Arcane PowerMagicTwo HandedSpell ChainBarrierRangedBlink
Fire Staff
The Arcane Conduit - spell chains, barrier, magic mastery
A conduit for arcane power. Chain spells for sustained damage, raise barriers to absorb attacks, and blink to safety when threatened. The staff is the foundation of magic combat.
Resource: Arcane Power
Maximum
100
Regen / s
6
Out-of-combat decay / s
0
Defence
- Guard
- Yes (none)
- Parry
- No
- Guard speed
- ×0.6
Combo graph
- Fire Staff combos5 steps
Abilities
5Executions
Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:
Animation set25 clip mappings · from mage
- Aim Animations
- Offset Down Centre
- Idle_Offset_Aim__Idle_Aim_Down_0
- Offset Down Left
- Idle_Offset_Aim__Idle_Aim_Down_L
- Offset Down Right
- Idle_Offset_Aim__Idle_Aim_Down_R
- Offset Mid Centre
- Idle_Offset_Aim__Idle_Aim_0
- Offset Mid Left
- Idle_Offset_Aim__Idle_Aim_L
- Offset Mid Right
- Idle_Offset_Aim__Idle_Aim_R
- Offset Up Centre
- Idle_Offset_Aim__Idle_Aim_Up_0
- Offset Up Left
- Idle_Offset_Aim__Idle_Aim_Up_L
- Offset Up Right
- Idle_Offset_Aim__Idle_Aim_Up_R
- Animation Library
- Combat
- Animation Source
- mage
- Block Animations
- Enter
- Hit_Block__Block_Start
- Exit
- Hit_Block__Block_End
- Hit
- Hit_Block__Block_Hit
- Hit Break
- Hit_Block__Block_Hit_Break
- Idle
- Hit_Block__Block_Loop
- Block Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block__Walk_Block_B_180_Loop
- Bwd Left
- Walk_Walk_Block__Walk_Block_B_L_45_Loop
- Bwd Right
- Walk_Walk_Block__Walk_Block_B_R_45_Loop
- Fwd
- Walk_Walk_Block__Walk_Block_F_0_Loop
- Fwd Left
- Walk_Walk_Block__Walk_Block_F_L_45_Loop
- Fwd Right
- Walk_Walk_Block__Walk_Block_F_R_45_Loop
- Idle
- Hit_Block__Block_Loop
- Left
- Walk_Walk_Block__Walk_Block_F_L_90_Loop
- Right
- Walk_Walk_Block__Walk_Block_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_Block__Walk_Block_B_180_Start
- Bwd Left
- Walk_Walk_Block__Walk_Block_B_L_45_Start
- Bwd Right
- Walk_Walk_Block__Walk_Block_B_R_45_Start
- Fwd
- Walk_Walk_Block__Walk_Block_F_0_Start
- Fwd Left
- Walk_Walk_Block__Walk_Block_F_L_45_Start
- Fwd Right
- Walk_Walk_Block__Walk_Block_F_R_45_Start
- Left
- Walk_Walk_Block__Walk_Block_F_L_90_Start
- Right
- Walk_Walk_Block__Walk_Block_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_Block__Walk_Block_B_180_Stop
- Bwd Left
- Walk_Walk_Block__Walk_Block_B_L_45_Stop
- Bwd Right
- Walk_Walk_Block__Walk_Block_B_R_45_Stop
- Fwd
- Walk_Walk_Block__Walk_Block_F_0_Stop
- Fwd Left
- Walk_Walk_Block__Walk_Block_F_L_45_Stop
- Fwd Right
- Walk_Walk_Block__Walk_Block_F_R_45_Stop
- Left
- Walk_Walk_Block__Walk_Block_F_L_90_Stop
- Right
- Walk_Walk_Block__Walk_Block_F_R_90_Stop
- Block Turns
- Turn 180 Left
- Turn_Turn_Block__Turn_Block_180_L
- Turn 180 Right
- Turn_Turn_Block__Turn_Block_R_180
- Turn 90 Left
- Turn_Turn_Block__Turn_Block_L_90
- Turn 90 Right
- Turn_Turn_Block__Turn_Block_R_90
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Dodge To Run Animations
- Back
- Dodge_Dodge_to_Run__Dodge_to_Run_B_180
- Back Left
- Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
- Back Right
- Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
- Forward
- Dodge_Dodge_to_Run__Dodge_to_Run_F_0
- Forward Left
- Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
- Left
- Dodge_Dodge_to_Run__Dodge_to_Run_L_90
- Right
- Dodge_Dodge_to_Run__Dodge_to_Run_R_90
- Civilian Hit Reactions
- Air Back
- Hit_Hit_Air__Hit_Air_B
- Air Front
- Hit_Hit_Air__Hit_Air_F
- Air Left
- Hit_Hit_Air__Hit_Air_L
- Air Right
- Hit_Hit_Air__Hit_Air_R
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_End
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Start
- Large Back
- Hit_Hit_Large__Hit_Large_B
- Large Death
- Hit_Hit_Large__Hit_Large_Death
- Large Front
- Hit_Hit_Large__Hit_Large_F
- Large Left
