Crystallized Worm Spellblade

Crystallized Worm Spellblade Crystal Head

Crystal Tail
The worms of the Crystal Caverns are capable of surviving indefinitely so long as their heads remain intact. The affixation of this particular worm’s head onto a quarterstaff prevents it from regenerating the rest of its body and causes it to angrily lash out, biting anything brought near it.

Tier UT
XP Bonus 7%
Soulbound Soulbound
Feed Power 1,200
Forging Cost 45 Legendary Material / 120 Rare Material / 135 Common Material / 1560 Forgefire
Dismantling Value 15 Legendary Material / 40 Rare Material / 45 Common Material

Crystal Head

Crystal Head
Shots 2
Damage 30
Projectile Speed 13 tiles/second
Lifetime 0.64 seconds
Range 6.48 tiles
Amplitude 0.65 tile(s)
Frequency 0.62 cycle(s)/shot
Effect(s) Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Rate of Fire 100%

Crystal Tail

Crystal Tail
Shots 2
Damage 60–75 (average: 67.5)
Projectile Speed 13 tiles/second
Lifetime 0.64 seconds
Range 6.48 tiles
Amplitude 0.65 tile(s)
Frequency 0.62 cycle(s)/shot
Rate of Fire 100%

Loot Bag Assigned to White Bag
Drops From Crystal Worm Mother

Blueprint Exalted Blueprint
Drops From Crystal Worm Mother

Notes
This staff fires 4 shots total; two shots on each side. Each side, like other spellblades, has a piercing/armor piercing shot and a more damaging shot. Shots start spreading out at the start of its range, and then converge as they travel further. They do not fully converge without Inspired Icon Inspired, but it’s still always possible to hit all shots from the end of its natural range. Notably, it nearly matches the shot pattern of the Primal Arcana.

In terms of damage, hitting all shots will always outdamage the T14 Staff of the Fundamental Core, is better than Superior at medium defenses and higher, and is worse than than the T14 Spellblade from medium defenses and higher (before attack boosts and group buffs). This comes at the cost of range and an awkward shot type, but it also has a limited piercing capacity.

Like many weapons with an amplitude, this staff’s firing pattern can be adjusted by firing an odd amount of shots before using this weapon. This alternate pattern fires similarly to the Theurgy Wand, with a larger true range area in the middle (not end) of its range.