You can choose to store spells and bind gems in your inventory, when wielding the staff.
Storing a spell Edit
Storing a spell in a staff means you can cast that spell for no mana and you remember it forever. Storing a spell costs mana only when you store it; casting the spell from the staff uses up a charge, but no mana.
You only need to be able to cast the spell successfully when storing the spell, casting it from the staff will always be successful, regardless of your chance to cast. This makes storing spells you can only cast with a low chance to success an effective way to cast those spells anyway.
The staff will need time to build the first charge. To use the stored spell, click the book icon (as you normally would to cast a spell) and select the staff.
This is good for teleport away, cone of cold, and wizard lock especially, because these are very effective once you are out of mana, and you may only need one cast.
Binding a gemEdit
Binding a gem to a staff increases the number of charges a staff can hold (up to 8). You can't bind a gem to the beginning staff. If you bind a worthless glass, it will appear to charge up, but the gem will shatter and you will lose your charges. It is worth testing a gem as soon as you have one charge.
Emerald - 4 charges
Sapphire - 6 charges
Ruby - 7 charges
Diamond - 8 charges
Types of staves Edit
There are special staves corresponding to the 4 schools of magic:
- Staff (can't bind gems)
- Staff of Life (found as Leafy Staff)
- Staff of Death (found as Gnarly Staff)
- Staff of Light (found as White Staff)
- Staff of Darkness (found as Dark Staff)
- The legendary Thyrsus, which is wielded by Bacchus in Fort Ludios.
A staff can store any spell, but storing a spell of the appropriate school makes it charge faster.