- Hit_Hit_Large__Hit_Large_L
- Large Right
- Hit_Hit_Large__Hit_Large_R
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up_F
- Rise Back
- Hit_Get_Up__Get_Up_B
- Rise Front
- Hit_Get_Up__Get_Up_F
- Civilian Jump Animations
- Back
- Jump_Jump__Jump_Start_B_180
- Double Back
- Jump_Double_Jump__Double_Jump_B_180
- Double Forward
- Jump_Double_Jump__Double_Jump_F_0
- Double Left
- Jump_Double_Jump__Double_Jump_L_90
- Double Neutral
- Jump_Double_Jump__Double_Jump_0
- Double Right
- Jump_Double_Jump__Double_Jump_R_90
- End
- Jump_Jump__Jump_Stop_0
- Forward
- Jump_Jump__Jump_Start_F_0
- Left
- Jump_Jump__Jump_Start_L_90
- Loop
- Jump_Jump__Jump_Loop_0
- Right
- Jump_Jump__Jump_Start_R_90
- Start
- Jump_Jump__Jump_Start_0
- Civilian Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Civilian Roll To Run Animations
- Back
- Roll_Roll_to_Run__Roll_to_Run_B_180
- Back Left
- Roll_Roll_to_Run__Roll_to_Run_B_L_45
- Back Right
- Roll_Roll_to_Run__Roll_to_Run_B_R_45
- Forward
- Roll_Roll_to_Run__Roll_to_Run_F_0
- Forward Left
- Roll_Roll_to_Run__Roll_to_Run_F_L_45
- Forward Right
- Roll_Roll_to_Run__Roll_to_Run_F_R_45
- Left
- Roll_Roll_to_Run__Roll_to_Run_L_90
- Right
- Roll_Roll_to_Run__Roll_to_Run_R_90
- Combat Idle
- Idle_Idle_Combat__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_B_180_Loop
- Bwd Left
- Run_Run_Combat__Run_Combat_B_L_45_Loop
- Bwd Right
- Run_Run_Combat__Run_Combat_B_R_45_Loop
- Fwd
- Run_Run_Combat__Run_Combat_F_0_Loop
- Fwd Left
- Run_Run_Combat__Run_Combat_F_L_45_Loop
- Fwd Right
- Run_Run_Combat__Run_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_F_L_90_Loop
- Right
- Run_Run_Combat__Run_Combat_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Loop
- Run Fast Start
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Start
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_B_180_Start
- Bwd Left
- Run_Run_Combat__Run_Combat_B_L_45_Start
- Bwd Right
- Run_Run_Combat__Run_Combat_B_R_45_Start
- Fwd
- Run_Run_Combat__Run_Combat_F_0_Start
- Fwd Left
- Run_Run_Combat__Run_Combat_F_L_45_Start
- Fwd Right
- Run_Run_Combat__Run_Combat_F_R_45_Start
- Left
- Run_Run_Combat__Run_Combat_F_L_90_Start
- Right
- Run_Run_Combat__Run_Combat_F_R_90_Start
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_B_180_Stop
- Bwd Left
- Run_Run_Combat__Run_Combat_B_L_45_Stop
- Bwd Right
- Run_Run_Combat__Run_Combat_B_R_45_Stop
- Fwd
- Run_Run_Combat__Run_Combat_F_0_Stop
- Fwd Left
- Run_Run_Combat__Run_Combat_F_L_45_Stop
- Fwd Right
- Run_Run_Combat__Run_Combat_F_R_45_Stop
- Left
- Run_Run_Combat__Run_Combat_F_L_90_Stop
- Right
- Run_Run_Combat__Run_Combat_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_B_180_Loop
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_B_L_45_Loop
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_B_R_45_Loop
- Fwd
- Walk_Walk_Combat__Walk_Combat_F_0_Loop
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_F_L_45_Loop
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_F_L_90_Loop
- Right
- Walk_Walk_Combat__Walk_Combat_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_B_180_Start
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_B_L_45_Start
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_B_R_45_Start
- Fwd
- Walk_Walk_Combat__Walk_Combat_F_0_Start
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_F_L_45_Start
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_F_R_45_Start
- Left
- Walk_Walk_Combat__Walk_Combat_F_L_90_Start
- Right
- Walk_Walk_Combat__Walk_Combat_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_B_180_Stop
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_B_L_45_Stop
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_B_R_45_Stop
- Fwd
- Walk_Walk_Combat__Walk_Combat_F_0_Stop
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_F_L_45_Stop
