All 27 Staffs and Base Attack

By Iron Soul Guides Team Published Updated Official + community evidence · reviewed September 4, 2026
All 27 Staffs and Base AttackIron Soul: Dungeon · Updated 2026-09-04

What this page helps you decide: whether to accept the staff class's 80 percent forge chance in exchange for its skill kit.

Staff is the third of the three well documented classes, with 27 entries of which 24 carry a published attack value. It is also the only ordinary weapon recipe in the game that does not have a stated 100 percent forge chance: ten ore per attempt at 80 percent, which works out to an expected 12.5 ore per successful staff. That puts the real ore cost between light at three and heavy at sixteen, closer to the cheap end than the sticker price suggests. What you get for it is the widest published skill kit and a class whose top end matches the best light weapon exactly, since Lucifer at 12.5 ties Betrayal to the decimal. The class also holds three of the nine weapons in the game with no published attack value at all, which is the highest concentration of blanks anywhere.

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Ore per attemptOre per successLight, 100 percent3 ore3.0 oreStaff, 80 percent10 ore12.5 oreHeavy, 100 percent16 ore16.0 ore
Expected ore per successful forge for the three main weapon classes

The shape of the class

Of the 24 published values, one sits at 3, four at 8, five at 9, five at 10, two at 11, six at 12 and one at 12.5. That is a class with a clear body between 8 and 12 and two outliers: Pale Crystal alone at the bottom and Lucifer alone at the top. The six-way tie at 12 is the practical target, since it puts you within four percent of the class peak. Pale Crystal at 3 is the staff equivalent of War Hammer, costing exactly the same ten ore at the same 80 percent chance as a weapon four times stronger, and there is no published reason for it to exist other than as an early forge result.

Staff skills, and the gap next to them

The named staff skills are Fire Arrow, Magic Dash, Ice Shot, Tornado, Fire Wall and Thunder Strike for the six basics, with Laser, Meteor Shower and Magic Minigun as the three ultimates. Note that Thunder Strike appears in both the staff list and the light list, so the same skill name is shared across two classes. This is one of only three classes with names recorded anywhere. The other wiki's skills page has slots labelled Staff1 through Staff7, which are unfilled labels, and it carries the same empty treatment for bow, fist and sickle. Twenty-one skill names across those three classes are missing from every source we could reach, which is the largest single hole in the public record for this game.

Why the 80 percent chance is easy to underrate

Every other non-relic recipe in the game is stated at 100 percent except three: the staff, the light breastplate and the heavy helmet, all at 80. A one-in-five failure rate sounds mild until you compare total ore across a search. Ten light weapon attempts cost 30 ore and give ten results. Ten staff attempts cost 100 ore and give eight. Since you are usually forging repeatedly to fish for sub-stats rather than to obtain any specific item, the effective cost per usable roll is what matters, and for staves that is 12.5 ore. It still lands well below the sixteen a heavy demands, so the class is not expensive; it is simply the one recipe where the sticker price understates the bill.

Step-by-Step

  1. Price the staff recipe at 12.5 ore per success rather than 10 per attempt. The stated chance is 80 percent, so one attempt in five gives you nothing.
  2. Target the 12 cluster. Six staves share that value, which is 96 percent of the class peak, so there is very little reason to hunt specifically for Lucifer.
  3. Aim crit chance at 80 to 90 percent, which is the band the wiki gives staves. That sits between the light and heavy targets.
  4. Use the magic scroll family: Lance, Pulse, Shooting and Explosive are the four scrolls tied to this class, although none of the fourteen scrolls has a published effect.
  5. Do not write off Zone Explosion, Wyvern Bloom or Astral Rastar because their attack shows as blank. All three store an unfilled default, and Zone Explosion is documented as a Season 1 store exclusive under the name Zone of Explosion.

Data Tables

All 27 staffs with published base attack, lowest to highest
StaffBase attack
Pale Crystal3
Amberwood8
Verdant Shard8
Void Prism8
Velociraptor8
Corrupt Antler9
Obsidian Horn9
Prismhorn9
Ravenhook9
Hell Rod9
Stormtalon10
Sunhook10
Nebula Claw10
Deephorn10
Abyss Scepter10
Pope11
Cinder Branch11
Stag Antler12
Verdant Horn12
Root Spire12
Elkheart Staff12
Fellfire Staff12
Night Monarch12
Lucifer12.5
Zone ExplosionNot published
Wyvern BloomNot published
Astral RastarNot published

Read from the weapon data template, last edited 2026-07-31. Lucifer at 12.5 ties the best light weapon exactly; the staff class has no entry above that.

Effective ore per successful forge across the four ordinary weapon recipes
RecipeOre per attemptStated chanceExpected ore per success
Light weapon3100%3.0
Staff1080%12.5
Heavy weapon16100%16.0
Bow or gauntlet, no relic185%360.0

Ore costs and chances from the forge page. The final column is our arithmetic, ore divided by the stated chance, which is the number that matters when you are forging repeatedly to fish for sub-stats.

FAQ

What is the best staff in the game?

Lucifer at 12.5 published base attack, with a six-way tie at 12 immediately behind it. Three staves have no published value at all, one of which is a Season 1 store exclusive, so the visible top is not necessarily the real one.

Why does a staff cost ten ore when a light weapon costs three?

Four independent sources agree on those figures without explaining them. The practical effect, once the 80 percent chance is included, is that a staff costs 12.5 ore per success against 3 for a light weapon and 16 for a heavy.

How much crit chance should a staff build have?

80 to 90 percent, which is between the 65 to 90 band for light weapons and the 90 to 100 band for heavies and bows.

Sources