Staff of protection

The Staff of protection is one of four Magic weapons introduced in the Mistlands update. Its primary use creates a protective barrier around the caster, as well as other players and tamed creatures next to the user. In addition to requiring 60 Eitr to be cast, the caster will lose up to 40% of their current Health (not their maximum health). Like the other magic weapons, it has no secondary ability.
The amount of damage absorbed by the barrier is highly dependent on the caster's Blood magic skill level: While the base damage absorption (at level 0) is 200, it increases by 5 per level up to a maximum of 700 damage (at level 100). Similarly, how much health is drained upon casting is also affected by the caster's blood magic level, as is how much eitr is required: at level 100, both will be reduced by 1/3.
== Upgrade information ==
Quality 	Quality 	1 	2 	3 	4 	Total
Time 	Time 	60 	120 	180 	240 	
DamageAbsorbed	Blood Magic 0 	200 	200 	200 	200 	
DamageAbsorbed	Blood Magic 100	700 	700 	700 	700 	
DamageAbsorbed	Per Level 	5 	5 	5 	5 	
Durability 	Durability 	200 	250 	300 	350 	
Crafting 	Crafting 	20 Yggdrasil wood4 Blood clot16 Refined eitr	10 Yggdrasil wood2 Blood clot8 Refined eitr	20 Yggdrasil wood4 Blood clot16 Refined eitr	30 Yggdrasil wood6 Blood clot24 Refined eitr	80 Yggdrasil wood16 Blood clot64 Refined eitr
== Notes ==
* The barrier does not inherit any resistances, immunities or armor values of the target it is applied to, thus it is raw HP with a damage gate to prevent overflow into the effected target's health (this includes stagger). Notably, this means that monster damage which is harmless to the player like Chop and Pickaxe can suddenly become a major threat to the barrier, causing it to be destroyed quicker than expected.
* Recasting the staff of protection on a target with a barrier already active will reset the time limit of their barrier, but will not reset their barrier's absorption amount. Thus, a barrier that has already been substantially weakened will have its duration extended, but will also remain just as weak after a recast.
** When trying to maintain one or more barriers during heavy fighting, casters should prioritize recasting on targets whose barriers have already broken, as recasting on targets with active but damaged barriers will merely be a waste of eitr and health.
* A player with an active barrier can always succeed in parrying an attack, regardless of their weapon, max hp, or stagger limit, even if the attack results in the barrier being broken.
** This functionally means the player can always parry at least one attack per cast - which can make even 2-star late-game enemies parryable, thus opening them to additional damage.
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