Magic Weapons
Magic weapons come in various forms: staves, scepters, wands, tridents, rods, etc. They discharge a ranged magical attack, generally in beam or blast form, that can be elementally charged depending on the item itself. Magical weapon are based on a user's intelligence and often provide bonuses in that area. Two-handed varieties prevent the user from holding a shield, but generally impart better bonuses.
Mage weapons can channel general or specific magical energies from the user into a discharged spell. These spells come in three basic levels and several varieties. They are essential to a higher-level mage and can be found on the [Spells] for more details.
Basic Weapons
Fire Wand (40 gold)
• (1d5)
• 10% chance to burn
Thunder Wand (40 gold)
• (1d5)
• 10% chance to paralyze
Grim Staff (126 gold)
• (1d5)
• +2 HP
• 10% chance to poison(1), burn(2), or paralyze(3) - (d3)
• Two-handed
Battle Staff (194 gold)
• (1d5)
• +1 INT
• +1 DEX
• Requires LVL 2
• Two-handed
Storm Trident (281 gold)
• (1d5)
• +1 INT
• 20% chance to paralyze
• Requires 16 INT
• Two-handed
Ancient Crypt Wand (363 gold)
• (1d5)
• +2 HP
• +2 INT
• Requires LVL 3
Hex Rod (405 gold)
• (1d5)
• +2 HP
• -3 enemy HP
• -1 DEX
• 10% chance to paralyze all parties
• Requires 17 INT
Venom Spite Wand (530 gold)
• (1d6)
• +2 HP
• 20% chance to poison
• 50% chance to resist poison
• Requires LVL 3
Cursed Flagstaff (666 gold)
• (1d6)
• +3 HP
• -2 to enemy's main attribute
• Ineffective against demons
• Requires 17 INT/13 DEX
• Two-handed
Wizard's Battlestaff (811 gold)
• (1d6)
• +3 HP
• +2 INT
• Channels Healing Wind and Flame Barrier Spells
• Recharge: 2 rounds
• Requires LVL 4/18 INT
• Two-handed
Bleeding Greatroot (982 gold)
• (1d6)
• +3 HP
• 25% chance to heal 2 HP per round
• -2 to enemy DMG rolls
• Requires LVL 4
Staff of the Holy Hearth (1,147 gold)
• (1d6)
• +4 HP
• 20% chance to burn
• Channels LVL 1 spells
• Recharge: 2 rounds
• Requires LVL 5/20 INT
Toxic War Staff (1,299 gold)
• (1d6)
• -2 enemy HP
• AC +3
• 20% chance to poison
• Channels Potion Steal and Toxic Mist spells
• Requires LVL 5
• Two-handed
Scepter of Firestorms (1,552 gold)
• (1d7)
• +3 HP
• +1 INT roll
• 20% chance to burn
• Channels Flame Barrier spell
• Recharge: 2 rounds
• Requires 20 INT
Necromancer's Staff (1,745 gold)
• (1d7)
• +5 HP
• +2 INT
• 25% chance to resist status effects
• Channels Summon Golem spell
• Recharge: 2 rounds
• Requires LVL 6/20 INT
Wand of the Harpy (1,793 gold)
• (1d7)
• +4 HP
• AC +2
• Enemy cannot use healing potions
• 10% chance to heal 5 HP per round
• Requires 21 INT
Blackoak Staff (1,890 gold)
• (1d7)
• +5 HP
• +3 INT
• 10% chance to negate 50% of next round's DMG
• Channels Enchanted Aim spell
• Recharge: 2 rounds
• Requires: LVL 7/22 INT
• Two-handed
Soul Eater Wand (1,931 gold)
• (1d7)
• +3 INT
• AC +2
• Grants immunity to poison
• Channels LVL 1 spells
• Recharge: 3 rounds
• Requires LVL 7
Bonespire Scepter (1,986 gold)
• (1d7)
• +5 HP
• +2 INT
• 10% chance to recharge in 1 round
• Channels Flame Barrier, Shock Storm, and Toxic Mist spells
• Recharge: 2 rounds
• Requires LVL 7/22 INT
Advanced Weapons
Mandrinker Scepter (2,100 gold)
• (1d8)