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_F_R_45_Stop
- Left
- Walk_Walk_Combat__Walk_Combat_F_L_90_Stop
- Right
- Walk_Walk_Combat__Walk_Combat_F_R_90_Stop
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_R_180
- Idle Turn 90 Left
- Turn_Turn__Turn_L_90
- Idle Turn 90 Right
- Turn_Turn__Turn_R_90
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_R_180
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_L_90
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_R_90
- Dodge Animations
- Back
- Dodge_Dodge_Combat__Dodge_Combat_B_180
- Back Left
- Dodge_Dodge_Combat__Dodge_Combat_B_L_45
- Back Right
- Dodge_Dodge_Combat__Dodge_Combat_B_R_45
- Forward
- Dodge_Dodge_Combat__Dodge_Combat_F_0
- Forward Left
- Dodge_Dodge_Combat__Dodge_Combat_F_L_45
- Forward Right
- Dodge_Dodge_Combat__Dodge_Combat_F_R_45
- Left
- Dodge_Dodge_Combat__Dodge_Combat_L_90
- Right
- Dodge_Dodge_Combat__Dodge_Combat_R_90
- Dodge To Run Animations
- Back
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
- Back Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
- Back Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
- Forward
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
- Forward Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
- Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
- Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat_F
- Rise Back
- Hit_Get_Up__Get_Up_Combat_B
- Rise Front
- Hit_Get_Up__Get_Up_Combat_F
- Idle Look
- Offset Down Centre
- Idle_Offset_Idle__Idle_Down_0
- Offset Down Left
- Idle_Offset_Idle__Idle_Down_L
- Offset Down Right
- Idle_Offset_Idle__Idle_Down_R
- Offset Mid Centre
- Idle_Offset_Idle__Idle_0
- Offset Mid Left
- Idle_Offset_Idle__Idle_L
- Offset Mid Right
- Idle_Offset_Idle__Idle_R
- Offset Up Centre
- Idle_Offset_Idle__Idle_Up_0
- Offset Up Left
- Idle_Offset_Idle__Idle_Up_L
- Offset Up Right
- Idle_Offset_Idle__Idle_Up_R
- Idle Look Combat
- Offset Down Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Down_0
- Offset Down Left
- Idle_Offset_Idle_Combat__Idle_Combat_Down_L
- Offset Down Right
- Idle_Offset_Idle_Combat__Idle_Combat_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Combat__Idle_Combat_0
- Offset Mid Left
- Idle_Offset_Idle_Combat__Idle_Combat_L
- Offset Mid Right
- Idle_Offset_Idle_Combat__Idle_Combat_R
- Offset Up Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Up_0
- Offset Up Left
- Idle_Offset_Idle_Combat__Idle_Combat_Up_L
- Offset Up Right
- Idle_Offset_Idle_Combat__Idle_Combat_Up_R
- Idle Transitions
- From Combat
- Idle_Idle_Combat__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Combat_to_Run__Run_Combat_to_Run
- Run To Combat
- Run_Run_to_Run_Combat__Run_to_Run_Combat
- To Combat
- Idle_Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
- Walk To Combat
- Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
- Jump Animations
- Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Back
- Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
- Double Forward
- Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
- Double Left
- Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
- Double Neutral
- Jump_Double_Jump_Combat__Double_Jump_Combat_0
- Double Right
- Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
- End
- Jump_Jump_Combat__Jump_Combat_Stop_0
- Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_B_180_Loop
- Bwd Left
- Run_Run__Run_B_L_45_Loop
- Bwd Right
- Run_Run__Run_B_R_45_Loop
- Fwd
- Run_Run__Run_F_0_Loop
- Fwd Left
- Run_Run__Run_F_L_45_Loop
- Fwd Right
- Run_Run__Run_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Run_Run__Run_F_L_90_Loop
- Right
- Run_Run__Run_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run__Run_Start_Fast_B_L
- Bwd Right
- Run_Run__Run_Start_Fast_B_R
