R E F E R E N C E  -  W E A P O N S



Staffs

The base Recovery Time for Staffs appears to be 100 time units.



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





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





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





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





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







Original graphics and text © The 3DO Company.
Treasure Level information courtesy of 3DO Community regular Sil.
Formatting and Recovery Time information © 2000 The Erathian Liberation Party