Ranged Weapons

 

Bang-Bang Stick (?)

The Bang-Bang stick is a very strange and deadly magical weapon designed by the mad wizard Hackenslay! It is a curved metal pole, which the wielder holds and points. There is a trigger like one commonly found on a crossbow which, when pulled, discharges a bolt of crimson magical energy at the target. It is believed that the weapon get it’s name from the frightening sound it makes when it is fired. The sheer magical energy needed to power a Bang-Bang stick makes their life span limited. The weapon’s power diminishes gradually over a few turns, until the item loses its Bang-Bang and becomes effectively a stick! Hackenslay, who was concerned that his weapon may be put to evil uses, included a charm within their enchantment that prevents those of less than 14 wisdom from being able to equip them.

Attack Skill: Normal

Damage Type: Magical

Damage: 4-12

No. Per Backpack Slot: 1

Range: Own Square +8 radius

Value: ?/100gp

 

Big Lightning Bow (?)

The big lightning bow is a magical elven long bow dating back many hundreds of years, possibly before the time of the Great War. The elves, then quite primitive, had far more powerful knowledge of sorcery, particularly that which pertained to the natural world, than they do today. In times of war, elven archers equipped with big lightning bows, would stand at the edge of their forests and keep the demons who walked the world at bay with sizzling lightning bolts. When used, the wielder need only pretend to notch and fire an arrow to create small but powerful bolts of sizzling lightning, which zooms towards the target. Furthermore, the user gains +5 bonus to their attack score with this weapon. Wielders must have at least 15 wisdom to equip a big lightning bow.

Attack Skill: +5

Damage Type: magical

Damage: 1 to 12

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +4 radius

Value:    ?/250gp

 

Blaze Sprite (?)

Player’s Note: A blaze sprite currently has the same description as a Fire Sprite. It is generated only by IGW enchanters who have obtained 21 intelligence or more when they cast the fire sprite spell. Blaze sprites can’t be unequipped once they have been equipped.

Attack Skill: +60

Damage Type: Fire

Damage: 1-8

Range: Own Square +6

No. Per Backpack Slot: 1

Value:    N/A

 

Blight Long Bow (?)

I examined a Blight Longbow. This weapon is made from the long bones of the undead, heated in the fires of the Blightmound and strung with the tresses of captured necromancers. There is a patina of evil about this weapon, but it is highly crafted. The main spine of the bow is made from a grey wood, which has been bound to the long bones and inscribed with orcish runes. It is a remarkable weapon. It is said that such weapons are more lethal against the undead, though as few people have ever owned one of the weapons from the Blightmound, this may never be known.

Attack Skill: ?

Damage Type: Normal.

Damage: 1-4

Movement Rate: Not Affected.

No. per Backpack Slot: 2

Range: Own Square +8 radius

Value:    ?/?gp

 

Blood Bow (?)

I looked at the Blood Bow. It appears to be a normal longbow, but the wood that the stave is carved from is a deep crimson. The bowstring is slippery with blood, but this does not seem to make it harder to fire. Arrows fired from the bow suck blood from those they strike, causing more damage. Clearly, some sort of magic is in operation here! Player’s Note: Players report that these weapons are found primarily on the Dungeon of Drax’s 2nd level. When equipped, they weaken the wielder (-2 strength), but the improvement of attack range and increased damage range are sometimes viewed as an even trade off. Recently, 8 January 2005, it has been observed that attack skill doesn’t improve. The only observable trade off a blood bow appears to provide is the increased damage.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-5

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +8 radius

Value:      ?/20gp

 

Catapult (?)

A catapult is a small Y-shaped wooden weapon with a stretched flexible string. It is held in one hand and fires small objects, usually stones of ball bearings. Some races use them for hunting or combat, although they are considered a weak weapon by many.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-2

Movement Rate: Not Affected

No. Per Backpack Slot: 9

Range: Own Square +3 radius

Value: ?/2gp

 

Centaur Broad Bow (?)

