crawlSS_052_books.txt: Magical staves and rods properties Based on Crawl Stone Soup 0.5.2 Last change: 2009-12-09 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Generic informations ~~~~~~~~~~~~~~~~~~~~ This spoiler covers the items found in the "Magical Staves and rods" part of your inventory. Magical staves ============== Magical staves and rods are always uncursed (and cannot be cursed). Magical staves have the same properties as a quarterstaff (although sometimes with an additional, ego-like effect, see description below) if used in melee combat. An unidentified magical staff does not appear as a quarterstaff, but as a "[adjective 1] [adjective 2] staff", like a "glowing thin staff" or a "jewelled gnarled staff". A magical staff may be identified with a scroll or identify, or automatically if you wield it while you have at least 4 levels in the associated magic school (Spellcasting for staves of wizardry, none for staves of energy and channeling). Staves of power are automatically identified upon wielding. You may also identify a staff by casting a spell. If the spell is in the same or the opposite magic school as the staff, it is identified. Otherwise, there's a Skill% chance to identify it, where Skill is your skill level in this magic school, or Spellcasting if it is higher. Finally, there's a chance every about 20 turns to identify the staff you're wielding. The chance is equal to (Spellcasting + Skill)/20 %, where Spellcasting is your Spellcasting skill and Skill the magic school associated with this staff (Spellcasting again for staves of wizardry and energy, none for staves of channelling; if your skill in the opposite magic school is higher, it is taken instead). Rods ==== Rods allow you to cast the spells it contains without failure; they are used by 'w'ielding them, then e'v'oking them (not possible while in Bat form, berserking or starving). Unlike magical staves, they are nearly useless as a melee weapon. The spell's power is equal to 5 + Evocations + 2d(Evocations) where Evocations is your Evocations skill. This power is reduced by 20% if you're wearing a buckler, 33% if you're wearing a shield and 50% if you're wearing a large shield; this penalty may be reduced by your shield skill (up to half of the total penalty at Shield level 27). Casting a spell from a rod will decrease your satiation as usual, but hungering is further reduced by 10 times your Evocation skill. Final hungering is at least 5 times the spell level. Rods come with a certain number of MP (between 9 and 14; 6 and 9 for rods of striking), which are spend when you cast a spell (a spell costs its level in MP). Each turn, a wielded rod regenerates (charge + 1)*(Evo) % of a MP, where charge is the number of remaining charges in the rod (empty rods thus recharge much slower) and Evo is depending on your Evocations skill: 1 with no Evocations skill, 1.2 at Evocations level 1, 1.4 at Evocations level 2, 1 + (Evocation + 3)/10 at Evocations level >= 3. The regeneration rate cannot be lower than 5% per turn or higher than 50% per turn. If you are wearing a buckler, a shield or a large shield, this rate is then halved. Rods in your inventory but not wielded also regenerate, but about 15 times slower. When a rod regenerate a MP, it drains it from your own mana pool (it does not regenerate while you are at 0 MP). The maximum number of MP of a rod can be increased by 1 by recharging it with a scroll of recharging, up to 17. List of magical staves and rods ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Magical staves ============== (note that there are no staves of Translocations, Transmutations and Divinations) * Staff of Wizardry When wielded, this staff decrease your chance to fail casting a spell by about 25%. Rings of wizardry and a robe of the Archmagi may slightly further decrease it, but the total reduction is capped around 30%. * Staff of Power When wielded, this staff increases your mana pool by 13. If this brings your max MP over 50, the part over 50 is halved. * Staff of Energy When wielded, this staff cancels all hungering caused by casting spells. * Staff of Channeling When wielded, this staff may be e'v'oked to gain MP. The evocation has a 27.5% chance + 2.5% per Evocation skill to succeed, which will restore 1d3 MP and decrease your satiation by 50 points. * Staff of Conjuration When wielded, this staff will enhance all spells in the Conjuration school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). * Staff