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[[caption-width-right:236:It's not easy being a BareFistedMonk. [[note:Image by [[http://hellyeahcomics.com Hell Yeah Comics]]]]]]

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[[caption-width-right:236:It's not easy being a BareFistedMonk. [[note:Image [[note]]Image by [[http://hellyeahcomics.com Hell Yeah Comics]]]]]]
Comics]]]][[/note]]
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[[caption-width-right:236:It's not easy being a BareFistedMonk. [[note: Image by [[http://hellyeahcomics.com Hell Yeah Comics]]]]]]

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[[caption-width-right:236:It's not easy being a BareFistedMonk. [[note: Image [[note:Image by [[http://hellyeahcomics.com Hell Yeah Comics]]]]]]
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[[caption-width-right:236:It's not easy being a BareFistedMonk. [[note: Image by [[http://hellyeahcomics.com Hell Yeah Comics]]]]

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[[caption-width-right:236:It's not easy being a BareFistedMonk. [[note: Image by [[http://hellyeahcomics.com Hell Yeah Comics]]]]
Comics]]]]]]
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[[caption-width-right:236:It's not easy being a BareFistedMonk.]]

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[[caption-width-right:236:It's not easy being a BareFistedMonk.]]
[[note: Image by [[http://hellyeahcomics.com Hell Yeah Comics]]]]
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[[quoteright:236:[[DiabloIII http://static.tvtropes.org/pmwiki/pub/images/statstick_2451.jpg]]]]
[[caption-width-right:236:It's not easy being a BareFistedMonk.]]
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** In ''VideoGame/FinalFantasyThe4HeroesOfLight'', since your Black Mage will usually be hurling basic-level blasty spells at your enemies and have a Strength penalty ''anyway'', they might as well carry something that grants a massive Magical Attack. The same is true of the White Mage, only with healing spells instead of fireballs and ice blasts.
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* If you have the luck to find a bow (or crossbow) that enhances statistics rather than the weapon itself, they can become this in the endgame of ''VideoGame/MightAndMagic VI'' and ''VII'' -- due to how the combat and inventory system works, [[spoiler: blasters]] always take precedence when it comes to attacks, but stat-enhancing enchantments only requires you to carry the weapon, not actually ''use'' it.
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* DragonAge has this trope in the case of dual-wielding backstab rogues. Normally dual-wielding attacks alternate hands, so both weapons are equally important. However, rogues only ever backstab with their right-hand weapon; their left-hand weapon can therefore be used as a StatStick.

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* DragonAge ''VideoGame/DragonAgeOrigins'' has this trope in the case of dual-wielding backstab rogues. Normally dual-wielding attacks alternate hands, so both weapons are equally important. However, rogues only ever backstab with their right-hand weapon; their left-hand weapon can therefore be used as a StatStick.
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* In ''Star Wars: The Old Republic'', the lightsaber becomes this for the Sith Sorceror. Your class is based around using Force Powers, so you very quickly lose the need to use the two lightsaber attacks available to you.

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* In ''Star Wars: The Old Republic'', ''StarWarsTheOldRepublic'', the lightsaber becomes this for the Sith Sorceror. Your class is based around using Force Powers, so you very quickly lose the need to use the two lightsaber attacks available to you.
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* In ''Star Wars: The Old Republic'', the lightsaber becomes this for the Sith Sorceror. Your class is based around using Force Powers, so you very quickly lose the need to use the two lightsaber attacks available to you.
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** ''DungeonsAndDragonsOnline'' does oppositely. Wizards, sorcerers, and occasionally other caster types will usually run around holding two scepters just for the passive bonuses to spells, at the cost of making melee attacks inaccurate and weak. High-level crafting (like the highly customizable greensteel) can also make weapons with fantastic passive bonuses.

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Updated World Of Warcraft\'s entry for current game conditions


* In ''WorldOfWarcraft'', this is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a hunter, and any ranged weapon equipped by a melee user.
** This is also true for the relic slot now as they no longer have unique effects or procs and are now just there to give the hybrid classes the same stat boosts that the other classes get from wands and ranged weapons.
** That said, Blizzard recognized this issue and will effectively reduce this by eliminating relics and 'unused' weapons in ''Mists of Pandaria''.
* Subtly done in ''VideoGame/DiabloIII''. Most of the [[BareFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.

