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Mage Staves

A mage staff (the Tribal Staff) is a one-handed caster weapon. It fires magic bolts that scale with your mind instead of your muscles, restores mana and builds up the wizard staff gauge that releases your mastery's staff effect.

Basics

  • Weapon skill: Mysticism. It sets your hit chance and gains with each shot.
  • Damage scales with Evaluating Intelligence, Intelligence and Focus (below).
  • Holding a staff counts as a mage weapon for masteries.
  • You can cast spells while holding a staff, outside PvP combat.
  • Staves are crafted with Carpentry. They roll spellbook properties (see Gear Properties and Enchanting & Crafting).

Firing

  • Stand still to fire. After moving you wait 0.35 s + (120 − Intelligence) ms before the next shot.
  • Each shot costs mana, with a different cost in PvM and PvP (set by staff). No mana, no shot.
  • Staff can turn off staff attacks against players.
  • In a WOTA match staff shots cost no mana.
  • Swing speed uses your mana and Intelligence instead of stamina and Dexterity. See Weapons & Melee.
  • Hit chance (PvM): +0.1% per point of Focus and of Meditation.

Damage

Starting from the staff's base damage (set by staff):

Modifier Change
Evaluating Intelligence +(Eval Int − 50)%: −50% at 0, +50% at 100, +70% at 120
Intelligence +Int ÷ 5 %
Focus +Focus ÷ 5 %, plus +10% at 100+ Focus
Quality Ruined −30%, Decrepit −20%, Low −10%, Superior +10%, Exceptional +20%, Mastercrafted +30% (max +20% in PvP), the same as other weapons

Against monsters:

  • Staves ignore armor. Instead, the target's Magic Resistance lowers the damage by 2.5% per 10 points (set by staff).
  • Wizard staff mastery bonus: more damage by your active mastery's level (set by staff).
  • Magic Resistance debuffs on the monster add up to +35%. Runic Curse adds +20%.
  • Druidic stances: Ophidian adds its spell damage bonus. Drake has a chance to set the target burning, and Daemon a chance to surge for +30% (each 7.5% + 0.5% per Nature level, max 30%).
  • Burster stance: chance to chain a hit to another nearby monster. See Wizard.

Against players: the target's Magic Resistance lowers the damage by 2.5% per 10 points (set by staff).

Mana on hit

Each staff hit on a monster has a Eval Int ÷ 8 % chance (15% at 120) to restore mana:

Source Mana
Base 5
Exceptional / Mastercrafted +5 / +8
Wood: Oak / Ash / Yew / Heartwood / Bloodwood / Frostwood +5 / +6 / +7 / +8 / +9 / +10
Damage level (loot staves): Ruin / Might / Force / Power / Vanquishing +2 / +4 / +6 / +8 / +10

Wizard staff gauge

  • Each staff hit adds +5 charge, up to 100. Hits in PvP don't charge it.
  • At 100, your next hit on a monster releases your mastery's staff effect. That costs 3 Arcane Dust, empties the gauge and adds a charge to your mastery gauge (up to 5 from staff hits).
  • Equipping a staff opens the wizard trigger window.

"Hit damage" below means the damage of the staff hit that set off the effect.

Mastery Staff effect
Fira Ignites the target. If it's already burning, deals extra damage equal to the hit. Leaves a fire patch
Bulwark, Earth, Artisan Protected for 10 s: immune to monster special-ability damage
Aero Quickspell for 10 s: 15% faster casting
Blood Heals you 15% + 1.5% per Blood level of your max HP, and makes the target bleed for the hit damage over 3 ticks
Doom Runic Curse on the target for 15 s (+20% staff damage, see Masteries)
Lyrical Uses your best bard skill. Peacemaking: pacifies for 5 s plus a level bonus (2 s on Legendary monsters). Discordance: up to 30% weaker. Provocation: provokes it onto the nearest monster (not Legendary)
Poison Poisons the target. 15% + 1% per Poison level chance for Lethal poison. With high Poisoning it also poisons creatures around it: 100 → Regular, 3 tiles; 110 → Greater, 4 tiles; 120 → Deadly, 5 tiles
Shadow Shadow fog around the target, which is blinded for 5 s
Holy Deals 2× the hit damage (3× to undead). Heals and cures up to 3 nearby players, friends first, for 10% + 1% per Holy level of your max HP
Fortune Random damage between Fortune level ÷ 2 and 100 + level (max 150). A jackpot (rolling 7 or 77, a "blackjack", or a luck roll: 2.5% + Hunter's Luck + Fortune level, max 35%) deals 7× the hit damage
Death 3 ticks of 100% / 75% / 50% of the hit damage, doubled if the target is below 35% HP
Nature Shapeshifted: resets your druidic abilities. Otherwise: heals all your pets 25% of their max HP
Energy Freezes the target for 3 s and arcs to up to 5 monsters within 6 tiles, splitting the hit damage. Each can be frozen too (level ÷ 60, max 50%). Uses Energy charges; higher levels keep up to 75%
Berserk Deals the hit damage plus up to +75%, the lower your HP. Below 30% HP, heals you for 40% of that damage
Oblivion Outside PvP: restores 10% + up to 20% by level (max 30%) of your max mana, 3 times, every 2 s