- Fwd
- Run_Run__Run_Fast_Start
- Left
- Run_Run__Run_Start_Fast_L
- Right
- Run_Run__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run__Run_B_180_Start
- Bwd Left
- Run_Run__Run_B_L_45_Start
- Bwd Right
- Run_Run__Run_B_R_45_Start
- Fwd
- Run_Run__Run_F_0_Start
- Fwd Left
- Run_Run__Run_F_L_45_Start
- Fwd Right
- Run_Run__Run_F_R_45_Start
- Left
- Run_Run__Run_F_L_90_Start
- Right
- Run_Run__Run_F_R_90_Start
- Run Stop
- Bwd
- Run_Run__Run_B_180_Stop
- Bwd Left
- Run_Run__Run_B_L_45_Stop
- Bwd Right
- Run_Run__Run_B_R_45_Stop
- Fwd
- Run_Run__Run_F_0_Stop
- Fwd Left
- Run_Run__Run_F_L_45_Stop
- Fwd Right
- Run_Run__Run_F_R_45_Stop
- Left
- Run_Run__Run_F_L_90_Stop
- Right
- Run_Run__Run_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk__Walk_B_180_Loop
- Bwd Left
- Walk_Walk__Walk_B_L_45_Loop
- Bwd Right
- Walk_Walk__Walk_B_R_45_Loop
- Fwd
- Walk_Walk__Walk_F_0_Loop
- Fwd Left
- Walk_Walk__Walk_F_L_45_Loop
- Fwd Right
- Walk_Walk__Walk_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Walk_Walk__Walk_F_L_90_Loop
- Right
- Walk_Walk__Walk_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk__Walk_B_180_Start
- Bwd Left
- Walk_Walk__Walk_B_L_45_Start
- Bwd Right
- Walk_Walk__Walk_B_R_45_Start
- Fwd
- Walk_Walk__Walk_F_0_Start
- Fwd Left
- Walk_Walk__Walk_F_L_45_Start
- Fwd Right
- Walk_Walk__Walk_F_R_45_Start
- Left
- Walk_Walk__Walk_F_L_90_Start
- Right
- Walk_Walk__Walk_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk__Walk_B_180_Stop
- Bwd Left
- Walk_Walk__Walk_B_L_45_Stop
- Bwd Right
- Walk_Walk__Walk_B_R_45_Stop
- Fwd
- Walk_Walk__Walk_F_0_Stop
- Fwd Left
- Walk_Walk__Walk_F_L_45_Stop
- Fwd Right
- Walk_Walk__Walk_F_R_45_Stop
- Left
- Walk_Walk__Walk_F_L_90_Stop
- Right
- Walk_Walk__Walk_F_R_90_Stop
- Roll Animations
- Back
- Roll_Roll_Combat__Roll_Combat_B_180
- Back Left
- Roll_Roll_Combat__Roll_Combat_B_L_45
- Back Right
- Roll_Roll_Combat__Roll_Combat_B_R_45
- Forward
- Roll_Roll_Combat__Roll_Combat_F_0
- Forward Left
- Roll_Roll_Combat__Roll_Combat_F_L_45
- Forward Right
- Roll_Roll_Combat__Roll_Combat_F_R_45
- Left
- Roll_Roll_Combat__Roll_Combat_L_90
- Right
- Roll_Roll_Combat__Roll_Combat_R_90
- Roll To Run Animations
- Back
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
- Back Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
- Back Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
- Forward
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
- Forward Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
- Forward Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
- Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
- Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90
Referenced by
1Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
- Ability Speed Modifier
- —
- Ability Unlocks
- Abilities
- staff_bolt_1, staff_bolt_2, Barrier
- Level
- 1
- Skill
- magic
- Abilities
- staff_bolt_3, staff_sweep
- Level
- 5
- Skill
- magic
- Abilities
- staff_dodge_cast, staff_blink
- Level
- 10
- Skill
- magic
- Abilities
- staff_burst
- Level
- 15
- Skill
- magic
- Abilities
- staff_slow_field
- Level
- 20
- Skill
- magic
- Abilities
- staff_charged_bolt
- Level
- 25
- Skill
- magic
- Abilities
- staff_sprint_cast
- Level
- 30
- Skill
- magic
- Abilities
- staff_orb
- Level
- 35
- Skill
- magic
- Abilities
- staff_meteor
- Level
- 40
- Skill
- magic
- Abilities
- none
- Level
- 45
- Skill
- magic
- Abilities
- none
- Level
- 70
- Skill
- magic
- Aim Animations
- Offset Down Centre
- Idle_Offset_Aim__Idle_Aim_Down_0
- Offset Down Left
- Idle_Offset_Aim__Idle_Aim_Down_L
- Offset Down Right
- Idle_Offset_Aim__Idle_Aim_Down_R
- Offset Mid Centre
- Idle_Offset_Aim__Idle_Aim_0
- Offset Mid Left
- Idle_Offset_Aim__Idle_Aim_L
- Offset Mid Right
- Idle_Offset_Aim__Idle_Aim_R
