Shiren 1 DS:Staff

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Staves are wooden sticks that can contain a variety of useful and/or dangerous powers that Shiren can swing or throw at his enemies.

Staff Description Buy* Buy+ Sell* Sell+
Accelerating Staff

(Haste Staff)

Causes target to move faster. 700 70 210 21
Bufu's Staff Changes a monster into meat. Will turn Shiren into a riceball. 3,000 300 900 90
Doppelganger Staff

(Decoy Staff)

Transforms target into a "fake Shiren", which monsters will attack instead of the real Shiren. 1,500 150 450 45
Knockback Staff Knocks target back 10 spaces, causing minimal damage. 500 50 150 15
Lightning Staff

(Flash Staff)

Does 20 damage. 2,000 200 600 60
Pain Sharing Staff

(Pain Share Staff)

Causes the target takes the same damage Shiren takes. 1,200 120 360 36
Sealing Staff

(Nullify Staff)

"Seals away" special abilities of the target. 1,500 150 450 45
Skull Staff Staves from the Skull Mage family that cause a random effect on the target. 300 30 90 9
Staff of Happiness

(Challenge Staff)

Increases the target's level. Will give Shiren 500 EXP. 500 50 150 15
Staff of Misfortune

(Misfortune Staff)

Decreases the target's level. 500 50 150 15
Staff of Paralysis

(Paralysis Staff)

Paralyzes the target. 1,500 150 450 45
Staff of Postpone

(Postpone Staff)

Warps the target to the stairs and paralyzes them. 500 50 150 15
Staff of Recovery

(Recovery Staff)

Restores the target's HP. Does 50 damage to ghost-type monsters. 1,200 120 360 36
Staff of Sloth

(Sloth Staff)

Causes target to move slower. 700 70 210 21
Staff of Stability

(Balance Staff)

Protects you from stumbling if kept in your top-level inventory. No effect when swung. 1,200 120 360 36
Switching Staff Switches your position with the target. 700 70 210 21

data via Akurasu.net

* - Note: Base prices are for [0] charges.

Charges

All staves have charges, which are displayed as a bracketed value after the name (such as [5]). This represents the number of times the staff can be swung. (Strangely, there is one type of staff, the Staff of Stability, for which the number of charges are completely irrelevant. Yet, it still has them.) Staves can hold up to [99] charges. Melding (see below) with a staff that already has [99] charges will cause the excess charges to be lost in the process 

Melding a staff up to [99] charges unlocks the "Created a many-use staff" entry in the Adventure Log. 

Swinging

When Shiren swings a staff, he causes a magic bolt to fly away in the direction he is facing. This bolt uses one of the staff's charges. If the bolt hits a creature, it will apply the staff's effect. Bolts will travel until they hit a wall or the edge of the map - there is no limit to the range on bolts from staves. 

Bolts from staves do not miss. If they collide with a creature, they will hit them. 

Swinging a staff that has [0] charges will have no effect, but will still consume one turn. 

Throwing

Staves can also be thrown. Throwing a staff is much like throwing an arrow: the staff will fly up to 10 squares in the direction Shiren is facing. If the staff hits a creature, it will treat it as though the creature has been hit by a bolt from that staff - with the exception that the staff will be destroyed in the process. 

Unlike swinging, thrown staves can miss. 

Throwing a staff will work even if the staff has [0] charges. This means that if you have used up the charges in your staff, and are desperate for the effect,throwing it is a viable option. 

Melding

Multiple staves of the same type can be melded together by inserting them into a Melding Jar. Doing so will meld them into one staff with the combined number of charges from all of them. Thus, putting a Knockback Staff[3], a Knockback Staff[4], and a Knockback Staff[5] inside a Melding Jar will give you a Knockback Staff[12]. 

This process can be repeated as long as you still have staves and Melding Jars.