UserManual > WandsStavesAndRods > RodsFull > RodsSpoiler
Rods
This list is ordered by depth, then by cost, then alphabetically
| Name | Description | Cost | Depth | Rarity | Damage | Radius | Recharging | Notes |
| Trap Location | Detects all traps in the on-screen part of the level | 100 | 5 | 1 | 50 | |||
| Light | Lights up in the direction the wand is aimed , and inflicts damage on light-sensitive creatures along the line | 500 | 10 | 1 | 6d8 | 9 | (1) | |
| Door/Stair Location | Detects all doors and stairs in the on-screen part of the level | 1,000 | 15 | 1 | 70 | |||
| 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 | 20 | 1 | 2d8 | 30 | (1) | |
| Lightning Bolts | Shoots a lightning bolt | 2,000 | 20 | 1 | 6d6 | 11 | (3) | |
| Frost Bolts | Shoots a frost bolt | 2,500 | 25 | 1 | 10d8 | 13 | (3) | |
| Sleep Monster | Puts a single monster to sleep; uniques are unaffected | 1,500 | 30 | 1 | 18 | (2) | ||
| Slow Monster | Slows down (-10 to speed) a single monster, unless its speed is already -40 or worse; uniques are unaffected | 1,500 | 30 | 1 | 20 | (2) | ||
| Fire Bolts | Shoots a fire bolt | 3,000 | 30 | 1 | 16d8 | 15 | (3) | |
| 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 | 30 | 4 | 60 | |||
| 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 | 30 | 8 | 99 | |||
| Polymorph | Turns a single monster into a monster of another type, randomly decided; uniques are unaffected; other monsters have the standard chance to resist; if a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect; if the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster and transforms the target into the new monster, at full health | 1,200 | 35 | 1 | 25 | (2) | ||
| Disarming | Disarms all traps, unlocks all locked doors and reveals all secret doors in the direction the wand is aimed | 2,100 | 35 | 1 | 30 | |||
| Acid Bolts | Shoots an acid bolt | 3,500 | 40 | 1 | 12d8 | 12 | (3) | |
| 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 | 40 | 4 | 50 | |||
| Teleport Other | Teleports up to 100 squares away all monsters in the direction the wand is aimed | 1,400 | 45 | 2 | 25 | |||
| 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 | 50 | 8 | 10 | |||
| Lightning Balls | Shoots a lightning ball | 4,000 | 55 | 1 | 64 | 2 | 23 | (4) |
| Cold Balls | Shoots a cold ball | 4,500 | 60 | 1 | 96 | 2 | 25 | (4) |
| Enlightenment | Maps a part of the level centred on your character | 10,000 | 65 | 4 | 99 | |||
| Curing | Cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion; cannot be harmed by lightning | 15,000 | 65 | 8 | 999 | |||
| Acid Balls | Shoots an acid ball | 5,500 | 70 | 1 | 120 | 2 | 27 | (4) |
| Drain Life | Inflicts damage on a single monster (not undead, a demon, an elemental, a golem, or a vortex) | 3,600 | 75 | 4 | 150 | 23 | ||
| Fire Balls | Shoots a fire ball | 5,000 | 75 | 1 | 144 | 2 | 30 | (4) |
| Healing | Cures 500 points of damage, cures all stunning, and heals all cut damage; cannot be harmed by lightning | 20,000 | 80 | 8 | 999 | |||
| Restoration | Restores experience points and all stats to maximum; cannot be harmed by lightning | 25,000 | 80 | 16 | 999 | |||
| Speed | Give your character haste (+10 to speed) for 15+1d30 turns (or 5 additional turns if already under the effect of a temporary haste enchantment); cannot be harmed by lightning | 50,000 | 95 | 16 | 99 |
- 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, the damage given is at the centre of the ball; for each square from the centre, damage is reduced by ???
- All rods weigh 1.5lbs
- Rods can be thrown for 1 point of damage
- Rods can be harmed by lightning
- The Recharging column indicates how many turns the rod takes to recharge; of one than one rod in your character's inventory is recharging, then all recharging will affect only the closest to being fully recharged (i.e. that rod will recharge at double rate, others will not recharge)
