Staff

The **Staff**, also known as the **Northwind Staff**, is one of the six weapons that can be used and equipped in *Asterigos: Curse of the Stars*.

## Description

The standard-issue staff of the Northwind Legion. Hilda added magic couplers to her personal staff. This has enabled it to transform according to the mode of attack for maximum effect, allowing Hilda to fight with greater flexibility.—in-game description

The staff is the longest-ranged weapon, and one of two with projectiles by default. It has lower damage output than most melee weapons, but compensates for it by allowing attacks from beyond the range at which most enemies can retaliate. Its weapon technique is Charged Rays.

## Attack Pattern

The staff's default attack pattern for each element consists of three inputs, each corresponding to a single action. A fourth is added by the Fourth Quadrant talent.

* The first attack is always a single projectile.
	+ With Astral Enchantite active, the projectile has a minuscule area of effect and travels at a medium speed.
	+ With Fire Enchantite active, the projectile has a large area of effect and travels somewhat slowly.
	+ With Ice Enchantite active, the projectile has a medium-sized area of effect, travels very slowly, and deals damage over time while enemies stand within its AoE.
	+ With Thunder Enchantite active, the projectile has no area of effect but can chain from its initial target to very nearby ones. Additionally, it travels much faster than the other elemental projectiles.
* The second attack varies, but always deals more damage than the first.
	+ With Astral Enchantite active, two projectiles are fired, each dealing roughly 60% of the damage of the first projectile, are fired. They possess otherwise identical properties to the first attack.
	+ With Fire Enchantite active, one projectile is fired. This projectile has a larger area of effect and deals roughly 140% of the first projectile. It is otherwise identical.
	+ With Ice Enchantite active, one projectile is fired. This projectile is identical to the prior projectile in every way, but deals roughly 120% of its damage.
	+ With Thunder Enchantite active, two projectiles are fired, each dealing roughly 60% of the damage of the first projectile, are fired. They possess otherwise identical properties to the first attack.
* The third attack in each chain is essentially the second attack altered in a manner similar to how the second is from the first.
	+ Astral: 3 projectiles, roughly 45% of the first projectile's damage.
	+ Fire: 1 projectile, larger, roughly 130% of the first projectile's damage.
	+ Ice: 1 projectile, identical, roughly 130% of the first projectile's damage.
	+ Thunder: 3 projectiles, roughly 45% of the first projectile's damage.
* There is a fourth attack that can be added via the Fourth Quadrant talent.
	+ Astral: fires multiple projectiles around the target, focused inward. Deals about the same per projectile as the second input's projectiles.
	+ Fire: Marks an area at the target's position. After about a three second delay, a powerful fireball falls on said location-with no adjustment, dealing significant damage and creating a burning patch that deals a high DoT.
	+ Ice: Generates a large ice ball at the target's location, dealing slow (but strong) DoT. The ball tracks the target's movement and deals damage to a fairly significant AoE.
	+ Thunder: Marks an area at the target's position. After about a three second delay, calls down powerful lightning strikes on said location-with no adjustment.
	+ The Fourth Quadrant attack can be strengthened by the Staff Mastery talent.

It does not have a dash attack.

Its weapon-switch attack is a wide forward blast covering roughly 120 degrees, paired with a quick jump backwards to disengage.

## Technique: Charged Rays

Shoots concentrated magic from the top of the staff, allowing Hilda to deal damage to enemies from a distance. The attack range of Charged Rays is much farther than that of the magic missiles from an Attack.—in-game description

Nothing happens if the button is merely pressed. If the technique button is pressed and held, however, a targeting reticle is granted, along with the ability to free aim. However, attacks do not occur simply by holding the technique button; an additional attack input must be given. While the technique button is held, movement is disabled.

* For the most part, elements behave similarly. However, there is some alteration to two of them, as explained below.
	+ Astral & Fire behave identically to each other, essentially the basis for the other two.
	+ Ice has a small amount of piercing, allowing for multiple hits.
	+ Thunder has a short chaining range.
* SP is not drained while holding the technique button, but rather upon using an attack, and a drain is imposed upon holding the attack input.
	+ The initial SP cost is reduced by the Staff Expert talent.
* The Focusing Rays talent allows Charged Rays attacks to be charged further for greater damage. SP drain while holding the attack input still applies.
* The Multitasking talent allows for slowed movement while in the Charged Rays state.
* The Rapid Fire talent reduces the cooldown between Charged Rays attacks, but increases the SP cost of their use.
* The Drain Rays talent allows for shots with the Charged Rays technique to restore additional AP on hit.
	+ The Life Rays talent replaces this with a further reduced SP cost for use.

## Chain Effect

A charged attack is available with the Chain Effect talent.

* The attack is similar in effect to Charged Rays, but has a shorter range.
	+ The attack can be replaced with a breath attack using Magic Breath.
* The charge time is shortened by having a Magic Gem available for consumption.
* The damage of this attack, including the modified version, is increased by the Magical Explosion talent.

## Energy Affinity

The Energy Affinity talent provides a damage buff that scales in a manner inversely proportional to the range from which you are attacking

* Does not apply to Chain Effect.