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
| Kind | Value |
|---|---|
| class | Warrior |
| class | Paladin |
| class | Ninja |
| class | Ranger |
Abilities
| Ability | Name | Value | Effect |
|---|---|---|---|
| 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". |