Majin-Bo

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Version 0.30: 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 the +6 Majin-Bo

+6 bo (modified staff: 11 base damage, +1 accuracy, 1.2 base delay)

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. It's also a decent melee weapon; its base type is equal to a demon whip with 0.6 mindelay.

However, the Majin-Bo makes you lose 1 HP for every MP (this is never directly fatal). Additionally, vampiric spells only trigger on direct damage, so Hexes and Summonings 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.

Djinn have the most to gain from spell vampirism, as it is an effective MP steal. However, they have the most to lose - the Majin-Bo's HP cost means that spells now cost double to cast.

History

  • Prior to 0.30, Majin-Bo was a +6 quarterstaff.
  • 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.

References