VESTRA CODAThe Codex
vestracoda.com ↗
Arcane PowerMagicTwo HandedSpell ChainBarrierRangedBlink

Frost 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

Abilities

5

Executions

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

1
Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
Ability Speed Modifier
—
Ability Unlocks
  1. Abilities
    staff_bolt_1, staff_bolt_2, Barrier
    Level
    1
    Skill
    magic
  2. Abilities
    staff_bolt_3, staff_sweep
    Level
    5
    Skill
    magic
  3. Abilities
    staff_dodge_cast, staff_blink
    Level
    10
    Skill
    magic
  4. Abilities
    staff_burst
    Level
    15
    Skill
    magic
  5. Abilities
    staff_slow_field
    Level
    20
    Skill
    magic
  6. Abilities
    staff_charged_bolt
    Level
    25
    Skill
    magic
  7. Abilities
    staff_sprint_cast
    Level
    30
    Skill
    magic
  8. Abilities
    staff_orb
    Level
    35
    Skill
    magic
  9. Abilities
    staff_meteor
    Level
    40
    Skill
    magic
  10. Abilities
    none
    Level
    45
    Skill
    magic
  11. 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
Frost 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
Frost 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/frost.yaml
Defensive
combat/abilities/magic/staff/staff.yaml
Attack Pattern
single
Base Combo File
combat/combos/staff_frost.combo.yaml
Chain Delay Ms
—
Name
Frost Staff
Requirements
Skills
  1. 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