Difference between revisions of "Wand"
m (tied 'clumsiness' property on legacy wands to 'clumsy' magery spell) |
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<table><tr><td> | <table><tr><td> | ||
* [[Clumsy|Clumsiness]] | * [[Clumsy|Clumsiness]] | ||
+ | * [[Mana Drain|Mana Drain]] | ||
+ | * [[Feeblemind|Feeblemind]] | ||
+ | * [[Weaken|Weakness]] | ||
</td><td> | </td><td> | ||
</td></tr></table> | </td></tr></table> |
Latest revision as of 08:38, 15 October 2024
Wand |
Weight: 1 Stone |
Physical Damage 100% |
Weapon Damage 11 - 15 |
Weapon Speed 2.75s |
Strength Requirement 5 |
One-Handed Weapon |
Skill Required: Mace Fighting |
Durability: 36 (min) - 48 (max) |
The Wand is a One-Handed Weapon for Mace Fighting practitioners. It is one of the few weapon classes that are uncraftable - they are typically found in Treasure Chests.
Although not terribly useful as an actual melee weapon (due to a lack of combat orientated Item Properties), wands usually have Magery spell charges attached to them - Allowing the caster to activate their magic without need for Skills, Mana nor Reagents if the wand is equipped.
In addition to this, wands usually have both the Spell Channeling and Mage Weapon properties. This makes them invaluable items for training Magery with.
They can have their durability increased, via Powder of Fortifying, to a maximum of 255 and can be dyed with Pigments of Tokuno.
Special Moves | ||
---|---|---|
Primary | Dismount | |
Secondary | Disarm |
Casting
Spells wands are known to provide:
Double clicking a wand with listed charges will activate the spell, reducing the charge level by one. Neither Skills, Mana nor Reagents are required to cast in this manner.
Legacy Wands
Older wands once provided different spells to what they do today. Known older wands cast:
Attempting to use these wands now reduces the charges without actually casting the spell.