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The base Recovery Time for Staffs appears to be 100 time units.
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Journey Staff
Many dangers face the Jadamean traveler. Even the least battle-minded carry some sort of weapon. These iron ended walking sticks are a common choice.
Attack: +0
Damage: 2d4
Value: 40
Treasure Level: 1 - 3
Identify/Repair Value: 1
Toughness: 3
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Orb Staff
This staff is topped with a head of polished turquoise to give it greater striking force.
Attack: +2
Damage: 2d4+2
Value: 150
Treasure Level: 2 - 4
Identify/Repair Value: 3
Toughness: 3
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Priestly Staff
This finely decorated staff is the product of Lizardman craft. Wrapped with exotic leathers, and ended with a bronze footcap and striker, these staves are carried by Lizardman priests as a symbol of station.
Attack: +4
Damage: 2d4+4
Value: 250
Treasure Level: 3 - 5
Identify/Repair Value: 5
Toughness: 3
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Serpent Staff
These rare staffs may appear unwieldy, but they are the product of sorcery. In combat they flex with animal intelligence to work in blows through their targets' defenses.
Attack: +6
Damage: 2d4+6
Value: 400
Treasure Level: 4 - 5
Identify/Repair Value: 8
Toughness: 3
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Bone Staff
Fashioned from the spinal bones of wyverns and crowned by a dragon's lower spikeplate, these staves are the product of necromantic weaponcraft. It is unusual to find one of these deadly weapons that is not also carrying a powerful enchantment.
Attack: +8
Damage: 2d4+8
Value: 600
Treasure Level: 5 - 6
Identify/Repair Value: 12
Toughness: 3
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