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	<title>Majin-Bo - Revision history</title>
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	<updated>2026-08-06T10:27:39Z</updated>
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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|A staff inhabited by a mighty demon, tricked and trapped in this form long ago. To survive, she now offers great arcane power in a terrible bargain: in exchange for a tiny portion of the caster&amp;#039;s life essence, taken alongside the magic used every time its wielder casts a spell, she will redirect the life essence of creatures damaged by the spell to the caster.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Majin-bo.png]] &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;the +6 Majin-Bo&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
+6 bo (modified [[staff]]: 11 base damage, +1 accuracy, 1.2 base delay)&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] [[brand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[MP]] +6&amp;lt;br&amp;gt;&lt;br /&gt;
[[Intelligence]] +6&amp;lt;br&amp;gt;&lt;br /&gt;
Injures you each time you cast a spell (1 HP for every 1 MP)&amp;lt;br&amp;gt;&lt;br /&gt;
Vampiric spells (100% chance to recover 1d&amp;lt;damage&amp;gt; HP on direct damage if enemy is not immune to [[Vampiric]])&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Majin-Bo&amp;#039;&amp;#039;&amp;#039;&amp;lt;ref&amp;gt;{{source ref|0.31.0|art-data.txt|1413}}&amp;lt;/ref&amp;gt; is an extraordinarily powerful item in the hands of an experienced [[conjurations|conjurer]]. With vampiric melee attacks &amp;#039;&amp;#039;and&amp;#039;&amp;#039; spells, your HP recovery is great. The +6 [[intelligence]] and [[MP]] are useful, too. Even if you don&amp;#039;t use magic, it is a decent weapon; its base type is equal to a [[demon whip]] with 0.6 mindelay.&lt;br /&gt;
&lt;br /&gt;
However, the Majin-Bo drains your HP for every spell, regardless of the outcome. Vampirism only works if the target has no [[negative energy resistance]]. It is worse than useless against targets with rN+, including demons and undead. Vampirism only triggers on direct damage, so [[Hexes]] and [[Summonings]] specialists will see little benefit. And if you miss, you won&amp;#039;t be stealing HP. Still, one cannot deny the appeal of this weapon, particularly for hybrids and characters with powerful attack spells.&lt;br /&gt;
&lt;br /&gt;
[[Djinn]] have the most to gain from spell vampirism, as it becomes an effective MP steal. However, they have the most to lose - the Majin-Bo&amp;#039;s HP cost means that spells now cost double to cast.&lt;br /&gt;
&lt;br /&gt;
If the Majin-Bo&amp;#039;s effect would bring you to 0 HP, the staff will leave you at 1 HP and let you cast your spell normally (with spell vampirism).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], Majin-Bo was a +6 [[quarterstaff]]. &lt;br /&gt;
*Prior to [[0.29]], Majin-Bo only had a 60% to activate spell vampirism on cast. &lt;br /&gt;
*Prior to [[0.27]], Majin-Bo would prevent you from casting entirely if you would be reduced to 0 HP.&lt;br /&gt;
*Prior to [[0.26]], Majin-Bo had [[Archmagi]] instead of spell vampirism.&lt;br /&gt;
*Prior to [[0.18]], the Majin-Bo never spoke occasionally. &lt;br /&gt;
*The Majin-Bo was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Staves]]&lt;br /&gt;
[[Category:Magical staves]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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