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2008-03-18 at 17:21

Rods

This list is orderd by cost, then alphabetically

NameDescriptionCostNotes
Trap LocationDetects all traps in the on-screen part of the level100
LightLights up in the direction the wand is aimed , and inflicts damage on light-sensitive creatures along the line500(1)
Door/Stair LocationDetects all doors and stairs in the on-screen part of the level1,000
IlluminationLights up the room your character is in, or all squares within 2 squares of your character otherwise; this inflicts damage on any light-sensitive creatures within the area affected by the spell1,000(1)
PolymorphTurns a single monster into a monster of another type, randomly decided; uniques are unaffected1,200(2)
Teleport OtherTeleports up to 100 squares away all monsters in the direction the wand is aimed1,400
Sleep MonsterPuts a single monster to sleep; uniques are unaffected1,500(2)
Slow MonsterSlows down (-10 to speed) a single monster; uniques are unaffected1,500(2)
Lightning BoltsShoots a lightning bolt2,000(3)
DisarmingDisarms all traps, unlocks all locked doors and reveals all secret doors in the direction the wand is aimed2,100
Frost BoltsShoots a frost bolt2,500(3)
Fire BoltsShoots a fire bolt3,000(3)
Acid BoltsShoots an acid bolt3,500(3)
Drain LifeInflicts damage on a single monster (not undead, a demon, an elemental, a golem, or a vortex)3,600
Lightning BallsShoots a lightning ball4,000(4)
ProbingProbes all monsters in the line of sight, giving information on current hit points and many characteristics and abilities (excluding melee, spellcasting, and breath attacks)4,000
RecallReturns your character from the dungeon to the town, or from the town to the deepest level he or she has visited in the dungeon; the recall effect is not immediate, but is delayed by 14+1d20 turns; during that delay, the spell can be canceled by casting a spell, reading a scroll or activating a rod of recall again; it cannot be harmed by lightning4,000
Cold BallsShoots a cold ball4,500(4)
DetectionDetects all treasure, objects, secret doors, stairs, traps, and monsters in the on-screen part of the level; cannot be harmed by lightning5,000
Fire BallsShoots a fire ball5,000(4)
Acid BallsShoots an acid ball5,500(4)
EnlightenmentMaps a part of the level centred on your character10,000
PerceptionReveals all normal (non-hidden) magical powers of one object; this may be aborted before choosing a target without using up a charge; cannot be harmed by lightning13,000
CuringCures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion; cannot be harmed by lightning15,000
HealingCures a large amount of damage, cures all stunning, and heals all cut damage; cannot be harmed by lightning20,000
RestorationRestores experience points and all stats to maximum; cannot be harmed by lightning25,000
SpeedGive your character haste (+10 to speed) for a short time (or additional time if already under the effect of a temporary haste enchantment); cannot be harmed by lightning50,000

Notes

  1. Damage is only to light-sensitive creatures
  2. The target creature has a chance of resisting the effect
  3. For rods that shoot bolts, there is a 20% chance of getting a beam, which affects all monsters in the line of action, not just the target
  4. For rods that shoot balls, for each square from the centre, damage is reduced
  • All rods weigh 1.5lbs

Rods Spoiler