A centaur broad bow is a huge and powerful weapon. It is constructed by and for the hybrid race known as Centaurs. These bows have a far greater range and power than many melee weapons, but are constructed and shaped for the large powerful hands and forearms of centaurs. Only they have the strength to draw the bow. While some other races are strong enough to use the bow, the intricate skill of its design is only truly usable by a centaur. Consequently, only a centaur can equip one of these weapons.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-5 + wielders natural strength

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +5 radius

Value: ?/40gp

 

Crossbow (?)

Crossbows are almost unknown on the surface of Bereny, being manufactured by the mysterious Svertlanta species of dwarves and generally being used by their minions, the dark dwarves. Crossbows are well respected as weapons because of their accuracy: they are easy weapons to fire. Many Bereny nobles consider the weapon inhuman and have suppressed attempts to reproduce it.

Attack Skill: +10

Damage Type: Normal

Damage: 2-3

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +7 radius

Value: ?/30gp

 

Elven Hunting Bow (?)

An Elven Hunting Bow is a carefully constructed oaken long bow which is extremely difficult to use. Made for accuracy and power while in the woodlands it falls short of the range of other longbows. When used in the hands of an Elf it become no longer a complicated and difficult weapon to use, it is pure symetry and a weapon that strikes fear into the hearts of foes. This weapon can only be used by an Elf due to the magical nature of the wood. For skill purposes a rangers bow is considered to be a Long Bow.

Attack +15

Damage Type: Normal

Damage: 2-5

Movement Rate: Not Affected.

No. Per Backpack Slot: 3

Range: Own Square +6 radius

Value:      ?/?gp

 

Elven Longbow (?)

The elves make the best bows and the elven longbow is a superior example of their art. Crafted of fine white woods, it requires considerable dexterity to use (only characters with at least 15 dex may use it). Player’s Note: Oddly, when the bow was attempted to be equipped, all though the character equipping only had 10 dexterity, he got the following message, ‘I could not equip with a Elven Longbow because I did not have a high enough Dexterity score. I needed at least 15 Dexterity to equip with that, but I only had 10.’ This has been checked with the bowyer (Steve) and confirmed that 15 or more dexterity is required. The bow was subsequently equipped by a ranger with the prerequisite dexterity. The attack bonus was determined by this, but it appeared the ranger’s strength bonus was figured in with the damage range as his damage with the bow was 2-6 rather than 1-5. Player’s Note: 20050409: This has been double checked with another character with 22 strength. The damage range is still 2-6.

Attack Skill: +10

Damage Type: Normal.

Damage: 2-6

No. per Backpack Slot: 2

Range: Own Square +8 radius

Value:      ?/10gp

 

Fire Sprite (?)

A Fire Sprite is a small creature born in the elemental plane of fire. Enchanters who know the spell can summon them. They then can be wielded as a weapon of flame. Fire Sprites, once summoned, cannot be dropped, sold, or given away. Player’s Note: Once equipped, they can’t be unequipped. An enchanter must wait for the fire sprite to fade on its own.

Attack Skill: +60

Damage Type: Fire

Damage: 1-6

Range: Own Square +6

No. Per Backpack Slot: 1

Value:    N/A

 

Gnomish Steam Gun (?)

A Steam Gun is a metal rod fashioned from steel which holds a small amount of highly-compressed water. A small magical fire in the gun is able to heat this water to produce a stream of scolding steam to fire at an enemy. This is a very basic version of a steam gun, a gnomish copy of the original. Player’s Note: A new report indicates the second damage, number per backpack slot, and range. But, a currently equipped (18 March 2006) gnomish steam gun still indicates a damage range of 1-6. A fresh view will be attempted. Or it may be a new gnomish steam gun and the originals still exist. Also, the second report indicates that somehow gnomish steam guns can be equipped to the defense hand.

Attack Skill: Normal

Damage Type: Fire

Damage: 1-6 or 4-9

Movement Rate: Not affected.

No. Per Backpack Slot: 1 or 3

Range: ? or Own Square +3 radius

Value:    ?/0gp

 

Goblin Rider Bow (?)

