Difference between revisions of "Majin-Bo"

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m (Crystal-ball an 0.26 rework (commit 9982ef6611))
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{{flavour|A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers tremendous arcane power at a small price: a tiny portion of the caster's life essence, taken alongside the magic used every time its wielder casts a spell.}}
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{{flavour|A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers great arcane power in a terrible bargain: in exchange for a tiny portion of the caster's life essence, taken alongside the magic used every time its wielder casts a spell, she will occasionally redirect the life essence of creatures damaged by the spell to the caster.}}
  
 
[[File:Majin-bo.png]] '''''a Majin-Bo'''''
 
[[File:Majin-bo.png]] '''''a Majin-Bo'''''
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[[Vampiricism]] [[brand]]<br>
 
[[Vampiricism]] [[brand]]<br>
[[Archmagi]]<br>
 
 
[[MP]] +6<br>
 
[[MP]] +6<br>
 
[[Intelligence]] +6<br>
 
[[Intelligence]] +6<br>
Injures you each time you cast a spell
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Injures you each time you cast a spell<br>
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Vampiric spells (60% chance to recover 1d<damage> HP)
  
 
==Desirability==
 
==Desirability==
The '''Majin-Bo'''<ref>{{source ref|0.25.1|art-data.txt|1259}}</ref> is an extraordinarily powerful weapon in the hands of an experienced spellcaster, providing a universal boost to [[spellpower]] even before the +6 [[intelligence]] and [[MP]] are taken into account. Its [[vampiricism]] brand doesn't exactly make it devastating in melee, but its enchantment level is respectable, and it does allow you to recover health by crushing weaker foes by hand.
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The '''Majin-Bo'''<ref>{{source ref|0.27.1|art-data.txt|1387}}</ref> is an extraordinarily powerful weapon in the hands of an experienced [[conjurations|conjurer]], making your spells as well as melee attacks [[vampiricism|vampiric]]. The +6 [[intelligence]] and [[MP]] let you cast a little more often and more reliably, and its respectable enchantment level allows you to recover health by crushing weaker foes by hand.
  
Unfortunately, it does have a few downsides. Unlike [[magical staves]], the Majin-Bo is a two-handed weapon, preventing the use of [[shields]]. More importantly, you lose 1 [[HP]] for each [[MP]] you spend casting spells while wielding it (but it will not injure you further once you reach 1 HP). At best this effect is a mild annoyance, but at worst it can make any fight that gets out of hand significantly more dangerous. One cannot deny the appeal of this weapon, particularly for characters with massive HP pools or methods of recovering HP quickly.
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Unfortunately, it does have a few downsides. Unlike [[magical staves]], the Majin-Bo is a two-handed weapon, preventing the use of [[shields]]. More importantly, you lose 1 [[HP]] for each [[MP]] you spend casting spells while wielding it (but it will not injure you further once you reach 1 HP). While the vampiric effects can make up for this in many cases, it can make any fight that gets out of hand significantly more dangerous. Additionally, vampiric spells only trigger on direct damage, so [[hexes|hex]] or [[transmutation]] specialists will see little benefit, and (as with all vampiric effects) creatures with [[negative energy resistance]] are immune. Still, one cannot deny the appeal of this weapon, particularly for hybrid characters with powerful attack spells.
  
 
==References==
 
==References==
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==History==
 
==History==
*In [[0.26]], Majin-Bo will get spell vampirism instead of Archmagi. The staff will have a 60% chance to heal the player for 1d<damage> HP when the player hits susceptible monsters with any damaging spells (except for Absolute Zero).
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*Prior to [[0.26]], Majin-Bo had [[Archmagi]] instead of spell vampirism.
 
*Prior to [[0.18]], the Majin-Bo never spoke occasionally.  
 
*Prior to [[0.18]], the Majin-Bo never spoke occasionally.  
 
*The Majin-Bo was added in [[0.15]].
 
*The Majin-Bo was added in [[0.15]].
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[[Category:Staves]]
 
[[Category:Staves]]
 
[[Category:Magical staves]]
 
[[Category:Magical staves]]
[[Category:Crystal Ball Articles]]
 

Revision as of 08:40, 29 September 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.
A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers great arcane power in a terrible bargain: in exchange for a tiny portion of the caster's life essence, taken alongside the magic used every time its wielder casts a spell, she will occasionally redirect the life essence of creatures damaged by the spell to the caster.

Majin-bo.png a Majin-Bo

+6 quarterstaff

Vampiricism brand
MP +6
Intelligence +6
Injures you each time you cast a spell
Vampiric spells (60% chance to recover 1d<damage> HP)

Desirability

The Majin-Bo[1] is an extraordinarily powerful weapon in the hands of an experienced conjurer, making your spells as well as melee attacks vampiric. The +6 intelligence and MP let you cast a little more often and more reliably, and its respectable enchantment level allows you to recover health by crushing weaker foes by hand.

Unfortunately, it does have a few downsides. Unlike magical staves, the Majin-Bo is a two-handed weapon, preventing the use of shields. More importantly, you lose 1 HP for each MP you spend casting spells while wielding it (but it will not injure you further once you reach 1 HP). While the vampiric effects can make up for this in many cases, it can make any fight that gets out of hand significantly more dangerous. Additionally, vampiric spells only trigger on direct damage, so hex or transmutation specialists will see little benefit, and (as with all vampiric effects) creatures with negative energy resistance are immune. Still, one cannot deny the appeal of this weapon, particularly for hybrid characters with powerful attack spells.

References

History

  • Prior to 0.26, Majin-Bo had Archmagi instead of spell vampirism.
  • Prior to 0.18, the Majin-Bo never spoke occasionally.
  • The Majin-Bo was added in 0.15.