- Offset Up Centre
- Idle_Offset_Aim__Idle_Aim_Up_0
- Offset Up Left
- Idle_Offset_Aim__Idle_Aim_Up_L
- Offset Up Right
- Idle_Offset_Aim__Idle_Aim_Up_R
- Aim Locomotion
- —
- Animation Library
- Combat
- Animation Source
- mage
- Animations
- —
- Block Animations
- Enter
- Hit_Block__Block_Start
- Exit
- Hit_Block__Block_End
- Hit
- Hit_Block__Block_Hit
- Hit Break
- Hit_Block__Block_Hit_Break
- Idle
- Hit_Block__Block_Loop
- Block Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block__Walk_Block_B_180_Loop
- Bwd Left
- Walk_Walk_Block__Walk_Block_B_L_45_Loop
- Bwd Right
- Walk_Walk_Block__Walk_Block_B_R_45_Loop
- Fwd
- Walk_Walk_Block__Walk_Block_F_0_Loop
- Fwd Left
- Walk_Walk_Block__Walk_Block_F_L_45_Loop
- Fwd Right
- Walk_Walk_Block__Walk_Block_F_R_45_Loop
- Idle
- Hit_Block__Block_Loop
- Left
- Walk_Walk_Block__Walk_Block_F_L_90_Loop
- Right
- Walk_Walk_Block__Walk_Block_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_Block__Walk_Block_B_180_Start
- Bwd Left
- Walk_Walk_Block__Walk_Block_B_L_45_Start
- Bwd Right
- Walk_Walk_Block__Walk_Block_B_R_45_Start
- Fwd
- Walk_Walk_Block__Walk_Block_F_0_Start
- Fwd Left
- Walk_Walk_Block__Walk_Block_F_L_45_Start
- Fwd Right
- Walk_Walk_Block__Walk_Block_F_R_45_Start
- Left
- Walk_Walk_Block__Walk_Block_F_L_90_Start
- Right
- Walk_Walk_Block__Walk_Block_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_Block__Walk_Block_B_180_Stop
- Bwd Left
- Walk_Walk_Block__Walk_Block_B_L_45_Stop
- Bwd Right
- Walk_Walk_Block__Walk_Block_B_R_45_Stop
- Fwd
- Walk_Walk_Block__Walk_Block_F_0_Stop
- Fwd Left
- Walk_Walk_Block__Walk_Block_F_L_45_Stop
- Fwd Right
- Walk_Walk_Block__Walk_Block_F_R_45_Stop
- Left
- Walk_Walk_Block__Walk_Block_F_L_90_Stop
- Right
- Walk_Walk_Block__Walk_Block_F_R_90_Stop
- Block Turns
- Turn 180 Left
- Turn_Turn_Block__Turn_Block_180_L
- Turn 180 Right
- Turn_Turn_Block__Turn_Block_R_180
- Turn 90 Left
- Turn_Turn_Block__Turn_Block_L_90
- Turn 90 Right
- Turn_Turn_Block__Turn_Block_R_90
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Dodge To Run Animations
- Back
- Dodge_Dodge_to_Run__Dodge_to_Run_B_180
- Back Left
- Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
- Back Right
- Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
- Forward
- Dodge_Dodge_to_Run__Dodge_to_Run_F_0
- Forward Left
- Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
- Left
- Dodge_Dodge_to_Run__Dodge_to_Run_L_90
- Right
- Dodge_Dodge_to_Run__Dodge_to_Run_R_90
- Civilian Hit Reactions
- Air Back
- Hit_Hit_Air__Hit_Air_B
- Air Front
- Hit_Hit_Air__Hit_Air_F
- Air Left
- Hit_Hit_Air__Hit_Air_L
- Air Right
- Hit_Hit_Air__Hit_Air_R
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_End
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Start
- Large Back
- Hit_Hit_Large__Hit_Large_B
- Large Death
- Hit_Hit_Large__Hit_Large_Death
- Large Front
- Hit_Hit_Large__Hit_Large_F
- Large Left
- Hit_Hit_Large__Hit_Large_L
- Large Right
- Hit_Hit_Large__Hit_Large_R
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up_F
- Rise Back
- Hit_Get_Up__Get_Up_B
- Rise Front
- Hit_Get_Up__Get_Up_F
- Civilian Jump Animations
- Back
- Jump_Jump__Jump_Start_B_180
- Double Back
- Jump_Double_Jump__Double_Jump_B_180
- Double Forward
- Jump_Double_Jump__Double_Jump_F_0
- Double Left
- Jump_Double_Jump__Double_Jump_L_90
- Double Neutral
- Jump_Double_Jump__Double_Jump_0
- Double Right
- Jump_Double_Jump__Double_Jump_R_90
- End
- Jump_Jump__Jump_Stop_0
- Forward
- Jump_Jump__Jump_Start_F_0
- Left
- Jump_Jump__Jump_Start_L_90
- Loop
- Jump_Jump__Jump_Loop_0
- Right
- Jump_Jump__Jump_Start_R_90
- Start
- Jump_Jump__Jump_Start_0
- Civilian Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Civilian Roll To Run Animations
- Back
- Roll_Roll_to_Run__Roll_to_Run_B_180
- Back Left
