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For staves in other games, see Staves (Dragon Age II) and Staves (Inquisition).
Staff concept art

Concept art for staves

Staves are the two-handed weapons of choice for mages. Each staff has a weak, long range default attack that costs no mana. Below is a list of significant staves found in-game. Staves always hit (though it can miss if targets have "chance to dodge attack" properties, e.g. Evasion), but never hit critically. Staves are always made from metals for the purposes of their statistics, though some of the textures for them give them the appearance of wood, such as Morrigan's starting Magic Staff or the Oak Branch.

Calculating damage[]

Staff damage formula[]

Staff damage is directly influenced by spellpower:

StaffDamage = BaseDamage + Spellpower *  0.25 *  StaffFocusAdjustment *  (1 + damageBonus) * Rand(0.75:1)

BaseDamage

  • The damage number listed in the staff's description, e.g. for Acolyte's Staff BaseDamage would be 4.00

Spellpower

  • The mage's base spellpower is the value of the magic attribute minus 10. Therefore, it is modified not only by +X spellpower effects but also by +X magic effects. Each staff also has a spellpower value which is added to the mage's spellpower.
  • The current total spellpower (including all modifiers from the staff, other equipment and spell effects) is displayed on the lower left side of the character screen below the defense value.

StaffFocusAdjustment

DamageBonus This variable depends on the damage type of the staff:

  • Fire: 0.2
  • Ice (Cold): 0.15
  • Cold: 0.1
  • Lightning (Electricity): 0.1
  • Poison (Nature): 0.15
  • Physical: 0.0

While there are two possibilities for cold damage, all staves in the base game and DLCs use the 0.15 multiplier.

Rand As with attribute bonuses for other weapons, the spellpower component is multiplied by a random number. For staves, it is in the range [0.75:1] (average 0.875).

Here on the Dragon Age Wiki, the damage type of a staff is listed in parentheses next to the damage value in its description. The only method to determine it during normal gameplay is by looking at the damage colour during combat. See notes section for more information.

Elemental modifiers[]

The following only affects staves that deal elemental damage, i.e. fire, cold, nature or electricity (there is currently no staff that deals spirit damage).

Elemental damage modifiers

If the staff inflicts elemental damage then gear boosting that type of damage will boost staff damage as well up to a maximum of +30%, e.g. for a staff dealing cold damage, with the maximum cold damage bonus of +30%, multiply the Staffdamage (as calculated per the formula above) by 1.3.

Elemental resistance modifiers

Spells such as Vulnerability Hex and Affliction Hex will also increase your total damage with an elemental staff by decreasing the enemies resistance to elemental damage by up to 100%. This can provide another StaffDamage multiplier of up to 2 (at -100% resistance).

So for elemental staves the formula would be

ElementalStaffDamage = StaffDamage *  ElementalDamageModifier *  ElementalResistanceModifier

So, if you want extremely high staff damage in the 100s then high spellpower (Spell Wisp, Spell Might, and Stone Aura), and an elemental staff with hexes are the way to go.

Example[]

If the character has Staff Focus and equips Wintersbreath and other items that provide the maximum +30% cold damage modifier, and the target is fully debuffed with -100% cold resistance, the elemental damage multiplier would be 1.3 and the elemental resistance multiplier would be 2.

Combining the 2 above formulas, the staff's average damage would then be

Damage = (6.4 + spellpower *  0.25 *  4/3 *  1.15 * 0.875) *  1.3 *  2

or (shortened)

Damage = 16.64 + spellpower *  0.872

Example spellpower/Damage values:

  • 50 spellpower: 60 damage
  • 100 spellpower: 104 damage
  • 150 spellpower: 147 damage
  • 170 spellpower: 165 damage

Other Class Talents[]

Several other classes have Talents that can increase staff damage as well. Particularly Stone Aura (+3 staff base damage) and Mark of Death (+20% to final damage).