Description unknown.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:    ?/15gp

 

Great Bow (398)

A great bow is a missile weapon made from a piece of fine wood carved and then shaped to take a bowstring. Arrows can then be shot from the bow by placing them against the bowstring and using its elasticity to propel them at a high velocity. While using the bow it is assumed the wielder always has arrows. No arrow count is necessary. The great bow is a very powerful piece of weaponry, requiring extraordinary muscle power. Very few people have the strength needed to pull the string once, never mind repeatedly. (Minimum 17 strength required.) Top archers, particularly centaurs and elves, see the great bow as the ultimate weapon. (Player’s Note: It has been recently discovered that great bows can be purchased in courtyards and at magical traders using the order ‘B 398’ at a cost of 275gp.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-6

Movement Rate: Not affected.

No. Per Backpack Slot: 1

Range: Own Square +6 radius

Value:    275/95gp

 

Grey Bone Wand (?)

The Grey Bone Wand is a deadly magical item forged by an ancient guild of Necromancers from before the Time of Thunder. These terrible deadly items are few and far between, but prized by Necromancers who find them. The Grey Bone want, when wielded as a weapon, fires a bolt of entropic energy that delivery 'cold' damage up to a range of 4 squares. Worse still, the wand fires the energy as a ball or purple light which explodes on impact affecting every character or monster within a two square radius of its explosion. (Each character has a chance to avoid the explosion as per their defense vs. cold attacks.) The wands damage can affect friends or enemies within its radius... even the caster himself, if they are too close to the flash. Necromancers can only use this item. It has a 3% chance per turn of burning out.

Attack Skill: Normal

Damage Type: Cold

Damage: 1-4 (radius effect 2)

Movement Rate: Not Affected

No. Per Backpack Slot: 12

Range: Own Square +4 radius

Value: ?/40gp

 

Horn Of Blasting (?)

The Horn Of Blasting is a magical device which can emit a deafing blast of sound at a specific enemy. When equipped as a weapon it can be quite a potent one indeed. The horn itself is made from polished brass, curled over in an extravagant loop. Although it is loud, no skill is needed to blow its mournful sound. The magical life of a Horn Of Blasting is, sadly, somewhat finite.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 2

Range: ?

Value: ?/?gp

 

Ice Sprite (?)

An ice sprite is a small creature born in the elemental plan of ice. Enchanters who know the spell can summon them. They then can wield them as a weapon of cold. Ice sprites, once summoned, cannot be dropped, sold, or given away. Every turn there is a 1 in 4 chance the ice sprite will become a 'Fading' ice sprite. When that happens it’s only a matter of time until the magic that holds it wears out and the creature will simply vanish. Keep an eye on your character sheet each turn to see when that has happened. Player’s Note: It is reported that ice sprites can be unequipped once they have been equipped.

Attack Skill: +60

Damage type: Cold

Damage: 1-7

Range: Own Square +6

No. per Backpack slot: 1

Value:    N/A

 

Incendus Sprite (?)

Description unknown. Player’s Note: An incendus sprite is made by feeding a fire sprite an incendus potion.

Attack Skill: ?

Damage type: ?

Damage: ?

Range: ?

No. per Backpack slot: ?

Value:      N/A

 

Inferno Staff (?) See entry in CREATURES file under Male Elven Seers (Demonrift only)

The Inferno Staff is a very powerful magical item granted only to Male Elven Seers who have been recruited by the King of Bereny for battle against the Daemonrift. The Inferno Staffs are ranged weapons powered by strange magics. To be used they simply need to be equipped to the attack hand. Each turn the Staff is equipped there is a 5% chance that the Staff will run out of power even if it is not used (called 'Inert'). If it goes 'Inert' it must be recharged using the 'X 100 0' order, which steals 10 points of health from the Seer (which could kill an injured one.)

Attack Skill: Normal

Damage Type: Fire

Damage: 5-20

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square + 7 Radius

Value:    ?/10gp

 

Jadel’s Strange Bow (?)

Jadel's Strange Bow is an artifact with a long history. Many folk tales revolve around unlikely heroes, and villains, finding the bow and then being flung into great adventures with it as their only weapon. Although the stories vary wildly and propose different benefits and powers to the bow, they all agree that it is a unique magical weapon of great power. The bow can only be used by a ranger and only by somebody with a intelligence of 13 or more.

Attack Skill: ?