- Roll_Roll_to_Run__Roll_to_Run_B_L_45
- Back Right
- Roll_Roll_to_Run__Roll_to_Run_B_R_45
- Forward
- Roll_Roll_to_Run__Roll_to_Run_F_0
- Forward Left
- Roll_Roll_to_Run__Roll_to_Run_F_L_45
- Forward Right
- Roll_Roll_to_Run__Roll_to_Run_F_R_45
- Left
- Roll_Roll_to_Run__Roll_to_Run_L_90
- Right
- Roll_Roll_to_Run__Roll_to_Run_R_90
- Combat Idle
- Idle_Idle_Combat__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_B_180_Loop
- Bwd Left
- Run_Run_Combat__Run_Combat_B_L_45_Loop
- Bwd Right
- Run_Run_Combat__Run_Combat_B_R_45_Loop
- Fwd
- Run_Run_Combat__Run_Combat_F_0_Loop
- Fwd Left
- Run_Run_Combat__Run_Combat_F_L_45_Loop
- Fwd Right
- Run_Run_Combat__Run_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_F_L_90_Loop
- Right
- Run_Run_Combat__Run_Combat_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Loop
- Run Fast Start
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Start
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_B_180_Start
- Bwd Left
- Run_Run_Combat__Run_Combat_B_L_45_Start
- Bwd Right
- Run_Run_Combat__Run_Combat_B_R_45_Start
- Fwd
- Run_Run_Combat__Run_Combat_F_0_Start
- Fwd Left
- Run_Run_Combat__Run_Combat_F_L_45_Start
- Fwd Right
- Run_Run_Combat__Run_Combat_F_R_45_Start
- Left
- Run_Run_Combat__Run_Combat_F_L_90_Start
- Right
- Run_Run_Combat__Run_Combat_F_R_90_Start
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_B_180_Stop
- Bwd Left
- Run_Run_Combat__Run_Combat_B_L_45_Stop
- Bwd Right
- Run_Run_Combat__Run_Combat_B_R_45_Stop
- Fwd
- Run_Run_Combat__Run_Combat_F_0_Stop
- Fwd Left
- Run_Run_Combat__Run_Combat_F_L_45_Stop
- Fwd Right
- Run_Run_Combat__Run_Combat_F_R_45_Stop
- Left
- Run_Run_Combat__Run_Combat_F_L_90_Stop
- Right
- Run_Run_Combat__Run_Combat_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_B_180_Loop
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_B_L_45_Loop
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_B_R_45_Loop
- Fwd
- Walk_Walk_Combat__Walk_Combat_F_0_Loop
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_F_L_45_Loop
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_F_L_90_Loop
- Right
- Walk_Walk_Combat__Walk_Combat_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_B_180_Start
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_B_L_45_Start
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_B_R_45_Start
- Fwd
- Walk_Walk_Combat__Walk_Combat_F_0_Start
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_F_L_45_Start
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_F_R_45_Start
- Left
- Walk_Walk_Combat__Walk_Combat_F_L_90_Start
- Right
- Walk_Walk_Combat__Walk_Combat_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_B_180_Stop
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_B_L_45_Stop
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_B_R_45_Stop
- Fwd
- Walk_Walk_Combat__Walk_Combat_F_0_Stop
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_F_L_45_Stop
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_F_R_45_Stop
- Left
- Walk_Walk_Combat__Walk_Combat_F_L_90_Stop
- Right
- Walk_Walk_Combat__Walk_Combat_F_R_90_Stop
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_R_180
- Idle Turn 90 Left
- Turn_Turn__Turn_L_90
- Idle Turn 90 Right
- Turn_Turn__Turn_R_90
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_R_180
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_L_90
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_R_90
- Crouch Animations
- —
- Crouch Locomotion
- —
- Crouch Turns
- —
- Dash
- —
- Defense
- Can Guard
- yes
- Can Parry
- no
- Guard Speed Multiplier
- 0.6
- Guard Type
- none
- Description
- A conduit for arcane power. Chain spells for sustained damage, raise barriers to absorb attacks, and blink to safety when threatened. The staff is the foundation of magic combat.
