Staff of Extreme Prejudice

Staff of Extreme Prejudice Fire Missile Once the most powerful staff in existence; a crack in its frame has rendered it incapable of focusing fire. It remains uniquely deadly.

Tier UT
Shots 10 (arc gap: 36°)
Damage 80–95 (average: 87.5 / total: 875)
Projectile Speed 11 tiles/second
Lifetime 0.364 seconds
Range 4.004 tiles
Amplitude 0.15 tile(s)
Frequency 2 cycle(s)/shot
Rate of Fire 40%
Fame Bonus 6%
Soulbound Soulbound
Feed Power 600

Since the strength of this staff lies in its firing of 10 shots, it is at its best when all 10 shots hit. There is a bit of aiming involved with the Staff of Extreme Prejudice (EP). The direction the character is facing determines where the origin of the 10 shots will be. Therefore, it is not as simple as standing on top of the target - one must be facing the target in order to increase the number of shots being landed.

Here are a few ways to use the EP more effectively than other staves.

Pentaracts: By standing inside of a pentaract tower with a max EP user, the tower can be quickly destroyed. This must be done so that all 10 shots hit the tower. This is best performed with a Wizard. Wizards will not need to weaken the towers, Necromancers and Mystics are still recommended to do some weakening. Be wary that the towers will begin to fire shotguns when at low health, and that penteract towers are pushed into their invulnerability phases at half health fairly quickly with a large amount of players, giving little time to take advantage of the high damage of the EP.

Crystals: Hitting the inside of a crystal with an EP does a massive amount of damage. With a maxed Wizard, damage can reach 30000 in 5 seconds, roughly half of the needed damage to break it. With buffs, this is potentially enough to crack the crystal alone, though it is safer to call upon guild mates or other players in the realm. THE CRYSTAL’S SHOTGUN WILL KILL ANY ROBE CLASS INSTANTLY – attempt at your own risk.

Ghost Archers: With maxed defense, standing on the ghost archers by the Ghost King can kill them in a matter of seconds, therefore passing through the Ghost King quest.

Mad Lab: Dr. Terrible can be blasted as he does not possess a shotgun. However, one must be wary of Dr. Terrible’s minions, especially the Green Potion- moving on top of it while trying to EP Dr. Terrible will likely kill your character instantly. Tread with caution.

Constructs: Constructs can be EP’d with some effort due to their negligible damage at high defense. However, their numerous shots will eventually stack up, so do not stay if you are sustaining too much damage. It is also important to clear out surrounding gods before attacking the Constructs- they can be quite lethal when distracted and already taking damage. Wizards are likely to kill Constructs before they can heal themselves, while Necromancers can heal the damage they take.

Davy Jones: The Ghost Lanterns in Davy Jones’ arena never actually attack until after Davy Jones’ vulnerability phase ends, so EP’ing them is a safe and effective way to activate all eight lanterns at the same time and render Davy Jones vulnerable. In addition, Davy Jones himself won’t attack while he’s vulnerable, so he can be safely EP’ed for massive damage.

Oryx the Mad God 3: O3 will always be staggered after a Celestial Phase, providing the best opportunity to do damage to him during his Exalted form. Players can benefit the group as much as possible by switching to damage-boosting equipment including the normally impractical Staff of Extreme Prejudice.