Staffs
Iron Staff | A two handed staff made of polished iron. Deals 1D10 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to block attacks from all physical projectiles. This includes but is not limited to: Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 1 or higher required. | 2-H Staff Bludgeon Damage | 4.5 lbs | 0 |
Steel Staff | A brushed finish two handed staff made of stainless steel. Deals 2D10 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 6 or higher required. | 2-H Staff Bludgeon Damage | 3.5 lbs | 10 |
Titanium Staff | A matte finish two handed staff made of titanium. Deals 2D10 +1D4 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 6 or higher required. | 2-H Staff Bludgeon Damage | 3 lbs | 15 |
Mithril Staff | A thin silver two handed staff that is hardened and then sandblasted for a textured look. Deals 3D10 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 11 or higher required. | 2-H Staff Bludgeon Damage | 2 lbs | 20 |
Diamond Staff | A two handed staff with a diamond coated edge that cuts through things like butter. Deals 3D10 +1D4 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 11 or higher required. | 2-H Staff Bludgeon Damage | 3 lbs | 25 |
Adamantite Staff | A slightly thicker silver two handed staff that is hardened and then sandblasted for a textured look. Deals 4D10 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 16 or higher required. | 2-H Staff Bludgeon Damage | 4 lbs | 30 |
Titanmond Staff | A thicker diamond coated staff made of titanium. The blade holds its edge without it needing to be sharpened. Deals 4D10 +1D6 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 16 or higher required. | 2-H Staff Bludgeon Damage | 2 lbs | 35 |
Hero’s Staff | A enhanced two handed staff forged from a titanium blended metal. Deals 5D10 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 21 or higher required. | 2-H Staff Bludgeon Damage | 3 lbs | 40 |
Superior Staff | A staff made with an advanced metal alloy which is both durable and light to wield. Deals 5D10 +1D6 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 10% Elemental Damage for spells. Level 26 or higher required. | 2-H Staff Bludgeon Damage | 2.5 lbs | 45 |
Second Life (Tier S) | A staff that can be called within your hand by saying its name which holds the power of animation. Allows the holder to claim a soulless body of 1 creature for every 10 levels to command using a puppet soul for 10 minutes to fight as your pet. A soulless body is a creature that has died and is currently on countdown or has Spirit Mode activated. Gains +1 to Coercion Checks when holding the staff. The staff itself only deals 1D10 Bludgeon Damage upon a hit. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 20% Elemental Damage for spells. Level 15 or higher required. | 2-H Staff Bludgeon Damage | 3.5 lbs | 60 |
The Rebirth (Tier S) | A staff with holy symbols sketched on it that can act as a Water of Never Used item once per battle. It can also restore an unbound to their original body if the skeleton is presented within 20 cells once during the month of creation if a Grandhealer or Druid is the weirder. The staff itself heals a target for 3D10 upon a hit insteads of taking Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 20% Elemental Damage for spells. Level 20 or higher required. | 2-H Staff | 3 lbs | 60 |
Staff of the Lords (Tier SSS) | A staff of light and shadow that deals more to those with higher Wisdom, having each point deal more damage rather than subtract from the end total, similar to Exploit. Use stored energy to enhance your next attack by an additional 50% Damage. A strike with your staff will deal 4D10 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 20% Elemental Damage for spells. Level 25 or higher required. | 2-H Staff Bludgeon Damage | 2 lbs | 60 |
Staff of the Dead (Tier SSS) | Those hit by your spells take an extra 20% damage, calculated at the percentage gains added to Soul Gems. Those killed by you turn into your Deathbound servant by a 90% chance. It deals 7D10 Bludgeon Damage. A Performer and Trickster can twirl the staff for their turn to defend against physical projectiles such as Arrows, Balls, Bullets, Cards, and Dice. A Druid, Grandhealer, Sorcerer, and Summoner who holds the staff can harness magical energy, gaining an extra 20% Elemental Damage for spells. Level 30 or higher required. | 2-H Staff Bludgeon Damage | 3.5 lbs | 60 |