Properties[]

Name Attribute Attribute Modifier Aim Time Speed Modifier
Staves No Bonus None 0.1

Scaling[]

PC[]

Tier Base damage Armor penetration Critical chance Range Requisite Runes
Iron (Tier 1) 4.00 20.00 0.00 50.00 16 magic 0
Grey Iron (Tier 2) 4.40 23.00 0.00 52.50 18 magic 0
Steel (Tier 3) 4.80 26.00 0.00 55.00 20 magic 0
Veridium (Tier 4) 5.20 29.00 0.00 57.50 24 magic 0
Red Steel (Tier 5) 5.60 32.00 0.00 60.00 30 magic 0
Silverite (Tier 6) 6.00 35.00 0.00 62.50 32 magic 0
Dragonbone (Tier 7) 6.40 40.00 0.00 65.00 36 magic 0
White Steel (Tier 8) 6.80 45.00 0.00 67.50 40 magic 0
Volcanic Aurum (Tier 9) 7.20 50.00 0.00 70.00 44 magic 0

Consoles[]

Tier Base damage Armor penetration Critical chance Range Requisite Runes
Iron (Tier 1) 3.00 20.00 0.00 50.00 16 magic 0
Grey Iron (Tier 2) 3.30 23.00 0.00 52.50 18 magic 0
Steel (Tier 3) 3.60 26.00 0.00 55.00 20 magic 0
Veridium (Tier 4) 3.90 29.00 0.00 57.50 24 magic 0
Red Steel (Tier 5) 4.20 32.00 0.00 60.00 30 magic 0
Silverite (Tier 6) 4.50 35.00 0.00 62.50 32 magic 0
Dragonbone (Tier 7) 4.80 40.00 0.00 65.00 36 magic 0
White Steel (Tier 8) 5.10 45.00 0.00 67.50 40 magic 0
Volcanic Aurum (Tier 9) 5.40 50.00 0.00 70.00 44 magic 0

Staves[]

Dragon Age: Origins[]

Name Damage
Critical chance Armor penetration Strength modifier Runes Enhancements Notes
Acolyte's Staff
Iron
Requires: 16 magic
4.00 (Physical) 20.00 0 +2 spellpower Found in various locations in Circle Tower.

Restriction: Mage
Blackened Heartwood Staff
Iron
Requires: 16 magic
4.00 (Nature) 20.00 0 +2 damage
+2 spellpower
Found in chest in basement of Mage Tower during the Mage Origin.

Restriction: Mage
Corrupted Magister's Staff
Red Steel
Requires: 30 magic
5.60 (Physical) 32.00 0 +5 spellpower
+15% spirit damage
Possible paralysis (5%)
Requires the Return to Ostagar DLC

Restriction: Mage
Darkspawn Staff
Varies
Requires: 16-18 magic
4.00-4.40 (Nature) 20.00-23.00 0 +1 spellpower
+5% spirit damage
Restriction: Mage
Enchanter's Staff
Varies
Requires: 16-36 magic
4.00-6.40 (Cold) 20.00-40.00 0 +1 magic
+10% spirit resistance
+5% cold damage
+5% electricity damage
+5% fire damage
Restriction: Mage
Final Reason
Silverite
Requires: 32 magic
6.00 (Physical) 35.00 0 +3 damage
+10 spellpower
+15% fire damage
Requires the Dragon Age: Origins Collector's Edition DLC

Restriction: Mage
Harrowmont's Staff
Steel
Requires: 20 magic
4.80 (Electricity) 26.00 0 +1 magic
+2 constitution
Restriction: Mage
Heaven's Wrath
Silverite
Requires: 32 magic
6.00 (Electricity) 35.00 0 +1/+2 mana regeneration in combat
+5 spellpower
+10% electricity damage
Restriction: Mage
Lightning Rod
Grey Iron
Requires: 18 magic
4.40 (Electricity) 23.00 0 +10% Electricity Resistance
+10% electricity damage
Restriction: Mage
Magic Staff
Varies
Requires: 16-20 magic
4.00-4.80 (Physical) 20.00-26.00 0 +1 magic Restriction: Mage
Magister's Staff
Silverite
Requires: 32 magic
6.00 (Fire) 35.00 0 +1/+2 mana regeneration in combat
+5 spellpower
+10% spirit damage
Restriction: Mage
Malign Staff
Veridium
Requires: 24 magic
5.20 (Physical) 29.00 0 +1/+2 mana regeneration in combat
+5 spellpower

