Staves (Skill)

From Dungeons of Dredmor Wiki

Jump to: navigation, search
Stat Totals
  • Crushing Damage +6
  • Aethereal Damage +2
  • Magic Power +5
  • Melee Power +1
  • Block Chance +9
  • Counter Chance +1
  • Critical Chance +1
  • Haywire Chance +6
  • Enemy Dodge Reduction +17
  • Magic Resistance +5

"Staves! They stave off all kinds of things."

Staves starts the player with a Hefty Stick (See: Starting Equipment).

The increased stats apply twice if two staves are wielded.

[edit] Levels

Level Icon Name Increased Stats Granted Ability Description
1 Staff-fighting0 64.png Trainee Stick Wrangler Crushing Damage +1

Block Chance +2
Counter Chance +1

Just don't let go of the staff and you'll be fine. Basic training with the staff lets you block incoming attacks better.
2 Staff-fighting1 64.png Spirit Conduit Crushing Damage +1

Block Chance +1
Enemy Dodge Reduction +1
Haywire Chance +2

Passive: Spirit Conduit This ability channels an especially powerful attack that takes place partly in the aetherial realm. Gives a chance to hit with this special power, and the additional training enhances your damage while using staves.
3 Skill staff.png Staff Discipline Crushing Damage +1

Block Chance +1
Enemy Dodge Reduction +1

Passive: Crushed Bones You believe in staff-control: You use both hands!
4 Staff-fighting2 64.png Ki Cascade Strike Crushing Damage +1

Magic Power +1
Critical Chance +1
Enemy Dodge Reduction +2

Ki Cascade Strike Extending your reach by mysterious, secret methods developed by a cheesemonger-turned-gladiator, this maneuver strikes at an entire swath of enemies. Allows you to perform an area-attack.
5 Staff secrets64.png Staff Secrets Melee Power +1

Enemy Dodge Reduction +1

Passive: Crippling Wound, Bleeding Out Deep questioning into the fathomless depths of the staff have lead to startling epiphanies about their use: You now have a chance of executing exceptionally grievous attacks in combat while using staves.
6 Staff-fighting3 64.png Staff Sage Crushing Damage +2

Aethereal Damage +2
Magic Power +3
Block Chance +5
Haywire Chance +4
Enemy Dodge Reduction +12
Magic Resistance +5

Common wisdom has it that the use of staves in wizardly combat has some kind of phallic symbolism. If so, it is a combat you have mastered - and with it, you have mastered yourself. Grants many combat and magical bonuses.

[edit] Granted Abilities

Name Cooldown Effect
Spirit Conduit Cooldown 7 20 % chance on hit to proc Spirit Conduit on a single monster. Causes Aethereal Damage ( 3 + Magic Power Multi.png 0.15 ) and has a 33 % chance to paralyze the monster hit for 2 turns. (Works only if a Staff is equipped)
Ki Cascade Strike Cooldown 14 Ki Cascade Strike is an ability that deals Aethereal Damage ( 2 + Magic Power Multi.png 0.15 ) and has a 33 % chance to paralyze for 3 turns in an area 2 tiles long and 3 tiles wide in front of the character. (Works only if a Staff is equipped)
Crushed Bones - 8 % chance on hit to proc Crushed Bones on a monster. Crushed Bones is a debuff that lasts 68 turns, does not stack, and applies the following conditions: Burliness -2 Nimbleness -4 Melee Power -2 Block Chance -5 Armour Absorption -3.
Crippling Wound - 10 % chance on hit to proc Crippling Wound on a monster. Crippling Wound is a de-buff that lasts 8 turns, can stack up to 2 times and applies the following conditions: Burliness -2, Sagacity -1, Nimbleness -4, Life Points -3.
Bleeding Out - 6 % chance on hit to proc Bleeding Out on a monster. Bleeding Out is a de-buff that deals Piercing Damage 3 per turn, lasts 8 turns, can stack up to 3 times and applies the following conditions: Burliness -1, Life Points -3.


Personal tools
Namespaces
Variants
Actions
Navigation
Content
Forum Menu
Toolbox