Damage Type: magical

Damage: ?

Range: Own Square +8 radius

No. per Backpack Slot: 1

Value:      ?/2023gp

 

Lich Staff

The Lich Staff is a Necromancers weapon, which is forged from the soul of a banished wizard wrenched from his body and magically enchanted into a staff of power. The staff can only be used or wielded by a Necromancer or certain types of undead as the staff continously fights whoever is wielding it. The staff constantly lashes out and tries to drain the life from who ever the flailing whip like strands strike that can increase the size of the staff.

Attack Skill: ?

Damage Type: Cold

Damage: 2-7

Movement Rate: Not Affected

Range: Own Square +5 radius

No. per Backpack Slot: 2

Value:      ?/?gp

 

Little Lightning Bow (?)

The Little Lightning Bow is a magical Elven artifact, dating back many hundreds of years, possibly even before the time of the Great War. The elves, which were then quite primitive, had far more powerful knowledge of magic. They particularly excelled at magic involving the natural world. Their magical skill back then, far out shined their skills today. In times of war, elven archers equipped with Little Lightning Bows would stand at the edge of their forests and keep the demons that walked the world at bay with sizzling bolts of lightning. When used, the wielder need only pretend to notch and fire an arrow, to create a small but powerful bolt of lightning. This bolt flies towards its target. Furthermore, the user gains a +5 bonus to their attack score when using this weapon. Wielder must have at least 15 Wisdom to equip it.

Attack Skill: +5

Damage Type: Magical

Damage: 1-6

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +4 radius

Value:    ?/?gp

 

Long Bow (22)

Long Bow +5 (112)

Long Bow +7 (707)

Long Bow +9 (717)

A longbow is a missile weapon made from a piece of fine wood carved and then shaped to allow a bowstring to be fitted. Arrows can then be shot from the bow by placing them against the bowstring and using its elasticity to propel them at high velocity. While using the bow, it is assumed that the wielder always has sufficient arrows for its continued usage. Magical long bows add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 1-4 (was 1-6)

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +8 radius

Value:    40/15gp

              600/400gp

              1800/1200gp

              3600/2400gp

 

Long Bow of the Owl (?)

Description Unknown. Player’s Note: No observable bonuses.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-4

Movement Rate: Not Affected

No. Per Backpack Slot: ?

Range: Own Square +8 radius (?)

Value:    ?/?gp

 
Mental Weapon (?)

A Mental Weapon, also known as a 'Psyloque', takes the form of a short crystal rod made purely from Psi Crystal. The Psyloque cannot be sold or dropped and can only be used by a Psychic. Upon its owners death it disappears. Once activated the Psychokinesis power creates a mental weapon which must be equipped to the Attack Hand. Every time the mental weapon 'fires' off a psionic blast it costs 1 Psi Crystal. This is true whether the blast is fired as an auto-attack, a hostility attack or any other kind of attack. When all Psi Crystals are gone, the weapon will be powerless (leaving the Psionic with no defense … so be careful!) The mental weapon has a 25% chance per turn of disappearing, calculated at the end of the turn.

Attack Skill: +19

Damage Type: Mental

Damage: 5-9

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Varies from Own Square +5 to Own Square +7 radius

Value:    N/A

 

Ranger Bow (?)

A Ranger Bow is a carefully constructed oaken long bow. It is extremely difficult to use. Only rangers have the ability to use these bows because of their intricacy. Using these weapons rangers have gained the formidable reputation as archers. Ranger Bows are made for accuracy and power rather than for range and so their range is less than a normal long bow, but this shortfall is more than made up for by the bows good points. For skill purposes a ranger’s bow is considered to be a long bow.

Attack Skill: +15

Damage Type: Normal

Damage: 2-5

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +6

Value:    ?/?gp

 

Recurved Goblin Bow (?)

A short bow is a missile weapon made from a piece of fine wood carved and then shaped to take a bowstring. Arrows can then be shot from the bow by placing them against the bow string and uses its elasticity to propel them at a high velocity. While using the bow it is assumed the wielder always has arrows. No arrow count is necessary. The Recurved Goblin Bow is a more powerful version of the Short Bow that is deadly in trained hands.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-4

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +4

Value:    ?/15gp

 

Recurved Hunting Bow (?)