of Enchantment When wielded, this staff will enhance all spells in the Enchantment school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). * Staff of Summoning When wielded, this staff will enhance all spells in the Summoning school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). * Staff of Death When wielded, this staff will enhance all spells in the Necromancy school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). When hitting a creature not resistant to negative energy in melee, there's a 12.5% chance + 12.5% per Necromancy skill to add 1d(1.25*(Necromancy + Evocations)) Using this weapon in melee is frown upon by "good" gods (Zin, The Shining One, Elyvilon). * Staff of Fire When wielded, this staff will enhance all spells in the Fire Magic school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). When wielded, this staff will hamper all spells in the Ice Magic school: all spells which (even partially) belong to this school have their power decreased by 50%. You gain 1 level of fire resistance while wielding it. As a melee weapon, this staff adds 1d(1.25*(Fire Magic + Evocations)) fire damage. * Staff of Cold When wielded, this staff will enhance all spells in the Ice Magic school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). When wielded, this staff will hamper all spells in the Fire Magic school: all spells which (even partially) belong to this school have their power decreased by 50%. You gain 1 level of cold resistance while wielding it. As a melee weapon, this staff adds 1d(1.25*(Ice magic + Evocations)) cold damage. * Staff of Air When wielded, this staff will enhance all spells in the Air Magic school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). When wielded, this staff will hamper all spells in the Earth Magic school: all spells which (even partially) belong to this school have their power decreased by 50%. You gain 1 level of electricity resistance while wielding it. When hitting a creature in melee, there's a 5% chance per point of damage done + 5% per Air magic skill level to add 1d(1.25*(Air magic + Evocations)) electricity damage. * Staff of Earth When wielded, this staff will enhance all spells in the Earth Magic school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). When wielded, this staff will hamper all spells in the Air Magic school: all spells which (even partially) belong to this school have their power decreased by 50%. As a melee weapon, this staff adds 1d(1.25*(Earth magic + Evocations)) damage, minus the defender's AC. * Staff of Poison When wielded, this staff will enhance all spells in the Poison Magic school: all spells which (even partially) belong to this school have their power increased by 33% (cumulative with up to 3 other enhancing items). When hitting a creature in melee, there's a 1% chance per point of damage done + 1% per Poison magic skill level (capped at 30%) to poison the monster for 1 level. Using this weapon in melee is frown upon by The Shining One. Rods ==== * Rod of Striking You may get this rod at the beginning of the game if you choose the Artificer class. This rod contains the following spells: - Striking [1] * Rod of Smiting This rod contains the following spells: - Smiting [4] * Rod of Summoning This rod contains the following spells: - Abjuration [3] - Recall [3] - Summon Elemental [4] - Summon Swarm [6] * Rod of Destruction [fire] This rod contains the following spells: - Throw Flame [2] - Bolt of Fire [6] - Fireball [6] * Rod of Destruction [ice] This rod contains the following spells: - Throw Frost [2] - Bolt of Cold [6] - Freezing cloud [7] * Rod of Destruction [lightning, iron, fireball] This rod contains the following spells: - Lightning Bolt [5] - Bolt of Iron [6] - Fireball [6] * Rod of Destruction [inaccuracy, magma, cold] This rod contains the following spells: - Bolt of Inaccuracy [3] - Bolt of Magma [5] - Bolt of Cold [6] * Rod of Warding This rod contains the following spells: - Abjuration [3] - Condensation Shield [4] - Cause Fear [5] - Deflect Missiles [6] * Rod of Discovery This rod contains the following spells: - Detect Secret Doors [1] - Detect Traps [2] - Detect Items [2] - Magic Mapping [4] * Rod of Demonology This rod contains the following spells: - Abjuration [3] - Recall [3] - Call Imp [3] - Summon Demon [5] * Rod of Venom This rod contains the following spells: - Cure Poison [2] - Venom Bolt [5] - Poison Arrow [6] - Poisonous Cloud [6]