- Mar 19, 2020
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Thread originally posted by @purplelocust on September 8, 2009
The Staffmod Grail
For those who think that the Cathan's Grail is too useful of a pursuit, I present the Staffmod Grail. Yet another task to occupy the Obsessive Collectors amoungst us.
The object is to have at least one object for every possible staffmod with +3 to the skill from a staffmod. Finally there will be a reason to be happy when finding a +3 Increased Stamina barb helm!
I've been thinking about the following restrictions:
1) Only items that have the staffmod as they drop from a monster count.
I've been thinking about this restriction for a while.
Advantage: It rules out shopping, which is actually a big source of good claw staffmods. But shopping is boring. Maybe there should be a separate "Shop until everything drops" grail but I'll leave that to someone else.
Disadvantage: This restriction also rules out the only way of getting certain staffmods. Claws with staffmods are generally too high ilvl, as they drop, to get low tier staffmods. This is a problem. There are methods using the cube to get lower tier staffmods on claws and other items, see Uzziah's excellent guide but those involve cubing and wouldn't count here. Or could count with an asterisk *.
Disadvantage: It makes it hard to comb through stashes to tabulate staffmods, as there aren't always easy ways to tell if old items were shopped, cubed, or dropped.
Disadvantage: It also rules out crafted or rerolled items, which is too bad since it's not like anyone has a zillion crafted items with staffmods to begin with.
Advantage: It makes it mostly pointless to comb through stashes, which is tedious anyway. Rare wands wouldn't generally have been shopped, so those probably dropped. Although they could have come from imbues or rerolls so it's hard to tell for sure.
2) Plain white base items, grey socketed items, magic, and rare items only.
Crafted items would have had to come through the cube, and uniques often have fixed staffmods. Yes, Rusthandle always has +3 Thorns but it wouldn't count. For runewords, the base item had to have the +3 staffmod in order to count.
3) 1.10+ items only
Advantage: the mechanics of staffmods changed somewhat so it seems only fair to limit it to 1.10+.
Disadvantage: there are some ridiculously hard to get staffmods (like Holy Shield) in 1.10+ that were routine in 1.07+.
4) Only +3 to a skill counts
I had thought about totaling bonuses to skills (1 point for +1 Raise Skeleton, etc.) but that was looking like it would be tedious to calculate. This way, for each staffmod, it's either yes or no: +3 or nothing.
5) LoD 1.10+ or Classic 1.10+ is fine.
As far as I know, the staffmod allocation process is the same. So it's no advantage to consider Classic items (and heads, pelts, barb helms and orbs can't drop in Classic anyway!) (Neither can tier 6 skills, I believe.)
Yes, I realize that a +2 summon tree +1 Iron Golem wand is more useful than a +3 Iron Golem wand. This grail is not about usefulness! It's about obsessive collection. Join if you are also interested!
Since orb and staves can both have staffmods, and wands and necro heads can both have staffmods, I plan on tallying them separately.
I'm not worrying about whether or not items are HC or SC, or ethereal or not. If I have a +3 item somewhere which meets the restrictions, I'll count it.
I'm of course open to suggestions, improvements, and so on!
Here is a blank table of all possible staffmods:
As far as keeping track, I plan to just keep a list of the ones I don't have. And the total number of missing +3 skills from staffmods.
The Staffmod Grail
For those who think that the Cathan's Grail is too useful of a pursuit, I present the Staffmod Grail. Yet another task to occupy the Obsessive Collectors amoungst us.
The object is to have at least one object for every possible staffmod with +3 to the skill from a staffmod. Finally there will be a reason to be happy when finding a +3 Increased Stamina barb helm!
I've been thinking about the following restrictions:
1) Only items that have the staffmod as they drop from a monster count.
I've been thinking about this restriction for a while.
Advantage: It rules out shopping, which is actually a big source of good claw staffmods. But shopping is boring. Maybe there should be a separate "Shop until everything drops" grail but I'll leave that to someone else.
Disadvantage: This restriction also rules out the only way of getting certain staffmods. Claws with staffmods are generally too high ilvl, as they drop, to get low tier staffmods. This is a problem. There are methods using the cube to get lower tier staffmods on claws and other items, see Uzziah's excellent guide but those involve cubing and wouldn't count here. Or could count with an asterisk *.
Disadvantage: It makes it hard to comb through stashes to tabulate staffmods, as there aren't always easy ways to tell if old items were shopped, cubed, or dropped.
Disadvantage: It also rules out crafted or rerolled items, which is too bad since it's not like anyone has a zillion crafted items with staffmods to begin with.
Advantage: It makes it mostly pointless to comb through stashes, which is tedious anyway. Rare wands wouldn't generally have been shopped, so those probably dropped. Although they could have come from imbues or rerolls so it's hard to tell for sure.
2) Plain white base items, grey socketed items, magic, and rare items only.
Crafted items would have had to come through the cube, and uniques often have fixed staffmods. Yes, Rusthandle always has +3 Thorns but it wouldn't count. For runewords, the base item had to have the +3 staffmod in order to count.
