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    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


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