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Staff of the Wild


Staff of the Wild
Staff of the Wild
Ancient natural forces lie curled and dormant within this staff, ready to be unleashed.
Type Magic Staff
Damage
Stamina -
Block
  • 48 block armour
  • 2x parry bonus
Weight 0.3
Durability 200
Crafting Station Galdr table
Station Level 2
Crafting Materials
Biome Ashlands
Spawn ID spawn StaffGreenRoots

Staff of the Wild is a summoning staff that plants roots to fight on their own, so an Ashlands caster can hold a gateway while the vines do the poisoning. Each cast plants a Root that does the fighting, and the Root hits harder than the staff's own listed damage of 20 blunt and 20 poison. At 40 total damage it ranks 3rd among magic staves, a step on the ladder rather than the top of it. In the Ashlands, Morgen resist blunt, fire, pierce and slash but not poison, so the poison reaches them in full. Blunt damage also hurts Lava Blobs, Blobs and Bonemass more than most things.

How to Craft


Made at a level 2 galdr table, from:

  • 15x Ashwood: Chopped from scorched trees in the Ashlands.
  • 10x Fiddlehead: Picked in the Ashlands.
  • 3x Celestial Feather: Dropped by fallen valkyries in the Ashlands.
  • 1x Jade: Found in the charred fortresses of the Ashlands.
Name Image Biome Crafting Station Spawn ID
Ashwood Ashwood Ashlands - spawn Blackwood
Fiddlehead Fiddlehead Ashlands - spawn Fiddleheadfern
Celestial Feather Celestial Feather Ashlands - spawn CelestialFeather
Jade Jade Ashlands - spawn GemstoneGreen

When to Use It


Late game. Ashwood, Fiddlehead, Celestial Feathers and Jade all come from the Ashlands, the furthest south the map goes.

Upgrades


It can be upgraded 3 times after crafting, and each level needs the station built one step higher than the last. Every other figure on this page is for quality 1, so this table shows where your own copy sits:

Quality Crafting Station Poison Blunt Durability Resources
1 Galdr table (Level 2) 20 20 200
2 Galdr table (Level 3) 40 40 250
3 Galdr table (Level 4) 60 60 300
4 Galdr table (Level 5) 80 80 350

Properties


The numbers in the table are the staff's own, not the Root's. The Root has 250 health and hits for 70 blunt and 40 poison, with 20 chop and 20 pickaxe alongside, 40 knockback and a 4x backstab. The staff itself never strikes anything.

The Root also immobilises. Its hits have a 10% chance to immobilise for 10 seconds, and that is what makes it a wall rather than a damage dealer: things stop in front of it instead of reaching you.

The Root resists fire and is immune to poison, chop and pickaxe, whether you plant it in the Mistlands or in the Ashlands where the staff's materials come from.

Notes


  • Eitr starts to refill one second after the last of it is spent, at 2 points a second when the bar is nearly full and up to 4 a second when it is empty.
  • Eitr stops refilling while swimming. Blocking slows it to 80% of its normal speed, the Rested buff doubles it, and resting by a fire makes it four times as fast.
  • Blood magic costs a share of current health, not maximum health, so casting it can never kill the caster.


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All Magic Staves



*stats displayed are item's base values. See upgrades under each item for item stats per level.