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* In ''WorldOfWarcraft'', this is a term used to refer refers to all caster weapons (staffs, swords, daggers, shields equipped by spellcasters and offhands), healers. In previous expansions, it also referred to any melee weapon equipped by a hunter, and hunter or any ranged weapon equipped by a melee user.
** This is also true for
class until the relic slot now as they no longer have unique effects or procs and are now just there to give the hybrid classes the same stat boosts that the other classes get from wands and ranged weapons.
** That said, Blizzard recognized this issue and will effectively reduce this by eliminating relics and 'unused' weapons in
''Mists of Pandaria''.
Pandaria'' expansion removed the ranged weapon slot and turned guns, bows, and crossbows into two handed weapons, turned wands into main hand weapons, and removed throwing weapons from the game (warriors and rogues now have an infinite supply of throwing knives in their pockets instead).
** This also somewhat inaccurately referred to the Relic class of item during the ''Cataclysm'' expansion. Although relics were not weapons, prior to ''Cataclysm'' every relic had a unique effect on one or more of the wielder's class abilities, such as raising the damage of a spell, adding a side effect, or increasing the area of effect, which made them a more dynamic tool than standard pieces of armor (the relic item slot also occupied the same spot on the character sheet as the ranged weapon slot for those classes that could equip ranged weapons) until ''Cataclysm'' replaced their unique effects with straightforward stat bonuses. Like throwing weapons, relics were removed from the game in the ''Mists of Pandaria'' expansion (although relics and throwing weapons in players' inventories were merely downgraded to unequippable VendorTrash, which some players still hold on to out of sentiment).
* Subtly done in ''VideoGame/DiabloIII''. Most of the [[BareFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.
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The Archer was renamed to Archer Archetype; wicks only saying \"they use a bow\" are being deleted.


* In ''WorldOfWarcraft'', this is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a [[TheArcher hunter]], and any ranged weapon equipped by a melee user.

to:

* In ''WorldOfWarcraft'', this is a term used to refer to all caster weapons (staffs, swords, daggers, shields and offhands), any melee weapon equipped by a [[TheArcher hunter]], hunter, and any ranged weapon equipped by a melee user.
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* In ''DragonQuestIX'', wands do very little damage, but, if you buff your wand skills, your magic using classes gain huge bonuses to Mana. This is essential for the SquishyWizard classes.
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* ''AncientDomainsOfMystery'' zig-zags the trope a bit. The Sword of Nonnak, for example, is a slightly above-average sword (can't be upgraded through blacksmithing, though), but for mages it's a viable choice for even a late-game weapon, as +5 Willpower is very handy for a spellcaster, and immunity to cold and death attacks is always nice. So why zig-zagged? Even spellcasters will end up using it as an actual sword against weak enemies, since [[VancianMagic running out of spells]] is all too easy.

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* ''AncientDomainsOfMystery'' ''VideoGame/AncientDomainsOfMystery'' zig-zags the trope a bit. The Sword of Nonnak, for example, is a slightly above-average sword (can't be upgraded through blacksmithing, though), but for mages it's a viable choice for even a late-game weapon, as +5 Willpower is very handy for a spellcaster, and immunity to cold and death attacks is always nice. So why zig-zagged? Even spellcasters will end up using it as an actual sword against weak enemies, since [[VancianMagic running out of spells]] is all too easy.
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* Subtly done in ''DiabloIII''. Most of the [[BareFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.

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* Subtly done in ''DiabloIII''.''VideoGame/DiabloIII''. Most of the [[BareFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.
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*** Raine can even be seen smacking the hell out of several armed solders with just her staff in the opening.