-1 willpower
+10% spirit damage
+10% electricity damage
Looted from the Hurlock general in the Denerim Alienage during the Battle of Denerim and purchased in Leliana's Song DLC from Bonny Lem.
Oak Branch
Veridium
Requires: 24 magic
5.20 (Nature) 29.00 0 +1 magic
+2 constitution
10% nature damage
Restriction: Mage
Piece of Wood
Veridium
Requires: 24 magic
5.20 (Physical) 29.00 0 +1 constitution
+10% nature resistance
Pyromancer's Brand
Grey Iron
Requires: 18 magic
4.40 (Fire) 23.00 0 +1 spellpower
+10% fire damage
Sold by Owen in Redcliffe after the battle.

Restriction: Mage
Shaperate's Blessing
Silverite
Requires: 32 magic
6.00 (Cold) 35.00 0 +2 willpower
+0.5/+1.0 mana regeneration in combat
+10% cold damage
Possible reward upon completion of The Shaper's Life. Currently bugged, see the page for a workaround. Sold by Octham the Grocer in Awakening.

Restriction: Mage
Staff of the Ephemeral Order
Silverite
Requires: 32 magic
6.00 (Physical) 35.00 0 +3 willpower
+5% spirit damage
Available at Alarith's store (Elven Alienage) in Origins, and Octham the Grocer (City of Amaranthine) in Awakening.

Restriction: Mage
Staff of the Magister Lord
Dragonbone
Requires: 36 magic
6.40 (Cold) 40.00 0 +6 willpower
+2/+4 mana regeneration in combat
+6 spellpower
+10% spirit damage
+10% fire damage
Sold by the Quartermaster in the Circle Tower for 128Gold 88Silver 0Bronze

Restriction: Mage
Sylvan's Mercy
Veridium
Requires: 24 magic
5.20 (Nature) 29.00 0 +5% nature resistance
+1 spellpower
+10% nature damage
Restriction: Mage
Torch of Embers
Steel
Requires: 20 magic
4.80 (Fire) 26.00 0 +10% fire resistance
+3 spellpower
+10% fire damage
Purchased at the Wonders of Thedas shop in Denerim

Restriction: Mage
Valor's Staff
Iron
3.00 (Physical) 20.00 0 Fade only

Restriction: Fade only
Wilhelm's Magus Staff
Grey Iron
Requires: 18 magic
4.40 (Physical) 23.00 0 +3 willpower
+25% fire resistance
+10% fire damage
+10% electricity damage
This item is given in return for making a bargain with Kitty, during the quest The Golem in Honnleath. Requires The Stone Prisoner DLC.

Restriction: Mage
Winter's Breath
Dragonbone
Requires: 36 magic
6.40 (Cold) 40.00 0 +25% cold resistance
+15% cold damage
Radiates cold
Obtained from the corpse of the Rage Demon in the Great Hall of Soldier's Peak.

Requires the Warden's Keep DLC

Restriction: Mage
Wintersbreath
Dragonbone
Requires: 36 magic
6.40 (Cold) 40.00 0 +25% cold resistance
+3 spellpower
+10% cold damage
Radiates cold
Available at Wonders of Thedas in Origins, and from Octham the Grocer in Awakening.

Restriction: Mage

Dragon Age: Origins - Awakening[]

Name Damage
Critical chance Armor penetration Strength modifier Runes Enhancements Notes
Call of the Inferno
White Steel
Requires: 40 magic
6.80 (Fire) 45.00 0 Rapid aim (-0.2s)
+5% cold resistance
+10 spellpower
+15% fire damage
Found in an urn in the Forbidden Chamber in Vigil's Keep - Deep Roads during the quest It Comes From Beneath.

