MajorMUD Online Explorer

skull flail #1617

not in game

Type
1
Damage
16–37
Speed
2100
Weight
150
Cost
15
Cost type
3
Uses
-1
Robable
yes

Fashioned by evil hands this weapon would strike fear in the

weak. A long, black rod carries spikes of its own, even as

its spiked chains are attached to three humanoid skulls,

each one polished to a sickly shine. A single crimson rune

has been carved into each skull, glowing with a vile light.

Restrictions

KindValue
classWarrior
classPaladin
classNinja
classRanger

Abilities

AbilityNameValueEffect
28 Magical 5 Defines the magical potency of an item. Witchunters cannot use items with this flag. To make a non-magical item hit highly magical creatures, use the HitMagic flag.
100 LoyalItem 0 Makes the item stay with the player even into death. Seen in items.
98 Evil 120 In spells and items, makes the spell/item useable only by Evil aligned characters.
43 CastsSp 952 Casts the spell when an item is 'used', or, with the %Spell attribute, this is the spell that is cast when the % chance is met.
116 BSAccu 0 Used in items (although I can see no reason why it couldn't be used in a spell) to specify the backstab accuracy for the weapon. A positive value increases the chance to hit, a negative value decrease
135 MinLevel 50 Typically seen in items (useless for spells since they have their own internal Minimum level field) to restrict them to players ONLY of the level specified or higher. The value in the parameter is the
114 %Spell 50 Used in items to make a "spell effect" occur on a percent chance on each hit or crit. The spell cast is specified by the NEXT "CastsSp" attribute. See "CastsSp".

References

Points at

Casts
Hit message
  • #8232 smash|clobber|slam
Miss message
  • #8288 flail at

Pointed at by