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* This is the idea behind ''VideoGame/KingdomOfLoathing'' Cheffstaves. Since Mysticality classes attack using spells, attack power is useless to them; Mysticality related enchantments are much more important. Most utensils are weaker than other weapons while increasing Mysticality or spell damage, but the Cheffstaves exemplify it. They all have the same power as the starting weapons, but they great percentile spell damage increases, as well as 2-3 of the following: MP regeneration, bonus power to certain elemental spells, direct and/or percentile Mysticality increases.

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* This is the idea behind ''VideoGame/KingdomOfLoathing'' Cheffstaves.Chefstaves. Since Mysticality classes attack using spells, attack power is useless to them; Mysticality related enchantments are much more important. Most utensils are weaker than other weapons while increasing Mysticality or spell damage, but the Cheffstaves exemplify it. They all have the same power as the starting weapons, but they great percentile spell damage increases, as well as 2-3 of the following: MP regeneration, bonus power to certain elemental spells, direct and/or percentile Mysticality increases. increases.
** Of course, [=KoL=] is unusual for an online game in that a weapon's power doesn't act as a limiting factor to the damage you can do with it, so the trope's only intended. It's eventually possible to hit powerful enemies with a Chefstave about as effectively as with an axe, even though "if Jarlsberg were here to see this, he'd probably say 'You're doin' it wrong.'"
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* Subtly done in ''DiabloIII''. Most of the [[BaseFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.

to:

* Subtly done in ''DiabloIII''. Most of the [[BaseFistedMonk [[BareFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.
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* Subtly done in ''[[Diablo3]]''. Most of the [[BaseFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.

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* Subtly done in ''[[Diablo3]]''.''DiabloIII''. Most of the [[BaseFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.
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None

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* Subtly done in ''[[Diablo3]]''. Most of the [[BaseFistedMonk Monk's]] weapons are cosmetic, leaving swords, maces, axes, etc. around his waist while still getting the stat bonuses.

Changed: 113

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Staff Chick has been renamed into White Magician Girl. Take a look at the new definition if you dare to wick it.


* This is the idea behind ''KingdomOfLoathing'' Cheffstaves. Since Mysticality classes attack using spells, attack power is useless to them; Mysticality related enchantments are much more important. Most utensils are weaker than other weapons while increasing Mysticality or spell damage, but the Cheffstaves exemplify it. They all have the same power as the starting weapons, but they great percentile spell damage increases, as well as 2-3 of the following: MP regeneration, bonus power to certain elemental spells, direct and/or percentile Mysticality increases.

to:

* This is the idea behind ''KingdomOfLoathing'' ''VideoGame/KingdomOfLoathing'' Cheffstaves. Since Mysticality classes attack using spells, attack power is useless to them; Mysticality related enchantments are much more important. Most utensils are weaker than other weapons while increasing Mysticality or spell damage, but the Cheffstaves exemplify it. They all have the same power as the starting weapons, but they great percentile spell damage increases, as well as 2-3 of the following: MP regeneration, bonus power to certain elemental spells, direct and/or percentile Mysticality increases.



* ''{{Mabinogi}}'' allows player characters to apply enchantments to their equipment, allowing you to make weapons that increase your intelligence or MP scores to make you a slightly better spellcaster. Wands, however, can make a kind of double-inversion: they're intended for use in spellcasting, but they're... acceptable for hitting things with. But you can use them as a weapon, combined with their meditate-while-running attribute (drastically increase MP regeneration) and Mana Shield (absorb damage as MP damage), to make a low damage output blood tank.

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* ''{{Mabinogi}}'' ''VideoGame/{{Mabinogi}}'' allows player characters to apply enchantments to their equipment, allowing you to make weapons that increase your intelligence or MP scores to make you a slightly better spellcaster. Wands, however, can make a kind of double-inversion: they're intended for use in spellcasting, but they're... acceptable for hitting things with. But you can use them as a weapon, combined with their meditate-while-running attribute (drastically increase MP regeneration) and Mana Shield (absorb damage as MP damage), to make a low damage output blood tank.



