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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.
|Name||Lvl||Damage||Dmg Type||Range||Mana per Shot||Weight||Attributes||Dropped By|
|Glacial Rod||65||75-95||Ice||4||17||37.00||magic level +1|
|Muck Rod||65||75-95||Earth||4||17||37.00||magic level +1|
|Rod of Carving||100||70-105||Ice||3||18||35.00|
|Rod of Carving (Charged)||File:Rod of Carving (Charged).gif||150||70-105||Ice||3||18||35.00|
|Rod of Carving (Heavily Charged)||200||70-105||Ice||3||18||35.00|
|Rod of Carving (Overcharged)||250||70-105||Ice||3||18||35.00||magic level +1|
|Rod of Mayhem||100||70-105||Ice||3||18||35.00|
|Rod of Mayhem (Charged)||150||70-105||Ice||3||18||35.00|
|Rod of Mayhem (Heavily Charged)||200||3||35.00|
|Rod of Mayhem (Overcharged)||250||85-120||Ice||3||21||35.00||magic level +1|
|Rod of Remedy||100||70-105||Ice||3||18||35.00|
|Rod of Remedy (Charged)||File:Rod of Remedy (Charged).gif||150||70-105||Ice||3||18||35.00|
|Rod of Remedy (Heavily Charged)||200||70-105||Ice||3||18||35.00|
|Rod of Remedy (Overcharged)||250||70-105||Ice||3||18||35.00||magic level +1|
|Sorc and Druid Staff||0||8-18||Energy||3||2||19.00|
Also Fishing Rod
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.
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