Rods are used only by druids. They deal damage and use a small amount of mana. Sorcerers cannot use rods; they use wands instead. Rods are One-Handed so they can be used together with a shield, and they fire every turn. Unlike normal weapons these weapons can fire at distance beyond the user.

Rods cause Death, Earth or Ice damage depending upon which rod is used. A benefit of this is that every hit causes damage, and the damage is not mitigated by the creature's armor. The drawback is that some creatures are immune to these types of damage.

Unlike melee weapons for knights, a druid cannot fire shots with a rod if several levels beneath the level requirement. First at level 65 (for Muck Rod) the druid will gain 1 magic level and the ability to automaticly fire the rod when having a target within 4 floors/meters.

Charged Rods could be made until Summer Update 2017. They were later merged into their respective base weapons which had become imbuable.


Name Lvl Damage Dmg Type Range Mana per Shot Imbuing Slots Weight Skill Boost Dropped By
Deepling Ceremonial Dagger Deepling Ceremonial Dagger 300 86-98 Ice 6 23 2 32.00 magic level +2
Deepling Fork Deepling Fork 300 80-120 Ice 5 23 2 33.00 magic level +3
Dream Blossom Staff Dream Blossom Staff 80 63-77 Energy 5 18 2 32.00 magic level +2
Energized Limb Energized Limb 180 85-95 Fire 4 15 2 27.00 magic level +2
  • This item is not dropped by any creatures.
Falcon Rod Falcon Rod 300 87-101 Earth 5 20 2 37.00 magic level +3
Glacial Rod Glacial Rod 65 75-95 Ice 4 17 37.00 magic level +1
Hailstorm Rod Hailstorm Rod 33 56-74 Ice 3 13 27.00
Moonlight Rod Moonlight Rod 13 13-25 Ice 3 3 21.00
Muck Rod Muck Rod 65 75-95 Earth 4 17 37.00 magic level +1
Necrotic Rod Necrotic Rod 19 23-37 Death 3 5 23.00
Northwind Rod Northwind Rod 22 23-37 Ice 3 5 2 29.00
Ogre Scepta Ogre Scepta 37 56-74 Earth 3 13 2 29.00
Rod of Destruction Rod of Destruction 100 80-110 Ice 4 20 2 35.00 magic level +2
  • This item is not dropped by any creatures.
Shimmer Rod Shimmer Rod 40 56-74 Ice 4 13 31.00
  • This item is not dropped by any creatures.
Snakebite Rod Snakebite Rod 6 8-18 Earth 3 2 19.00
Sorc and Druid Staff Sorc and Druid Staff 0 8-18 Energy 3 2 19.00
  • This item is not dropped by any creatures.
Springsprout Rod Springsprout Rod 37 56-74 Earth 3 13 27.00
Terra Rod Terra Rod 26 37-53 Earth 3 8 25.00
The Chiller The Chiller 0 4-8 Ice 3 1 15.00
  • This item is not dropped by any creatures.
Underworld Rod Underworld Rod 42 56-74 Death 3 13 2 29.00

Also Fishing Rod

Related Topics


Rods are lootable from a variety of magically-inclined monsters, so (as with any equipment purchase) remember to search around and look for rods sold by players which will be at far lower prices than those on offer by the merchant NPCs.

Since your fighting stance does not affect the damage output of your rod, you should always use defensive fighting in order to minimize the damage done to you.

Use the landscapes of the various areas to your advantage when using rods. The rods which shoot at a distance can be used in different circumstances which will prove advantageous to you, just as paladins use bows and arrows to their advantage. The distance between an enemy and yourself could be the deciding factor in battle as if the monster is unable to attack from afar, you will not be damaged BUT will be damaging the monster at the same time. Employ the tactics of a paladin and run around trees to confuse the enemy while hurling death inducing missiles at them with your Necrotic Rod, and chill your opponents with the rays of the Moonlight Rod - make your own strategies for success!

As rods consume mana when fired, a useful tip is to remember to use this to your advantage if you decide to train your magic level. When a rod is fired on to a creature which is immune to the attack, the mana consumed will still count towards a magic level. In other words, using a Snakebite Rod on a creature which is immune to earth damage, will train your magic level but will not harm the monster. This tactic may sound useless, but pair this with the fact that mana regenerates quick enough for elder druids to repeatedly shoot the monster and not lose (or gain) any mana - this makes for knight-like training. If you wish to use this strategy as an unpromoted druid, then you can expect to slowly lose mana over time as the regeneration times are slower than that of an elder druid, although the strategy is still quite useful. It also makes sense to trap a creature such as a wild (or convinced/summoned) poison spider near a fishing spot and fish whilst you gain magic levels. This strategy however is mainly of use to lower level druids within the regions of level 7-23, as they will most likely be unable to make magic runes for profit due to level restrictions on spells.