A short bow is a missile weapon made from a piece of fine wood carved and then shaped to take a bowstring. Arrows can then be shot from the bow by placing them against the bow string and uses its elasticity to propel them at a high velocity. While using the bow it is assumed the wielder always has arrows. No arrow count is necessary. The Recurved Hunting Bow is a more powerful version of the Short Bow that is deadly in trained hands.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-4

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +4

Value:    ?/?gp

 

Scepter of Holy Might (129)

A Scepter of Holy Might is a powerful holy artifact. It is made by the great temples of the land to aid the servants of the gods of light in their battle against evil. A Priest character can only equip the Scepter. The Scepter is a powerful range weapon, which can shoot bolts of holy fire at enemies of the faith. When wielded, any attack order will be converted to a blast with the Scepter’s power. Its power is not boundless. Every turn there is a 1 in 10 chance that the Scepter will lose it's holy energy and revert to powerless. The Scepter has other, undocumented powers to assist the wielder.

Attack Skill: Normal

Damage Type: Fire

Damage: 4-16 or occasionally even higher

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +4 radius

Value:              1400/900gp

 

Shadow Whip (?)

Description unknown.

Attack Skill: ?

Damage Type: Cold

Damage: 1-6

Movement Rate: ?

No. Per Backpack Slot: ?

Range: Own Square +3 radius

Value:    ?/?gp

 

Short Bow (21)

Short Bow +5 (111)

Short Bow +7 (706)

Short Bow +9 (716)

A short bow is a missile weapon formed from a piece of wood carved and then shaped to allow a bowstring to be fitted. Arrows can then be shot from the bow by placing them against the bowstring and using its elasticity to propel them at high velocity. While using the bow, it is assumed that the wielder always has sufficient arrows for its continued usage. Magical short bows add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 1-3 (was 1-5)

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +4 radius

Value:    25/10gp

              450/300gp

              1200/800gp

              2400/1800gp

 

Short Bow “Corrinor” (?)

Rumored to be magical. This bow was offered as a reward for the capture of the outlaw Lord Lexor.

Attack Skill: +10

Damage Type: Magical

Damage: 1-7

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:    ?/?gp

 

Short Bow “Rodentia” (?)

A short bow is a missile weapon made from a piece of fine wood carved and then shaped to take a bowstring. Arrows can then be shot from the bow by placing them against the bow and uses it's elasticity to propel them at a high velocity. While using the bow it is assumed the wielder always has arrows. No arrow count is necessary. This particular short bow is magical, its origin is unknown, although many assume a prankster mage may have created it as a joke. It takes the name of "Rodentia" because instead of firing arrows it fires DEAD RATS, created magically when the string is drawn back.

Attack Skill: ?

Damage Type: Magical

Damage: 2-4

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own square + 4 radius

Value:    ?/?gp

 

Short Bow “Trueheart” (?)

“Trueheart,” the legendary bow that was made by the Wild Elves of the Great Northern forests. It is unique. It carries a magical enchantment that makes it impossible to sell, although it can be dropped or transferred to another character. Trueheart is a magical sentient short bow, which lives to Slay Evil races. But if used against good aligned characters it grows resentful and may possibly teleport itself away. When an arrow is fired from Trueheart a magical clap of thunder resonates around as the deadly missile streaks towards its target. Users of Trueheart gain a +5 bonus to their attack skill when using it. Wielded must have at least 11 Wisdom to equip it.

Attack Skill: +5

Damage Type: Magical

Damage: 3-8

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +4 radius

Value:    ?/?gp

 

Sickening Rod (?)

The Sickening Rod, supposedly the invention of a crazed Enchanter who lives in the Great Northern Forest, is a dangerous weapon indeed. It is an 8 inch black rod with a green flare painted on the end. When pointed at a target and the command word spoken the rod emits a stream of deadly green gas which causes the target to become Diseased. (Targets receive the disease known as ‘Foul Malady'.) Once used, the Sickening Rod crumbles to dust, making it a one-hit wonder. To use the rod you need to use the following order: - X 344 <Target ID>. This item is not equippable. You need only have it in your pack to use it.

