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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 enemies 2 or more tiles away gain +25% Crit Chance.
Catching Breath Passive - -

Whenever you use Movement Advantage 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 - -

Whenever 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 - -

+10% Repeat Attack Chance

Whenever an attack hits 2 or more targets, or the same target 2 or more times, your abilities cost 25% less Energy on your next turn.

Fluid Technique Passive - -

+40% Multistrike with staffs

Multistrike: the percent of damage dealt to another random enemy adjacent to you.

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

Enter Stance for 9 turns: +3 Protection and +30% Knockback Chance.

Whenever you knock back an enemy, extend this stance by 1 turn.

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

When you use the 'Wait a Turn' action, gain an additional 3 Energy.

+2 Movement Energy Gain

Lethal Precision Upgrade - - Stick in the Eye gains +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 reach but reducing speed.

+1 Attack Range -20 Attack Speed

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 you use Supreme Focus, remove all combat debuffs from you.

Combat debuffs include 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 1 creature 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!"
Sweep your staff at all creatures within your Attack Range with +45% Knockback Chance and +1 Knockback Magnitude but -50% Damage.
Staff Discipline Passive - -

For each Staffs level:

+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.
+3 Accuracy with staffs
Staff Swiftness Passive - - What nature has made stiff and obstinate, you shall reanimate.
+5 Attack Speed with staffs
Stick in the Eye Target Ability 30 8 It was all fun and games until now.
Jab your staff directly into the target's 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 for 6 turns.

While focused, gain +20 Energy Recovery. Whenever you are hit, the focus loses 2 turns.

Undivided Attention Upgrade - - If only 1 enemy is within 2 tiles, Stick in the Eye is twice as fast.
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 +100% Knockback Chance and knocks the target back 2 tiles.