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  • Stave
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  • A Stave is a Two-Handed wooden weapon. It has a range of one tile and adds 18 Weightpoints. The Woodcrafting skill (4) can be used to craft Staves. Two Boards are needed. At shops they sell for 33 Gold. From Woodcrafting Level 8 onwards GM Staves can be crafted with the same material, that have a longer durability than regular ones. If a Stave is infused with a Essence of Power, Essence of Speed or Essence of Durability, the weapon can be improved respectively to a Stave of Power, Stave of Speed or Stave of Durability.
  • A stave is a weapon used by guardians. A stave is used to kill Welkin krellick and used to comunicate to other stave holders.
  • Stave is a Constitution-based weapon proficiency used when fighting with staves. 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. * +1.5 to hit per level * +0.1 damage multipler per 10 levels
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abstract
  • A Stave is a Two-Handed wooden weapon. It has a range of one tile and adds 18 Weightpoints. The Woodcrafting skill (4) can be used to craft Staves. Two Boards are needed. At shops they sell for 33 Gold. From Woodcrafting Level 8 onwards GM Staves can be crafted with the same material, that have a longer durability than regular ones. If a Stave is infused with a Essence of Power, Essence of Speed or Essence of Durability, the weapon can be improved respectively to a Stave of Power, Stave of Speed or Stave of Durability.
  • A stave is a weapon used by guardians. A stave is used to kill Welkin krellick and used to comunicate to other stave holders.
  • Stave is a Constitution-based weapon proficiency used when fighting with staves. 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. Staves also have the additional side-benefit of training Constitution, which grants significantly more HP, as well as SP when trained. Their description says that they are often used for magic, but the overwhelming majority of staves, even 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