* ''DungeonsAndDragons'' generally [[AvertedTrope averts]] this trope: most weapon enchantments provide bonuses and special abilities specifically for the action of swinging the weapon. But a few, like 3rd Edition's "defender", do work even when you're just holding the thing. In fact, defender works ''best'' this way, since what it does is let you reallocate some of your attack bonus to your defense - if you're not attacking, it's an easy trade-off. (But a common houserule requires you to attack to get the benefit.)
* ''{{ADOM}}'' zig-zags the trope a bit. The Sword of Nonnak, for example, is a slightly above-average sword (can't be upgraded through blacksmithing, though), but for mages it's a viable choice for even a late-game weapon, as +5 Willpower is very handy for a spellcaster, and immunity to cold and death attacks is always nice. So why zig-zagged? Even spellcasters will end up using it as an actual sword against weak enemies, since [[VancianMagic running out of spells]] is all too easy.
* This will happen to you in ''{{Disgaea}}'' games when you start creating high-powered gear in the post-game. A high-leveled, high-tier sword will still give huge, HUGE boosts to intelligence, meaning that if you want to train a low-level spellcaster, give her a really awesome sword and watch her destroy absolutely everything.

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* ''DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'' generally [[AvertedTrope averts]] {{avert|edTrope}}s this trope: most weapon enchantments provide bonuses and special abilities specifically for the action of swinging the weapon. But a few, like 3rd Edition's "defender", do work even when you're just holding the thing. In fact, defender works ''best'' this way, since what it does is let you reallocate some of your attack bonus to your defense - if you're not attacking, it's an easy trade-off. (But a common houserule requires you to attack to get the benefit.)
* ''{{ADOM}}'' ''AncientDomainsOfMystery'' zig-zags the trope a bit. The Sword of Nonnak, for example, is a slightly above-average sword (can't be upgraded through blacksmithing, though), but for mages it's a viable choice for even a late-game weapon, as +5 Willpower is very handy for a spellcaster, and immunity to cold and death attacks is always nice. So why zig-zagged? Even spellcasters will end up using it as an actual sword against weak enemies, since [[VancianMagic running out of spells]] is all too easy.
* This will happen to you in ''{{Disgaea}}'' ''VideoGame/{{Disgaea}}'' games when you start creating high-powered gear in the post-game. A high-leveled, high-tier sword will still give huge, HUGE boosts to intelligence, meaning that if you want to train a low-level spellcaster, give her a really awesome sword and watch her destroy absolutely everything.



** His sister, Raine, is a through-and-through StaffChick, who holds onto a staff to enhance her magic (and thus, healing) powers... except she's an aversion, since she's apt to run onto the frontlines and beat people up with it. [[WaifFu She's not too bad at it, either]], due to her Ex Sphere.
* ''{{Mario Kart}} Wii'', a racing game, has the lightning cloud. Normally, its only use as a weapon is to pass it on to someone else so that they get zapped with it... but your speed increases slightly while you hold it, meaning the best strategy is to ''not'' use it as a weapon for as long as possible and then pass it off at the last second.

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** His sister, Raine, is a through-and-through StaffChick, WhiteMage, who holds onto a staff to enhance her magic (and thus, healing) powers... except she's an aversion, since she's apt to run onto the frontlines and beat people up with it. [[WaifFu She's not too bad at it, either]], due to her Ex Sphere.
* ''{{Mario Kart}} ''VideoGame/MarioKart Wii'', a racing game, has the lightning cloud. Normally, its only use as a weapon is to pass it on to someone else so that they get zapped with it... but your speed increases slightly while you hold it, meaning the best strategy is to ''not'' use it as a weapon for as long as possible and then pass it off at the last second.
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* This is often recommended for ''FinalFantasyVI'' for characters whose effectiveness is not dependent on their basic physical attacks (which is most of them); why does Sabin need the weapon with the highest physical attack power (in the GBA version, the Godhand) when his best skills are all powered by his Magic stat (raised by Tiger Fangs but NOT the Godhand), for instance?
** Armour in ''FinalFantasyVII'' can become like this in certain instances; if you wear weak armour (or use a weak weapon) with lots of materia slots, and fill it with HP/MP Up materia (or lots of summon materia for magic boosts).
** The Guardian Forces in ''FinalFantasyVIII'' can be seen as an abstract version of this, if you never use the summon command. They allow you to junction magic to stats (like strength and HP), making you much stronger than normal.
** Lulu's puppets in ''FinalFantasyX''. Her only use for the attack command is amusement...
** ''FinalFantasyXI'' has a number of these, but the most famous of them are the eight [[LevelLockedLoot level 51]] elemental staves. Each of them has a number of significant stat boosts themed around its element (for example, the Fire Staff boosts Attack and the Wind Staff boosts Evasion), as well as far-more-important hidden effects that increase the potency and accuracy of spells of its element at the expense of the same for [[ElementalRockPaperScissors the element that it beats]]. Needless to say, any mage worth their salt buys the ele staves and swaps them to match every spell they cast.
** ''FinalFantasyTactics'' has some early-game daggers and swords that increase your Magic Power stat by one. Doesn't sound too great, but when 10 is considered a fairly high magic stat and most early-game staves and rods ''don't'' increase it...
* ''{{Angband}}'' has a weapon type specifically designed to do this--the Defender.

