Stereotypical "wizarding" weapons, most staves have little to recommend them, having little by way of damage, but they do offer the advantage of both generally being light and having DV bonuses, which can be a little extra help to lightly armored mages who don't use their weapons for melee, anyway. Their main competition are daggers, which are lighter and also grant DV bonuses, but with more focus on attack bonuses.
Their description says that they are often used for magic, but the overwhelming majority of staves, even <miracle> staves, do not have anything that boosts your magic. There is a very slim chance of having a staff with the "Enhances your spells" equipment attribute (although other equipment may have it, too,) which will serve as a direct multiplier on the damage/duration/effect of your spells. (A 1.5 multiplier, for example, will make all spells do 50% more damage or buffs/hexes last 50% longer - this does not show up in your spells screen.) (Also note, this is not the same thing as enhancing casting, which is simply a skill for reducing casting failure.) Since this is an extremely rare and valuable effect that is one of the only ways to improve the power of spells, any caster should treasure any such item they find. A dedicated caster doesn't care if it is an enchanted glass long staff that only deals 2d4 damage if they never melee, anyway, and that 30% bonus to their Magic Dart is the prime driver of increased damage.
Any such equipment attribute is completely independent of the staff, (it can appear on hats or other equipment, as well,) stave skill has nothing to do with how good your magic is, and casting with a staff does not train the staff skill.
- +1.5 to hit per level
- +0.1 damage multipler per 10 levels
Types of StavesEdit
|long staff||varies||basic weapon|
|Elemental Staff||1d14+2||reward for worshiping Itzpalt of Element|
|Staff of Insanity||1d8+2||wielded by <Issizzle> the dark abomination in Crypt of the Damned|
Elona+ basic weapons Edit
|whip||varies||grants "Remote attack" action, NPC uses it at random.|
|Elona+ precious weapons|
|Drake Rod||2d12+15||dropped by "drake" enemies|
|Solar Cane||2d18+10||wielded by <Anubis> the master of death in Valley of Hereafter|
|Vice Staff||1d40+5||wielded by <Sophia> in the Sacred Library of Irva. Also obtained as an one-time reward from the Mission from Sophia quest.|
|Vital Flayer||1d10||wielded by <Ulzassil the dead emperor> in Fort of Chaos <Hell>|
|Zwiebel||3d3+5||randomly wielded by farmers|
|Ivy Spine||4d6+20||wielded by <Melget> the informer in Ol-dran|
|Bloody Tears||4d4+38||randomly generated|
|Blood rod||2d10+0||wielded by <Ssil> the undead witch|
All characters begin with 4 levels and 120% potential in Stave.
#stavmay increase Stave by 1 level and train its potential, but may raise Greater Evasion instead.
- Prior to 1.16fix1,
#tavemay increase Stave by 1 level and train its potential, but may raise Greater Evasion instead.
|Strength||Tactics · Two Hand · Weight Lifting · Long Sword · Axe · Martial Arts · Scythe|
|Constitution||Healing · Mining · Shield · Heavy Armor · Medium Armor · Carpentry · Blunt · Polearm · Stave|
|Dexterity||Lock Picking · Dual Wield · Light Armor · Evasion · Tailoring · Pickpocket · Jeweler · Disarm Trap · Short Sword · Bow · Crossbow · Throwing|
|Perception||Stealth · Sense Quality · Detection · Fishing · Eye of Mind · Greater Evasion · Marksman · Firearm|
|Learning||Literacy · Memorization · Alchemy · Anatomy · Gardening · Cooking · Gene Engineer|
|Will||Magic Capacity · Faith · Traveling · Riding|
|Magic||Meditation · Casting · Magic Device · Control Magic|
|Charisma||Negotiation · Investing · Performer|
|Speed||Swimming · Traveling (Elona+)|