Staves are weapons suitable for clerics, mages, artisans, necromancers, regulators and weather mages. Many heroes have started their career with a staff with three weapon power, and a staff with five weapon power is available for 50 gold from Anwyl Smokebeard's Smithy, in the Marketplace.
List of Staves[]
- Adamantine Staff (WP:50, can be transformed into an Adamantite Ore at a smithy for 500 gold; staff)
- Book of a Thousand Creatures (WP:12, on successful rolls, has a 1 in
63 chance to summonLord GilgenthaltoremnanansgerorthEdgar the Spider to help the user in combat, 'staff') - Boon Rod (WP:22, healing is guaranteed to restore health at least equal to WP at the cost of 1 ether; suitable to clerics; staff)
- Dual Staff (WP:6, dual strike, staff)
- Electric Rod (WP:9, triple damage against aquatic and flying enemies, no damage against rock and icy enemies; staff)
- Empyreal Staff (WP:15, wind-elemental staff)
- Explosive Staff (WP:12, deals damage equal to half of WP to all enemies on a successful hit, deals damage equal to half of WP, ignoring SP and row, to self on a Miss, staff)
- Fauxthril Rod (WP:5, staff)
- Flute of the Magi (WP: 3, deals asleep effect, staff)
- Focal Staff (WP:5, can guarantee player rolls a Hit at the cost of 5 ether, staff)
- Healing Staff (WP:5, restores health to target on successful hits, staff) Value: 50 gold
- Heavy Metal Rod (WP:5, staff)
- Helvetia’s Scepter (WP:17, has 1/2 chance of changing weather to “cold” (doubles ice, halves wood) when used to cast ice-elemental spells; ice-elemental staff)
- Malfunctioning Staff (WP:12, has a 50% to do damage equal to half of weapon power to the user on a successful roll, staff)
- Manta Ray Tail (WP:12, 50% chance to deal stunned effect, staff)
- Mockthril Rod (WP:4, staff)
- Pheles Rod (WP:20, grants permanent Aura, doubling the user's max health but causing all enemy attacks to hit the user, staff)
- Quarterstaff (WP:4, +4 against humanoids, staff)
- Poisonous Rod (WP:5, causes poisoned by 5-effect; staff)
- Pongcanis Staff (WP:5, staff)
- Pulsar Scepter (WP:10, healing effect, staff)
- Regina Marina (WP:7, double spellpower to water-elemental spells; water-elemental staff.)
- Scepter of Divine Affinity (WP: 5, has a 1/6 chance to deal the Cursed effect on successful spells, and a 1/6 chance to deal the Blessed effect on successful heals, staff)
- Scorching Staff (WP:20, attacks and fire-elemental spells cause blinded; fire-elemental staff)
- Shadeaux Staff (WP:4, staff)
- Spring Staff (WP:12, healing someone else through this staff also heals the user by the same amount; water-elemental staff)
- Staff of Ennon (WP:5, light elemental, restores 2 ether on successful hits, staff)
- Staff of the Cultist Battlemage (WP:7, user has a 1/2 chance to Flee upon being KO'd, staff)
- Staff of the Frog Paladin (WP:4, on successful rolls, user has a 1/6 chance to receive Amphibiannoc's Blessing, protecting them from damage on the following round, staff)
- Staff of the Necromancer (WP:12, damages undead, +1 level to summoned undead, staff)
- Staff of the Serpent God (WP:31, spells have 1/6 chance to cause petrify to the target; staff; suitable to archmages and prophets)
- Staff of the Snake (WP:12, staff)
- Staff of the Supreme Necromancer (WP:25; damages undead; +5 level to raised undead; suitable to necromancers; staff)
- Torch (WP:5, fire-elemental, staff)
- Unicorn’s Horn (WP:8, healing becomes nurturing, removing negative effects as well; light-elemental staff.)
- Walking Stick (WP:1, the wielder is immune to stunned; staff)
- Windwane Rod (WP:15, doubles the power of wind-elemental spells; staff)