- Dodge
- —
- Dodge Animations
- Back
- Dodge_Dodge_Combat__Dodge_Combat_B_180
- Back Left
- Dodge_Dodge_Combat__Dodge_Combat_B_L_45
- Back Right
- Dodge_Dodge_Combat__Dodge_Combat_B_R_45
- Forward
- Dodge_Dodge_Combat__Dodge_Combat_F_0
- Forward Left
- Dodge_Dodge_Combat__Dodge_Combat_F_L_45
- Forward Right
- Dodge_Dodge_Combat__Dodge_Combat_F_R_45
- Left
- Dodge_Dodge_Combat__Dodge_Combat_L_90
- Right
- Dodge_Dodge_Combat__Dodge_Combat_R_90
- Dodge To Run Animations
- Back
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
- Back Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
- Back Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
- Forward
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
- Forward Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
- Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
- Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
- Equipment
- Main Hand
- Animation Source
- —
- Required
- yes
- Type
- —
- Weapon Class
- Fire Staff
- Off Hand
- Animation Source
- —
- Required
- —
- Type
- none
- Weapon Class
- —
- Face Crosshair On Attack
- —
- Guard Raise Speed
- —
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat_F
- Rise Back
- Hit_Get_Up__Get_Up_Combat_B
- Rise Front
- Hit_Get_Up__Get_Up_Combat_F
- Hitstop Crawl
- —
- Id
- Fire Staff
- Idle Look
- Offset Down Centre
- Idle_Offset_Idle__Idle_Down_0
- Offset Down Left
- Idle_Offset_Idle__Idle_Down_L
- Offset Down Right
- Idle_Offset_Idle__Idle_Down_R
- Offset Mid Centre
- Idle_Offset_Idle__Idle_0
- Offset Mid Left
- Idle_Offset_Idle__Idle_L
- Offset Mid Right
- Idle_Offset_Idle__Idle_R
- Offset Up Centre
- Idle_Offset_Idle__Idle_Up_0
- Offset Up Left
- Idle_Offset_Idle__Idle_Up_L
- Offset Up Right
- Idle_Offset_Idle__Idle_Up_R
- Idle Look Combat
- Offset Down Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Down_0
- Offset Down Left
- Idle_Offset_Idle_Combat__Idle_Combat_Down_L
- Offset Down Right
- Idle_Offset_Idle_Combat__Idle_Combat_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Combat__Idle_Combat_0
- Offset Mid Left
- Idle_Offset_Idle_Combat__Idle_Combat_L
- Offset Mid Right
- Idle_Offset_Idle_Combat__Idle_Combat_R
- Offset Up Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Up_0
- Offset Up Left
- Idle_Offset_Idle_Combat__Idle_Combat_Up_L
- Offset Up Right
- Idle_Offset_Idle_Combat__Idle_Combat_Up_R
- Idle Look Crouch
- —
- Idle Transitions
- From Combat
- Idle_Idle_Combat__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Combat_to_Run__Run_Combat_to_Run
- Run To Combat
- Run_Run_to_Run_Combat__Run_to_Run_Combat
- To Combat
- Idle_Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
- Walk To Combat
- Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
- Impact Trauma
- —
- Inherits From
- —
- Input
- —
- Jump Animations
- Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Back
- Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
- Double Forward
- Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
- Double Left
- Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
- Double Neutral
- Jump_Double_Jump_Combat__Double_Jump_Combat_0
- Double Right
- Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
- End
- Jump_Jump_Combat__Jump_Combat_Stop_0
- Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_B_180_Loop
- Bwd Left
- Run_Run__Run_B_L_45_Loop
- Bwd Right
- Run_Run__Run_B_R_45_Loop
- Fwd
- Run_Run__Run_F_0_Loop
- Fwd Left
- Run_Run__Run_F_L_45_Loop
- Fwd Right
- Run_Run__Run_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Run_Run__Run_F_L_90_Loop
- Right
- Run_Run__Run_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run__Run_Start_Fast_B_L
- Bwd Right
- Run_Run__Run_Start_Fast_B_R
- Fwd
- Run_Run__Run_Fast_Start
- Left
- Run_Run__Run_Start_Fast_L
- Right
- Run_Run__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run__Run_B_180_Start
- Bwd Left
- Run_Run__Run_B_L_45_Start
- Bwd Right
- Run_Run__Run_B_R_45_Start
- Fwd
- Run_Run__Run_F_0_Start
- Fwd Left
- Run_Run__Run_F_L_45_Start
- Fwd Right
- Run_Run__Run_F_R_45_Start
- Left
- Run_Run__Run_F_L_90_Start
- Right
- Run_Run__Run_F_R_90_Start
- Run Stop
- Bwd
- Run_Run__Run_B_180_Stop
- Bwd Left
- Run_Run__Run_B_L_45_Stop
- Bwd Right
- Run_Run__Run_B_R_45_Stop
- Fwd
- Run_Run__Run_F_0_Stop
- Fwd Left
- Run_Run__Run_F_L_45_Stop
- Fwd Right
- Run_Run__Run_F_R_45_Stop
- Left
- Run_Run__Run_F_L_90_Stop
- Right
- Run_Run__Run_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk__Walk_B_180_Loop
- Bwd Left
- Walk_Walk__Walk_B_L_45_Loop
- Bwd Right
- Walk_Walk__Walk_B_R_45_Loop
- Fwd
- Walk_Walk__Walk_F_0_Loop
- Fwd Left
- Walk_Walk__Walk_F_L_45_Loop
- Fwd Right
- Walk_Walk__Walk_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Walk_Walk__Walk_F_L_90_Loop
- Right
- Walk_Walk__Walk_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk__Walk_B_180_Start
- Bwd Left
- Walk_Walk__Walk_B_L_45_Start
- Bwd Right
- Walk_Walk__Walk_B_R_45_Start
- Fwd
- Walk_Walk__Walk_F_0_Start
- Fwd Left
- Walk_Walk__Walk_F_L_45_Start
- Fwd Right
- Walk_Walk__Walk_F_R_45_Start
- Left
- Walk_Walk__Walk_F_L_90_Start
- Right
- Walk_Walk__Walk_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk__Walk_B_180_Stop
- Bwd Left
- Walk_Walk__Walk_B_L_45_Stop
- Bwd Right
- Walk_Walk__Walk_B_R_45_Stop
- Fwd
- Walk_Walk__Walk_F_0_Stop
- Fwd Left
- Walk_Walk__Walk_F_L_45_Stop
- Fwd Right
- Walk_Walk__Walk_F_R_45_Stop
- Left
- Walk_Walk__Walk_F_L_90_Stop
- Right
- Walk_Walk__Walk_F_R_90_Stop
- Mechanics
- Barrier
- Damage Reduction Percent
- 80
- Enabled
- yes
- Input
- hold_rmb
- Notes
- Staff defense comes from barrier and blink. Barrier absorbs 80% damage but drains quickly. Blink provides repositioning with i-frames.