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* This is often recommended for ''FinalFantasyVI'' ''VideoGame/FinalFantasyVI'' for characters whose effectiveness is not dependent on their basic physical attacks (which is most of them); why does Sabin need the weapon with the highest physical attack power (in the GBA version, the Godhand) when his best skills are all powered by his Magic stat (raised by Tiger Fangs but NOT the Godhand), for instance?
** Armour in ''FinalFantasyVII'' ''VideoGame/FinalFantasyVII'' can become like this in certain instances; if you wear weak armour (or use a weak weapon) with lots of materia slots, and fill it with HP/MP Up materia (or lots of summon materia for magic boosts).
** The Guardian Forces in ''FinalFantasyVIII'' ''VideoGame/FinalFantasyVIII'' can be seen as an abstract version of this, if you never use the summon command. They allow you to junction magic to stats (like strength and HP), making you much stronger than normal.
** Lulu's puppets in ''FinalFantasyX''.''VideoGame/FinalFantasyX''. Her only use for the attack command is amusement...
** ''FinalFantasyXI'' ''VideoGame/FinalFantasyXI'' has a number of these, but the most famous of them are the eight [[LevelLockedLoot level 51]] elemental staves. Each of them has a number of significant stat boosts themed around its element (for example, the Fire Staff boosts Attack and the Wind Staff boosts Evasion), as well as far-more-important hidden effects that increase the potency and accuracy of spells of its element at the expense of the same for [[ElementalRockPaperScissors the element that it beats]]. Needless to say, any mage worth their salt buys the ele staves and swaps them to match every spell they cast.
** ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' has some early-game daggers and swords that increase your Magic Power stat by one. Doesn't sound too great, but when 10 is considered a fairly high magic stat and most early-game staves and rods ''don't'' increase it...
* ''{{Angband}}'' ''VideoGame/{{Angband}}'' has a weapon type specifically designed to do this--the Defender.
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* Genis Sage of ''TalesOfSymphonia'' fights with a [[ImprobableWeaponUser Kendama]], a Japanese children's toy. It enhances his magic power, and he mentions that having something to focus on helps him concentrate on spellcasting in combat. He ''can'' hit things with it, but... there's a good reason he mostly uses magic.

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* Genis Sage of ''TalesOfSymphonia'' ''VideoGame/TalesOfSymphonia'' fights with a [[ImprobableWeaponUser Kendama]], a Japanese children's toy. It enhances his magic power, and he mentions that having something to focus on helps him concentrate on spellcasting in combat. He ''can'' hit things with it, but... there's a good reason he mostly uses magic.

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* ''{{Mabinogi}}'' allows player characters to apply enchantments to their equipment, allowing you to make weapons that increase your intelligence or MP scores to make you a slightly better spellcaster. Wands, however, can make a kind of double-inversion: they're intended for use in spellcasting, but they're... acceptable for hitting things with. But you can use them as a weapon, combined with their meditate-while-running attribute (drastically increase MP regeneration) and Mana Shield (absorb damage as MP damage), to make a low damage output blood tank.



