grants [[electricity resistance|rElec]]
*[[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.
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*[[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), grants [[poison resistance|rPois]]
*[[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]] or [[drain]] the target), grants [[negative energy resistance|rN+]]
*[[Staff of conjuration]]: No bonus.
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*[[Staff of conjuration]]: No other 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 other bonus
  
 
==Other Staves==
 
==Other Staves==
The following staves have effects independent of spell schools:
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The following staves have effects independent of spell schools, but none of them grant any melee bonuses:
*[[Staff of wizardry]]: Much like a [[ring of wizardry]], it improves your [[spell success]] rate.
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*[[Staff of wizardry]]: Much like a [[ring of wizardry]], it improves your [[spell success]] rate
*[[Staff of energy]]: Reduces [[spell hunger]] by 2/3.
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*[[Staff of energy]]: Eliminates [[spell hunger]] and may be evoked to gain MP, with a success rate and effect based on Evocations; successfully doing so costs 50 [[nutrition]]
*[[Staff of power]]: +13 max [[MP]].
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*[[Staff of power]]: +15 max [[MP]]
*[[Staff of channeling]]: 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.
 
 
 
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 [[Evocable items#Staves|here]] for more details.
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There are also a number of [[artefact]] staves, but they are technically classified as weapons rather than magical staves. See [[Evocable items#Artefact staves|here]] for more details.
  
 
===Images===
 
===Images===
Line 36: Line 51:
  
 
==History==
 
==History==
In [[0.13]], the [[Staff of channeling]] will be removed. The new [[Staff of energy|staves of energy]] will allow the player to channel energy.
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*Prior to [[0.19]], staves of fire, earth, air, and cold would act as negative [[spell enhancer]]s for their opposing elemental school.
 
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*Prior to [[0.18]], staves of summoning granted the [[warding]] property.
In [[0.12]], the [[Staff of enchantment]] was removed.
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*Prior to [[0.17]], staves of summoning could abjure summoned creatures in melee.
 
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*In [[0.13]], the [[Staff of channeling]] was removed. Its ability to channel MP was given to [[Staff of energy|staves of energy]].
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).
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*In [[0.12]], the [[Staff of enchantment]], which enhanced the power of [[Hexes]] and [[Charms]], was removed.
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*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==
 
==See Also==

Revision as of 19:54, 5 August 2019

Version 0.23: 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 and/or provide other effects such as resistances or additional abilities.

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, but none of them grant any melee bonuses:

There are also a number of artefact staves, but they are technically classified as weapons rather than magical staves. See 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

  • Prior to 0.19, staves of fire, earth, air, and cold would act as negative spell enhancers for their opposing elemental school.
  • Prior to 0.18, staves of summoning granted the warding property.
  • Prior to 0.17, staves of summoning could abjure summoned creatures in melee.
  • In 0.13, the Staff of channeling was removed. Its ability to channel MP was given to staves of energy.
  • In 0.12, the Staff of enchantment, which enhanced the power of Hexes and Charms, 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