- Uses Barrier Resource
- yes
- Barrier Resource
- Drain Rate Per Sec
- 25
- Max Value
- 100
- Name
- Barrier
- Notes
- Barrier is NOT stamina. It has its own resource bar. Drains quickly while active (25/sec = 4 seconds max). Regenerates slowly when not in use (8/sec = 12.5 seconds full). Use for burst damage absorption, not sustained tanking.
- Properties
- Blocks All Damage Types
- yes
- Can Move While Active
- yes
- Damage Reduction Percent
- 80
- Movement Speed Modifier
- 60
- Regen Delay Ms
- 2,000
- Regen Rate Per Sec
- 8
- Combo Modifications
- Branch Additions
- none
- Extended Chain Length
- —
- Removed Moves
- none
- Replaced Moves
- none
- Dual Wield
- Enabled
- no
- Spell Weave
- Enabled
- no
- Stances
- Enabled
- no
- Stat Modifiers
- Attack Speed
- Percent Modifier
- 100
- Damage
- Flat Bonus
- 0
- Percent Modifier
- 100
- Resource Generation
- Percent Modifier
- —
- Stamina Costs
- Percent Modifier
- 100
- Ui
- Barrier Bar
- yes
- Combo Diagram
- ui/combos/staff_flowchart
- Icon
- ui/loadouts/staff
- Resource Display
- —
- Spell Chain Indicator
- yes
- Unique
- none
- Metadata
- Created Date
- 2026-01-19
- Design Notes
- Staff should feel like a powerful magic conduit. Spell chains reward sustained casting, barrier provides clutch defense. Key feel targets: - Spells should feel impactful (VFX/audio) - Barrier should feel powerful but costly - Spell chains should build satisfying rhythm - Blink provides mobility escape
- Difficulty
- beginner
- Playstyle
- ranged, magic, sustained_damage, barrier_defense
- Reference Games
- Genshin Impact - Catalyst, Dragon's Dogma - Mage, Lost Ark - Sorceress
- Moveset
- Abilities
- Basic
- combat/abilities/magic/staff/fire.yaml
- Defensive
- combat/abilities/magic/staff/staff.yaml
- Attack Pattern
- single
- Base Combo File
- combat/combos/staff_fire.combo.yaml
- Chain Delay Ms
- —
- Name
- Fire Staff
- Requirements
- Skills
- Min Level
- 1
- Skill
- magic
- Unlocks
- available_from_start
- Resource
- Build
- —
- Decay Out Of Combat Per Sec
- 0
- Held Passive
- none
- Max
- 100
- Regen Per Sec
- 6
- Type
- arcane_power
- Rmb Behavior
- —
- Roll Animations
- Back
- Roll_Roll_Combat__Roll_Combat_B_180
- Back Left
- Roll_Roll_Combat__Roll_Combat_B_L_45
- Back Right
- Roll_Roll_Combat__Roll_Combat_B_R_45
- Forward
- Roll_Roll_Combat__Roll_Combat_F_0
- Forward Left
- Roll_Roll_Combat__Roll_Combat_F_L_45
- Forward Right
- Roll_Roll_Combat__Roll_Combat_F_R_45
- Left
- Roll_Roll_Combat__Roll_Combat_L_90
- Right
- Roll_Roll_Combat__Roll_Combat_R_90
- Roll To Run Animations
- Back
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
- Back Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
- Back Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
- Forward
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
- Forward Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
- Forward Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
- Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
- Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90
- Schema
- Loadout
- Tags
- magic, two_handed, spell_chain, barrier, ranged, blink
- Theme
- The Arcane Conduit - spell chains, barrier, magic mastery
- Version
- 1