UserManual > WandsStavesAndRods > RodsFull
Rods
This list is orderd by cost, then alphabetically
| Name | Description | Cost | Notes |
| Trap Location | Detects all traps in the on-screen part of the level | 100 | |
| Light | Lights up in the direction the wand is aimed , and inflicts damage on light-sensitive creatures along the line | 500 | (1) |
| Door/Stair Location | Detects all doors and stairs in the on-screen part of the level | 1,000 | |
| Illumination | Lights 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 spell | 1,000 | (1) |
| Polymorph | Turns a single monster into a monster of another type, randomly decided; uniques are unaffected | 1,200 | (2) |
| Teleport Other | Teleports up to 100 squares away all monsters in the direction the wand is aimed | 1,400 | |
| Sleep Monster | Puts a single monster to sleep; uniques are unaffected | 1,500 | (2) |
| Slow Monster | Slows down (-10 to speed) a single monster; uniques are unaffected | 1,500 | (2) |
| Lightning Bolts | Shoots a lightning bolt | 2,000 | (3) |
| Disarming | Disarms all traps, unlocks all locked doors and reveals all secret doors in the direction the wand is aimed | 2,100 | |
| Frost Bolts | Shoots a frost bolt | 2,500 | (3) |
| Fire Bolts | Shoots a fire bolt | 3,000 | (3) |
| Acid Bolts | Shoots an acid bolt | 3,500 | (3) |
| Drain Life | Inflicts damage on a single monster (not undead, a demon, an elemental, a golem, or a vortex) | 3,600 | |
| Lightning Balls | Shoots a lightning ball | 4,000 | (4) |
| Probing | Probes 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 | |
| Recall | Returns 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 lightning | 4,000 | |
| Cold Balls | Shoots a cold ball | 4,500 | (4) |
| Detection | Detects all treasure, objects, secret doors, stairs, traps, and monsters in the on-screen part of the level; cannot be harmed by lightning | 5,000 | |
| Fire Balls | Shoots a fire ball | 5,000 | (4) |
| Acid Balls | Shoots an acid ball | 5,500 | (4) |
| Enlightenment | Maps a part of the level centred on your character | 10,000 | |
| Perception | Reveals 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 lightning | 13,000 | |
| Curing | Cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion; cannot be harmed by lightning | 15,000 | |
| Healing | Cures a large amount of damage, cures all stunning, and heals all cut damage; cannot be harmed by lightning | 20,000 | |
| Restoration | Restores experience points and all stats to maximum; cannot be harmed by lightning | 25,000 | |
| Speed | Give 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 lightning | 50,000 |
Notes
- Damage is only to light-sensitive creatures
- The target creature has a chance of resisting the effect
- 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
- For rods that shoot balls, for each square from the centre, damage is reduced
- All rods weigh 1.5lbs