* ''FinalFantasyXI'' has a number of these, but the most famous of them are the eight [[LevelLockedLoot level 51]] elemental staves. Each of them has a number of significant stat boosts themed around its element (for example, the Fire Staff boosts Attack and the Wind Staff boosts Evasion), as well as far-more-important hidden effects that increase the potency and accuracy of spells of its element at the expense of the same for [[ElementalRockPaperScissors the element that it beats]]. Needless to say, any mage worth their salt buys the ele staves and swaps them to match every spell they cast.

to:

* ** Armour in ''FinalFantasyVII'' can become like this in certain instances; if you wear weak armour (or use a weak weapon) with lots of materia slots, and fill it with HP/MP Up materia (or lots of summon materia for magic boosts).
** The Guardian Forces in ''FinalFantasyVIII'' can be seen as an abstract version of this, if you never use the summon command. They allow you to junction magic to stats (like strength and HP), making you much stronger than normal.
** Lulu's puppets in ''FinalFantasyX''. Her only use for the attack command is amusement...
**
''FinalFantasyXI'' has a number of these, but the most famous of them are the eight [[LevelLockedLoot level 51]] elemental staves. Each of them has a number of significant stat boosts themed around its element (for example, the Fire Staff boosts Attack and the Wind Staff boosts Evasion), as well as far-more-important hidden effects that increase the potency and accuracy of spells of its element at the expense of the same for [[ElementalRockPaperScissors the element that it beats]]. Needless to say, any mage worth their salt buys the ele staves and swaps them to match every spell they cast.cast.
** ''FinalFantasyTactics'' has some early-game daggers and swords that increase your Magic Power stat by one. Doesn't sound too great, but when 10 is considered a fairly high magic stat and most early-game staves and rods ''don't'' increase it...


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* ''{{ADOM}}'' zig-zags the trope a bit. The Sword of Nonnak, for example, is a slightly above-average sword (can't be upgraded through blacksmithing, though), but for mages it's a viable choice for even a late-game weapon, as +5 Willpower is very handy for a spellcaster, and immunity to cold and death attacks is always nice. So why zig-zagged? Even spellcasters will end up using it as an actual sword against weak enemies, since [[VancianMagic running out of spells]] is all too easy.
* This will happen to you in ''{{Disgaea}}'' games when you start creating high-powered gear in the post-game. A high-leveled, high-tier sword will still give huge, HUGE boosts to intelligence, meaning that if you want to train a low-level spellcaster, give her a really awesome sword and watch her destroy absolutely everything.
* Magazines in ''DeadRising2''. As long as you hold them in your inventory, you get bonuses. (increased luck while gambling, hand-to-hand damage increase, food restores 1.5x health...)
* Genis Sage of ''TalesOfSymphonia'' fights with a [[ImprobableWeaponUser Kendama]], a Japanese children's toy. It enhances his magic power, and he mentions that having something to focus on helps him concentrate on spellcasting in combat. He ''can'' hit things with it, but... there's a good reason he mostly uses magic.
** His sister, Raine, is a through-and-through StaffChick, who holds onto a staff to enhance her magic (and thus, healing) powers... except she's an aversion, since she's apt to run onto the frontlines and beat people up with it. [[WaifFu She's not too bad at it, either]], due to her Ex Sphere.
* ''{{Mario Kart}} Wii'', a racing game, has the lightning cloud. Normally, its only use as a weapon is to pass it on to someone else so that they get zapped with it... but your speed increases slightly while you hold it, meaning the best strategy is to ''not'' use it as a weapon for as long as possible and then pass it off at the last second.
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None


* Slight variant in {{Flyff}}: [[JackOfAllStats Billposters]] carry sticks around, since Assist buffs can only be used with a stick equipped. Thus, if one can afford it and has money to spare, there is no reason not to get one that gives additional MP or INT while it's equipped.

