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THE LAST CAMP
Staff of the Four
Signature statDmg / Delay20/30 • 6.7 ratio
1H Blunt · PRIMARY
MAGIC ITEM LORE ITEM NO DROP
MANA: +100
STR: +10STA: +10DEX: +5
INT: +25
SV POISON: +5SV MAGIC: +10SV COLD: +10SV FIRE: +10SV DISEASE: +5
DAMAGE: 20DELAY: 30
Effect:Barrier of ForceBarrier of ForceAbsorb DMG1-800Mana+3CastInstantDuration100:00TargetSelf“Target is surrounded by a swirling maelstrom of magical force. (Clicky)
CLASS: WIZ
RACE: ALL
WT: 4.0#14341

Staff of the Four is the Wizard Epic 1.0 reward — a one-handed blunt staff bound to the four elemental planes that a Wizard travels during the chain. The "Four" of the name are Fire, Cold, Air and Earth, and the staff carries a stat line and click effect tuned to the class's role as the server's premier nuker.

In hand, the staff replaces the older patchwork of caster sticks (Staff of the Wheel, Diamondine Staff, raid drops) with one stable item that lasts the rest of a Wizard's career through PoP.

Stats

  • 20 / 30 damage and delay
  • +100 mana
  • +25 INT
  • +10 STR, +10 STA, +5 DEX
  • +10 MR, +10 CR, +10 FR, +5 PR, +5 DR

The +25 INT is the headline. At cap, a Wizard's mana pool is INT-driven through the soft-cap mechanic, and 25 INT in a single one-handed slot is a noticeable bump on top of any caster armor stack.

Effect

  • Click — Barrier of Force. A Wizard self-rune that absorbs incoming damage. The click gives the Wizard an emergency button to survive a single bad pull or an unexpected mob arrival mid-cast. It is not on a fast timer, but it is meaningful when it lands.

The staff's mechanical signature is the click and the mana pool together — a Wizard with the staff equipped has more nukes per pull and one extra "I get to live" button when something turns sideways.

How to obtain

The Wizard Epic 1.0 quest, Staff of the Four, runs a Wizard through every elemental Plane in the era — Fire, Air, the Plane of Sky, and the Plane of Hate end-fight. Each segment is a separate small raid. Several pieces require coordination with a guild, and the final combine is gated behind a fight against a powerful elemental that no Wizard solos.

For the full walkthrough see the Wizard Epic 1.0 page. Plan a small raid for the Sky and Hate sections.

Why it matters

The Wizard's job at end-cap is to deliver burst damage on demand and to port the raid between zones. The staff's mana pool and INT stack directly into the burst job; one staff swap, and a Wizard goes from "I have one more nuke before I sit" to "I have two more, and a barrier." Across a long fight, that is the difference between a Wizard who finishes the engagement contributing and one who is sitting at 0 mana watching.

The staff also marks completion. A Wizard with Staff of the Four in hand at zone-in is one of the small set of class members who has done the full elemental tour — every plane visited, every fight survived, every combine done.

The Last Camp any-race-class note

Class-locked at the item flag — only Wizards equip it. The Last Camp's open class system means the Wizard sitting beside you in the group may be any race; the chain is the same in every case. The staff is the class's, not the race's.

Related

Pivot

Cross-reference