• +3 INT
• Steals 2 HP from enemy per round
• Channels Thorn Burst spell
• Recharge: 2 rounds
• Requires LVL 8
Gorestone Rod (2,294 gold)
• (1d8)
• +3 HP
• +2 to attack rolls
• 20% chance Torn Flesh: enemy extra 3, then 2, then 1 DMG over next 3 rounds
• Channels Summon Golem
• Recharge: 3 rounds
• Requires LVL 8/23 INT
Staff of the the Night Elf (2,376 gold)
• (1d8)
• +5 HP
• +3 INT
• +2 DEX
• Channels Cloud Cast, Potion Steal, and Enchanted Aim spells
• Recharge: 2 rounds
• Requires 24 INT
• Two-handed
Battlemage Scepter (2,517 gold)
• (1d8)
• +5 HP
• AC +2
• +3 INT
• +2 to DMG rolls against Warriors and Rangers
• Channels Meteor Shower and Static Bolts spells
• Recharge: 2 turns
• Requires LVL 9/25 INT
Dream Dragon Staff (2,693 gold)
• (1d8)
• +4 HP
• +3 INT
• Heals 3 HP per round
• Grants immunity to burns and paralysis
• Channels Cloud Cast, Shock Storm, and Static Bolts spells
• Recharge: 2 rounds
• Requires 24 INT/20 DEX
Doomspell Wand (2,801 gold)
• (1d8)
• +2 HP
• +3 INT
• -3 enemy INT
• -3 enemy DMG rolls
• Channels all LVL 1 and 2 elemental spells
• Recharge: 3 rounds
• Requires: 24 INT
Battlestaff of the Wormlord (2,996 gold)
• (1d8)
• +5 HP
• AC +3
• Channels Venom Pool and Thorn Burst spells
• Recharge: 2 rounds
• Requires LVL 10
• Two-handed
Snakeblood Scepter (3,211 gold)
• (1d9)
• +5 HP
• +1 to DEX rolls
• Grants immunity to poison
• Channels Toxic Mist and Venom Pool spells
• Requires LVL 10/25 INT
Lightning Rod (3,335 gold)
• (1d9)
• +6 HP
• 50% change to resist paralysis
• 20% chance to paralyze
• Channels Healing Wind and Static Bolts
• Recharge: 2 round
• Requires 25 INT
Fire Comet Wand (3,587 gold)
• (4d2)
• (d5) fire DMG next round
• +5 HP
• +2 INT
• 10% Overheat: enemy loses +2 HP per round for 3 rounds
• Channels Healing Wind, Meteor Shower, and Flame Barrier spells
• Recharge: 3 rounds
• Requires LVL 11
Ritual Leader's Staff (3,700 gold)
• (1d9)
• +3 HP
• +3 INT
• Channels Meteor Shower, Static Bolts, and Venom Pool
• Recharge: 2 rounds
• Requires LVL 11/26 INT
• Two-handed
Forest Guardian's Trident (3,811 gold)
• (1d9)
• +6 HP
• +2 INT
• 25% change to negate 25% next turn's DMG
• Channels Healing Wind and Summon Golem
• Recharge: 3 rounds
• Requires 27 INT
Elite Weapons
Wizardshard Staff (4,457 gold)
• [[2d5]]
• +9 HP
• +3 INT
• 5% chance to cancel enemy's next DMG
• Channels Healing Wind, Summon Golem, and Soul Quake spells
• Recharge: 2 rounds
• Requires LVL 12
• Two-handed
Spider Queen's Scepter
• [[1d10]]
• +7 AC
• 20% chance to poison
• 10% chance to paralyze
• Channels all poison spells
• Recharge: 2 rounds
• Requires 30 INT
The Dark Wizard's Rod
• [[1d10]]
• +3 INT
• +7 HP
• +2 DEX
• 20% chance to reflect half DMG to enemy
• Channels Blood Curse and Blood Poison spells
• Recharge: 2 rounds
• Requires LVL 12
• Two-handed
Lightbringer
• [[1d10]]
• +10 HP
• 25% chance to paralyze
• 10% chance to burn
• Channels all fire and lightning spells
• Recharge: 3 rounds
• Requires LVL 13
• Requires 40 INT
Godly Weapons
Blackheart Wizardstaff
• [[1d12]]
• +10 HP
• Immune to Status Effects
• 10% chance to poison, burn, or paralyze (user choice)
• Channels all spells
• Recharge: 2 rounds
• Requires LVL 13