Restriction: Mage
Charlatan's Walking Stick
Dragonbone
Requires: 36 magic
6.40 (Physical) 40.00 0 +5 willpower
+1 mana regeneration in combat
+7 spellpower
Restriction: Mage
Darkspawn Staff
Varies
Requires: 16 magic
4.00 (Nature) 20.00 0 +1 cunning
+2 spellpower
+5% spirit damage
Restriction: Mage
The Dragon's Call
Dragonbone
Requires: 36 magic
6.40 (Fire) 40.00 0 +3 willpower
+0.25 mana regeneration in combat
+5 spellpower
Restriction: The Warden-Commander
Flemeth's Broomstick
Dragonbone
Requires: 36 magic
6.40 (Nature) 40.00 0 +10 spellpower
+10% nature damage
This staff is found in the Smuggler's Cove in the City of Amaranthine on the corpse of a darkspawn leader during the quest Assault on Amaranthine.

Restriction: Mage
Heart of the Forest
Dragonbone
Requires: 36 magic
6.40 (Cold) 40.00 0 +6 willpower
+2 mana regeneration in combat
+6 spellpower
+10% fire damage
Equipped by Velanna when she joins the party.

Restriction: Mage
Lamppost in Winter
Volcanic Aurum
Requires: 44 magic
7.20 (Cold) 50.00 0 Rapid aim
+5% fire resistance
+12 spellpower
+20% cold damage
Dropped from the third darkspawn general in Smuggler's Cove during The Assault on Amaranthine.

Restriction: Mage
Lightning Rod
Dragonbone
Requires: 36 magic
6.40 (Electricity) 40.00 0 +8 spellpower
+10% electricity damage
Restriction: Mage
Spellfury
Volcanic Aurum
Requires: 44 magic
7.20 (Physical) 50.00 0 +4 all attributes
Rapid aim (-0.4s)
+1/+2 mana regeneration in combat
+20 spellpower
Sold by Octham the Grocer in the City of Amaranthine

Restriction: Mage
Staff of the Lost
Volcanic Aurum
Requires: 44 magic
7.20 (Physical) 50.00 0 +10 magic
+15% spirit resistance
+15 spellpower
+75 stamina
+50% spirit damage
Restriction: Mage
Staff of Shadows
Dragonbone
Requires: 36 magic
6.40 (Fire) 40.00 0 +2 magic
+3 spellpower
+5% fire damage
Acquisition unknown (possibly unobtainable)

Restriction: The Warden-Commander
Staff of Vigor
Volcanic Aurum
Requires: 44 magic
7.20 (Physical) 50.00 0 +5 constitution
+1 to health regeneration in combat
Rapid aim (-0.3s)
+10 spellpower
Restriction: Mage

Leliana's Song[]

Name Damage
Critical chance Armor penetration Strength modifier Runes Enhancements Notes
Sketch's Split-Shaft
Veridium
Requires: 24 magic
5.20 (Physical) 29.00 0 +2 Magic
+1 Spellpower
Sketch starts with this staff.

Restriction: Mage

The Darkspawn Chronicles[]

Name Damage
Critical chance Armor penetration Strength modifier Runes Enhancements Notes
Darkspawn Staff
Ironbark
5.60 (Nature) 36.00 0 +5 magic
+1 mana regeneration in combat
+10% fire damage
Restriction: Mage
Malign Staff
Ironbark
5.60 (Physical) 36.00 0 +8 magic
+2.5 mana regeneration in combat
+20% fire damage
+10% spirit damage
Found in a chest during Assault on the Palaces in The Darkspawn Chronicles

Restriction: Mage

Notes[]

Damage type determination[]

There is no information in a staff's in-game description about the type of damage it does. Therefore, as mentioned above, the only method to determine the damage type during normal gameplay is by looking at the colour of the damage numbers during combat and comparing them to the damage colour glossary.

On the pcpc it is possible to verify the damage type of the Origins staves with the use of the toolset.

You can look them up in the palette window under the item tab (small sword icon) in the following folder:

_GLOBAL / Weapons, Mage / Staves

Some staves might not be in that list, check the individual quest folders under the items tab such as Background - Human and Elf Mage (Valor's Staff), etc.

If you open a local copy of the staff (by right clicking and selecting "open local copy" from the menu), then open "Variables" (last entry in the "Attributes" section), the value under the PROJECTILE_OVERRIDE entry will indicate the damage type:

  • no value = physical damage
  • 125 = fire damage
  • 126 = cold damage
  • 128 = electricity damage
  • 129 = nature damage
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