Attack Skill: Normal

Damage Type: Special

Equippable Area: Not equippable. You need only have it in your pack to use it.

Damage: Inflicts the disease known as ‘Foul Malady.’

Movement Rate: Not Affected

No. Per Backpack Slot: 6

Range: Own Square + 3 Radius

Value:      ?/?gp

 

Staff of Change (?)

This is a Staff of Change. Each Staff has the ability to bestow boons upon the bearer, but for a price. While the staff may give a boon of strength, health, dexterity or even intelligence, it reduces the willpower of the user considerably. Rarely is this staff found in the hands of people who are not powerful in their own right. This staff has the ability to channel the magical power of an enchanter and can use the stored power to launch magical attacks at long range. This weapon can only be handled by an Enchanter.

Attack Skill: +15

Damage Type: Normal

Damage: 3-6

Movement Rate: Not Affected

No. Per Backpack Slot: ?

Range: Own square +4 to7 radius (?)

Value:      ?/?gp

 

Throwing Axes (?)

These throwing axes are just what they sound like: short axes balanced for throwing. Each time an ax is thrown, it is used up, but another (if there are any left in your backpack) is equipped.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-4 + wielder’s own strength damage

Movement Rate: Not Affected

No. Per Backpack Slot: 10

Range: Own Square +2 radius

Value:      ?/?gp

 

Valkyrie Bow (?)

A Valkyrie Bow is a carefully constructed oaken long bow which is extremely difficult to use. Only Valkyries have the ability to use these bows because of their intricacy. Using these weapons some Valkyries have gained a feared reputation as archers. Valkyrie Bows are made for accuracy and power rather than for range and so their range is less than a normal long bow, but this shortfall is more than made up for by the bows good points. For skill purposes a Valkyries Bow is considered to be a Long Bow. A strength of 13 is required for this weapon.

Attack Skill: +15

Damage Type: Normal

Equipable Area: Attack Hand

Damage: 2-5

Movement Rate: Not Affected.

No. per Backpack Slot: 3

Range: Own Square +6

Value:      ?/?gp

 

Wand of Explosions (722)

A Wand of Explosions is a rare and powerful magical item. Forged in times long forgotten, the wand is charged with magical energy that a wielder can cause to leap from the end to strike a chosen target within range. The wand also has an area effect. It may effect any creature or character in the same square, or an adjacent one to the one the target character is in! It may even hit the user of the wand if care is not taken. The wand does 'Fire' damage type. The amount of 'charges' in a wand is finite and it is virtually impossible to tell how long one will last. Perhaps many years ... perhaps for just one shot ... The usage of the wand has no effect on its draining. It is a matter of time only. At the end of each turn there is a 5% chance the wand will dissolve to dust and disappear. Only enchanters or necromancers can equip and use.

Attack Skill: Normal

Damage Type: Fire

Damage: 2-5? (When equipped it reflects this)

Movement Rate: Not Affected?

No. Per Backpack Slot: ?

Range: Own Square +4 radius

Value:                3000/2000gp

 

Wand of Fire (128)

Description unknown. Only enchanters can equip and use.

Attack Skill: Normal?

Damage Type: Fire?

Damage: ?

Movement Rate: Not Affected?

No. Per Backpack Slot: ?

Range: Own Square +? radius

Value:                1200/750gp

 

Wand of Lightning (127)

A Wand of Lightning is a rare and powerful magical item. Forged in times long forgotten, the wand is charged with magical energy that a wielder can cause to leap from the end to strike a chosen target within range. The wand does 'Magical' damage type. The amount of 'charges' in a wand is finite and it is virtually impossible to tell how long one will last. Perhaps many years... perhaps for just one shot... The usage of the wand has no effect on its draining. It is a matter of time only. At the end of each turn there is a 5% chance the wand will dissolve to dust and disappear. Only enchanters can equip and use.

Attack Skill: Some bonus, but unknown at this time

Damage Type: Magical

Damage: 4-11

Movement Rate: Not Affected?

No. Per Backpack Slot: ?

Range: Own Square +3 radius

Value:                1600/1000gp