Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.Wrapped Quarterstaff
Phys. DmgPhysical Damage
15-29
Crit. %Critical Hit Chance
10.00%
APSAttacks per Second
1.40
Ezomyte
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
1
15-29
10.00%
1.40
30.8
—
R.forged
38
101-172
10%
1.4
191
×225×1
Runeforged details
50 % increased Magnitude of Bleeding you inflict
Adds (8-12) to (16-18)PhysicalPhysical
10% increased Physical Damage DmgAdds (8-12) to (16-18)Physical Damage
+(10-15) to StrStrength
Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.+(10-15) to Strength
Causes BleedingBleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage. on HitHits
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.Causes Bleeding on Hit
(4-5) to (8-10)PhysicalThornsThorns
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times. damage(4-5) to (8-10)PhysicalThorns damage
Pillar of the Caged God Lv. 4+
Base stats
Base
Long Quarterstaff
DexDexterity
9
Phys. DmgPhysical Damage
9-18
Crit. %Critical Hit Chance
10.00%
APSAttacks per Second
1.40
Version
Lvl
Ph.dmg
Crit. %
APS
C.dmg
DPS
Recipe
Base
4
9-18
10.00%
1.40
-
18.9
—
R.forged
38
21-43
10%
1.41
-
45.1
×425×1
R.mastered
55
-
10%
1.41
43-89
93.1
×10×1
16 % inc. MeleeMelee
Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.StrikeStrike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Range with this weapon16 % increased MeleeStrike Range with this weapon
1 % inc. AoE for AttacksAttack
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type. per 10IntIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.1 % increased Area of Effect for Attacks per 10Intelligence
1 % inc. Attack Speed per 10DexDexterity
Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.1 % increased Attack Speed per 10Dexterity
10 % inc. Weapon Dmg per 10Str10 % increased Weapon Damage per 10Strength
The Sentry Lv. 11+
Base stats
Base
Gothic Quarterstaff
DexDexterity
18
IntIntelligence
9
Fire Damage
32-44
Crit. %Critical Hit Chance
12.00%
APSAttacks per Second
1.40
Ezomyte
Version
Lvl
F.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
11
32-44
12.00%
1.40
53.2
—
R.forged
38
112-178
12%
1.4
203
×200×1
R.mastered
55
150-240
12%
1.4
273
×3500×1
Runemastered details
Ignites you inflict deal Damage (30 — 40) % faster
No Physical DmgNo Physical Damage
Adds (25-32) to (40-50)FireFire
Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite . DmgAdds (25-32) to (40-50)Fire Damage
+(30-50) to AccuAccuracy
Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away. Rating+(30-50) to Accuracy Rating
+20 % to Fire ResFire Resistance
Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.+20 % to Fire Resistance
100 % inc. FlammabilityFlammability
Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.MagnitudeMagnitude
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.100 % increased FlammabilityMagnitude
30 % inc. Light RadiusLight Radius
Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.30 % increased Light Radius
Matsya Lv. 20+
Base stats
Base
Crescent Quarterstaff
DexDexterity
30
IntIntelligence
14
Phys. DmgPhysical Damage
19-39
Elem. DmgElemental Damage
9-13
Crit. %Critical Hit Chance
13.37%
APSAttacks per Second
1.72
Version
Lvl
Ph.dmg
El.dmg
Crit. %
APS
C.dmg
Li.dmg
DPS
Recipe
Base
20
19-39
9-13
13.37%
1.72
-
-
68.8
—
R.forged
40
-
9-13
13%
1.73
48-94
40-108
270
×920×1
Adds (6-9) to (10-15)ColdCold
Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun . DmgAdds (6-9) to (10-15)Cold Damage
Adds 1 to (19-29)LightningLightning
Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt. DmgAdds 1 to (19-29)Lightning Damage
+(3-5) % to Critical HitCritical Hit
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%. Chance+(3-5) % to Critical Hit Chance
(15-20) % inc. Attack Speed(15-20) % increased Attack Speed
(25-40) % inc. Mana Regeneration Rate(25-40) % increased Mana Regeneration Rate
Skills reserve 50%lessSpiritSpirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .Skills reserve 50%lessSpirit
Nazir's Judgement Lv. 28+
Base stats
Base
Steelpoint Quarterstaff
DexDexterity
41
IntIntelligence
18
Phys. DmgPhysical Damage
54-112
Crit. %Critical Hit Chance
10.00%
APSAttacks per Second
1.40
Corrupted
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
28
54-112
10.00%
1.40
116
—
R.forged
40
116-228
10%
1.4
241
×320×1
Adds (30-36) to (75-81)Physical DmgAdds (30-36) to (75-81)Physical Damage
+(50-100) to Accu Rating+(50-100) to Accuracy Rating
(10-20) % inc. StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. Dur.(10-20) % increased StunDuration
DazesDazes
Some skills and effects have a chance to apply Daze to enemies on Hit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits. on HitDazes on Hit
(35-50) % inc. Melee Dmg against Heavy StunnedHeavy Stunned
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other. enemies(35-50) % increased Melee Damage against Heavy Stunned enemies
Duality Lv. 65+
Base stats
Base
Warding Quarterstaff
DexDexterity
127
IntIntelligence
50
Phys. DmgPhysical Damage
187-312
Crit. %Critical Hit Chance
10.00%
APSAttacks per Second
1.60
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
65
187-312
10.00%
1.60
399
—
R.mastered
65
187-312
32%
1.82
454
×20×1
R.mastered
65
187-312
37%
1.6
399
×20×1
R.mastered
65
312-517
32%
1.6
663
×20×1
+(30-50) to maxWardRunic Ward
Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .+(30-50) to maximumRunic Ward
(200-300) % inc. Physical Dmg(200-300) % increased Physical Damage
+(20-30) % to Critical Dmg BonusCritical Damage Bonus
Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).+(20-30) % to Critical Damage Bonus
(12-22) % inc. Attack Speed(12-22) % increased Attack Speed
Gain FinalityFinality
Finality is a Buff that grants 100% increased Critical Hit Chance with Final Strikes , and makes your Strike skills skip to their Final Strike if they have one. Skills cannot gain Combo while you have Finality. for 0.5 seconds per ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you Strike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . expended when using SkillsGain Finality for 0.5 seconds per Combo expended when using Skills
Gain (500-1000)GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life. for 0.5 seconds per Combo expended when using SkillsGain (500-1000)Guard for 0.5 seconds per Combo expended when using Skills
Collapsing Horizon Lv. 65+
Base stats
Base
Wyrm Quarterstaff
DexDexterity
89
IntIntelligence
36
Phys. DmgPhysical Damage
57-94
Crit. %Critical Hit Chance
18.02%
APSAttacks per Second
1.40
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
65
57-94
18.02%
1.40
106
—
+(5-10) % to Critical Hit Chance
+(2-4) to Level of allElementalElement
The three Elemental damage types are Fire , Cold , and Lightning . Skills+(2-4) to Level of allElemental Skills
100 % inc. Ele.Dmg100 % increased Elemental Damage
TriggerTrigger
Fallback hint: no keyword description was found for this term. skills refund half of EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills. spentTrigger skills refund half of Energy spent