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* Slight variant in {{Flyff}}: ''{{Flyff}}'': [[JackOfAllStats Billposters]] carry sticks around, since Assist buffs can only be used with a stick equipped. Thus, if one can afford it and has money to spare, there is no reason not to get one that gives additional MP or INT while it's equipped.



* While most weapons in DemonsSouls give bonuses according to stats (which is the inverse of most RPG weapons), some weapons fall straight into this trope, such as the Kris Blade, which is a medium sword mostly wielded by mages thanks to their magic-enhancing property (while being absolutely useless for melee).

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* While most weapons in DemonsSouls ''DemonsSouls'' give bonuses according to stats (which is the inverse of most RPG weapons), some weapons fall straight into this trope, such as the Kris Blade, which is a medium sword mostly wielded by mages thanks to their magic-enhancing property (while being absolutely useless for melee).



* {{Angband}} has a weapon type specifically designed to do this, the Defender.
* DungeonsAndDragons generally [[AvertedTrope averts]] this trope: most weapon enchantments provide bonuses and special abilities specifically for the action of swinging the weapon. But a few, like 3rd Edition's "defender", do work even when you're just holding the thing. In fact, defender works ''best'' this way, since what it does is let you reallocate some of your attack bonus to your defense - if you're not attacking, it's an easy trade-off. (But a common houserule requires you to attack to get the benefit.)

to:

* {{Angband}} ''{{Angband}}'' has a weapon type specifically designed to do this, the this--the Defender.
* DungeonsAndDragons ''DungeonsAndDragons'' generally [[AvertedTrope averts]] this trope: most weapon enchantments provide bonuses and special abilities specifically for the action of swinging the weapon. But a few, like 3rd Edition's "defender", do work even when you're just holding the thing. In fact, defender works ''best'' this way, since what it does is let you reallocate some of your attack bonus to your defense - if you're not attacking, it's an easy trade-off. (But a common houserule requires you to attack to get the benefit.)
Is there an issue? Send a MessageReason:
None


* This is the idea behind KingdomOfLoathing Cheffstaves. Since Mysticality classes attack using spells, attack power is useless to them; Mysticality related enchantments are much more important. Most utensils are weaker than other weapons while increasing Mysticality or spell damage, but the Cheffstaves exemplify it. They all have the same power as the starting weapons, but they great percentile spell damage increases, as well as 2-3 of the following: MP regeneration, bonus power to certain elemental spells, direct and/or percentile Mysticality increases.

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* This is the idea behind KingdomOfLoathing ''KingdomOfLoathing'' Cheffstaves. Since Mysticality classes attack using spells, attack power is useless to them; Mysticality related enchantments are much more important. Most utensils are weaker than other weapons while increasing Mysticality or spell damage, but the Cheffstaves exemplify it. They all have the same power as the starting weapons, but they great percentile spell damage increases, as well as 2-3 of the following: MP regeneration, bonus power to certain elemental spells, direct and/or percentile Mysticality increases.
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* DungeonsAndDragons generally [[AvertedTrope averts]] this trope: most weapon enchantments provide bonuses and special abilities specifically for the action of swinging the weapon. But a few, like 3rd Edition's "defender", do work even when you're just holding the thing. (For defender, a common houserule changes this.)

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* DungeonsAndDragons generally [[AvertedTrope averts]] this trope: most weapon enchantments provide bonuses and special abilities specifically for the action of swinging the weapon. But a few, like 3rd Edition's "defender", do work even when you're just holding the thing. (For defender, In fact, defender works ''best'' this way, since what it does is let you reallocate some of your attack bonus to your defense - if you're not attacking, it's an easy trade-off. (But a common houserule changes this.requires you to attack to get the benefit.)
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* DungeonsAndDragons generally [[AvertedTrope averts]] this trope: most weapon enchantments provide bonuses and special abilities specifically for the action of swinging the weapon. But a few, like 3rd Edition's "defender", do work even when you're just holding the thing. (For defender, a common houserule changes this.)
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** That said, Blizzard recognized this issue and will effectively reduce this by eliminating relics and 'unused' weapons in ''Mists of Pandaria''.

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