3) 1.10+ items only
Advantage: the mechanics of staffmods changed somewhat so it seems only fair to limit it to 1.10+.
Disadvantage: there are some ridiculously hard to get staffmods (like Holy Shield) in 1.10+ that were routine in 1.07+.
4) Only +3 to a skill counts
I had thought about totaling bonuses to skills (1 point for +1 Raise Skeleton, etc.) but that was looking like it would be tedious to calculate. This way, for each staffmod, it's either yes or no: +3 or nothing.
5) LoD 1.10+ or Classic 1.10+ is fine.
As far as I know, the staffmod allocation process is the same. So it's no advantage to consider Classic items (and heads, pelts, barb helms and orbs can't drop in Classic anyway!) (Neither can tier 6 skills, I believe.)
Yes, I realize that a +2 summon tree +1 Iron Golem wand is more useful than a +3 Iron Golem wand. This grail is not about usefulness! It's about obsessive collection. Join if you are also interested!
Since orb and staves can both have staffmods, and wands and necro heads can both have staffmods, I plan on tallying them separately.
I'm not worrying about whether or not items are HC or SC, or ethereal or not. If I have a +3 item somewhere which meets the restrictions, I'll count it.
I'm of course open to suggestions, improvements, and so on!
Here is a blank table of all possible staffmods:
Code:
Sorc
Tier 1: Fire Bolt, Warmth, Charged Bolt, Ice Bolt, Frozen Armor
Tier 2: Inferno, Static Field, Telekinesis, Frost Nova, Ice Blast
Tier 3: Blaze, Fire Ball, Nova, Lightning, Shiver Armor
Tier 4: Fire Wall, Enchant, Chain Lightning, Teleport, Glacial Spike
Tier 5: Meteor, Thunder Storm, Energy Shield, Blizzard, Chilling Armor
Tier 6: Fire Mastery, Hydra, Lightning Mastery, Frozen Orb, Cold Mastery
Necro:
Tier 1: Amplify Damage, Teeth, Bone Armor, Skeleton Mastery, Raise Skeleton
Tier 2: Dim Vision, Weaken, Poison Dagger, Corpse Explosion, Clay Golem
Tier 3: Iron Maiden, Terror, Bone Wall, Golem Mastery, Raise Skeletal Mage
Tier 4: Confuse, Life Tap, Poison Explosion, Bone Spear, Blood Golem
Tier 5: Attract, Decrepify, Bone Prison, Summon Resist, Iron Golem
Tier 6: Lower Resist, Poison Nova, Bone Spirit, Fire Golem, Revive
Pal:
Tier 1: Sacrifice, Smite, Might, Prayer, Resist Fire
Tier 2: Holy Bolt, Holy Fire, Thorns, Defiance, Resist Cold
Tier 3: Zeal, Charge, Blessed Aim, Cleansing, Resist Lightning
Tier 4: Vengeance, Blessed Hammer, Concentration, Holy Freeze, Vigor
Tier 5: Conversion, Holy Shield, Holy Shock, Sanctuary, Meditation,
Tier 6: Fist of the Heavens, Fanaticism, Conviction, Redemption, Salvation
Dru:
Tier 1: Raven, Poison Creeper, Wearwolf, Lycanthropy, Firestorm
Tier 2: Oak Sage, Summon Spirit Wolf, Wearbear, Molten Boulder, Arctic Blast
Tier 3: Carrion Vine, Feral Rage, Maul, Fissure, Cyclone Armor
Tier 4: Heart of Wolverine, Summon Dire Wolf, Rabies, Fire Claws, Twister
Tier 5: Solar Creeper, Hunger, Shock Wave, Volcano, Tornado
Tier 6: Spirit of Barbs, Summon Grizzly, Fury, Armageddon, Hurricane
Assassin:
Tier 1: Fire Blast, Claw Mastery, Psychic Hammer, Tiger Strike, Dragon Talon
Tier 2: Shock Web, Blade Sentinel, Burst of Speed, Fists of Fire, Dragon Claw
Tier 3: Charged Bolt Sentry, Wake of Fire Sentry, Weapon Block, Cloak of Shadows, Cobra Strike
Tier 4: Blade Fury, Fade, Shadow Warrior, Claws of Thunder, Dragon Tail
Tier 5: Lightning Sentry, Wake of Inferno, Mind Blast, Blades of Ice, Dragon Flight
Tier 6: Death Sentry, Blade Shield, Venom, Shadow Master, Phoenix Strike
Bar:
Tier 1: Bash, Sword Mastery, Axe Mastery, Mace Mastery, Howl
Tier 2: Find Potion, Leap, Double Swing, Pole Arm Mastery, Throwing Mastery
Tier 3: Spear Mastery, Taunt, Shout, Stun, Double Throw
Tier 4: Increased Stamina, Find Item, Leap Attack, Concentrate, Iron Skin
Tier 5: Battle Cry, Frenzy, Increased Speed, Battle Orders, Grim Ward
Tier 6: Whirlwind, Berserk, Natural Resistance, War Cry, Battle Command
As far as keeping track, I plan to just keep a list of the ones I don't have. And the total number of missing +3 skills from staffmods.
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