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(Added suggestion to poison fast regenerators)
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This staff has a great number of uses to the creative adventurer. It can be used to kill enemies, slow enemies down, or even light up the dungeon when it is dark in the depths. The [[Spectral blade|spectral blades]] it summons never get stronger, but eventually if there are enough of them, they can even defeat the likes of a [[dragon]], or facilitate [[escape]] for those without the nerve to wait around and observe the results.
 
This staff has a great number of uses to the creative adventurer. It can be used to kill enemies, slow enemies down, or even light up the dungeon when it is dark in the depths. The [[Spectral blade|spectral blades]] it summons never get stronger, but eventually if there are enough of them, they can even defeat the likes of a [[dragon]], or facilitate [[escape]] for those without the nerve to wait around and observe the results.
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The blades alone may be unable to kill creatures that regenerate quickly, such as Tentacle Horrors. However, poisoning the creature will turn off its regeneration, allowing it to be nicked to death, if there are enough blades present.
   
 
Staff of conjuration, even without high enchantment level, is especially effective on monsters with unusual behaviours that involve fleeing and/or keeping distance. For instance, if you cast a staff of conjuration at a centaur it will either stop and shoot the spectral blades (allowing you to get closer) or ignore them, allowing them to nick it to death slowly. Try it on spiders and all kinds of spellcasters. Against monsters that prefer to melee, it is best to cast conjuration from melee range, surrounding it with as many as possible, so that it takes small but almost guaranteed damage per turn.
 
Staff of conjuration, even without high enchantment level, is especially effective on monsters with unusual behaviours that involve fleeing and/or keeping distance. For instance, if you cast a staff of conjuration at a centaur it will either stop and shoot the spectral blades (allowing you to get closer) or ignore them, allowing them to nick it to death slowly. Try it on spiders and all kinds of spellcasters. Against monsters that prefer to melee, it is best to cast conjuration from melee range, surrounding it with as many as possible, so that it takes small but almost guaranteed damage per turn.

Revision as of 10:33, 1 July 2012

A flick of this staff summons a number of phantom blades to fight on your behalf.

This staff has a great number of uses to the creative adventurer. It can be used to kill enemies, slow enemies down, or even light up the dungeon when it is dark in the depths. The spectral blades it summons never get stronger, but eventually if there are enough of them, they can even defeat the likes of a dragon, or facilitate escape for those without the nerve to wait around and observe the results.

The blades alone may be unable to kill creatures that regenerate quickly, such as Tentacle Horrors. However, poisoning the creature will turn off its regeneration, allowing it to be nicked to death, if there are enough blades present.

Staff of conjuration, even without high enchantment level, is especially effective on monsters with unusual behaviours that involve fleeing and/or keeping distance. For instance, if you cast a staff of conjuration at a centaur it will either stop and shoot the spectral blades (allowing you to get closer) or ignore them, allowing them to nick it to death slowly. Try it on spiders and all kinds of spellcasters. Against monsters that prefer to melee, it is best to cast conjuration from melee range, surrounding it with as many as possible, so that it takes small but almost guaranteed damage per turn.