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Staffs

Staffs

The primary weapon of magic users and old people. Excelling at energy conservation and keeping distance from foes, staffs range in quality from a simple walking stick to magically enchanted artifacts of immense power.

Abilities

Icon Name Type Energy Cost Cooldown Description
Applied Leverage Upgrade - - While Low Grip is active, your melee attacks against targets more than 1 tile away gain +25% crit chance.
Catching Breath Passive - -

If Movement Advantage is used to step into a tile with no adjacent enemies, gain +12 energy.

This can be triggered even if Low Grip is not active.

Clutch Defense Passive - -

When you use a Staffs ability, if your health is 50% or lower, gain 6 shield.

At Staffs level 20, the Shield increases to 8. At Staffs level 30, the Shield increases to 10.

Everflowing Motion Passive - -

Gain +10% repeat attack chance while using staffs.

Whenever an attack hits multiple targets or the same target multiple times, gain +25% ability cost reduction on your next turn.

Fluid Technique Passive - -

Gain +40% multistrike with staffs.

Multistrike: the percent of damage dealt to an additional adjacent enemy.

Hold Firm Stance Ability 45 4 "Space your hands apart, weight on your back foot. Perfect, just like that."

Enter stance with a 9 turn duration, gaining +3 protection and +30% knockback chance.

Knocking back an enemy extends the duration by 1 turn.

Leisurely Gait Passive - - "They say he walks days without tiring, and still a smile on his face."

Waiting a turn grants an additional +3 energy.

Reduce movement energy cost by 2 while wielding a staff.

Lethal Precision Upgrade - - If Stick in the Eye critically hits, deal +100% crit damage.
Low Grip Toggle Ability - 3 "You think yourself safe from my staff? Think again!"

Shift the grasp on your staff down to one end, increasing your basic attack range by 1 but reducing attack speed by 20.

Whenever you attack, +40% chance to gain Movement Advantage on your next turn.

Movement Advantage grants a free tile of movement.

Moment of Clarity Upgrade - -

When Supreme Focus is entered, remove all combat debuffs.

Combat debuffs includes all negative physical, mental, and magical status effects. Does not include environmental status effects or wounds.

Rooting Push Upgrade - - Enemies you knock back while Hold Firm is active are also immobilized for 2 turns.
Singled Out Upgrade - - If only a single target is in range, Spinning Sweep gains +100% knockback chance.
Spinning Sweep Target Ability 50 10 "Step back foul creatures and feel the wind of my staff!"
Perform an attack on all adjacent targets with +45% knockback chance and +1 knockback magnitude, which deals -50% damage.
Staff Discipline Passive - -

For each level of Staffs gain:

+1% damage with staffs.

+1 staff mastery, enabling you to wield higher-level staffs effectively.

Your staff mastery: 0

Staff Precision Passive - - A steady hand, a clear head, and the will to make each strike true.
Gain +3 accuracy while using staffs.
Staff Swiftness Passive - - What nature has made stiff and obstinate, you shall reanimate.
Gain +5 attack speed while using staffs.
Stick in the Eye Target Ability 30 8 It was all fun and games until now.
Jab your staff directly into your opponents face region with +75% stun chance and +25% crit chance.
Supreme Focus Activated Ability - 20

Immediately become stunned for 2 turns to enter a state of heightened focus which lasts for 6 turns.

While focused you gain +20 energy per turn. Each attack received reduces length of focus by 2 turns.

Undivided Attention Upgrade - - If only 1 enemy is within 2 tiles, Stick in the Eye is twice as fast (-50% attack time).
Vault Kick Target Ability 35 7 "It's amazing to watch — as long as you're not standing in front."

Vault forward 1 tile on your staff, feet first, delivering a kick with -30% damage.

The force of the kick has a 100% chance to knock the target back 2 tiles.