Poles

1. Weathered Pole

Attack: 1

Strength: 1

2. Plundered Pole

Attack: 2

Strength: 1

3. Horn Pole

Attack: 2

Strength: 2

4. Bone Pole

Attack: 3

Strength: 1

5. Goblin Pole

Attack: 5

Strength: 3

6. Sage's Pole

Attack: 3

Strength: 3

Passive Ability - 50% chance of fish becoming docile, no resistance, rare and higher level fish have reduced level of effectiveness

7. Mythril Pole

Attack: 5

Strength: 5

8. Geezer's Pole I

Attack: 7

Strength: 8

Activated ability - OH me pretty - restore the fish stamina, each use doubles the XP of the catch

Passive Ability - drag hook, can catch up to three fish at one time, decrease rarity by one level

9. Geezer's Pole II

Attack: 8

Strength: 10

Activated ability - multi-attack, can make 3 attempts to hook the fish with a chance of inflicting stun damage

10. Geezer's Pole III

Attack: 15

Strength: indestructible

Active ability - call the great beast, increase rarity of encounter by two steps

Passive Ability - increase angling skill +2, decrease Charisma stat -2

Rods

11. Angler's Rod

Attack: 3

Strength: 3

12. Gorgon's Rod

Attack: 3

Strength: 4

Passive ability: counts as a water-type item

13. Whale Whisker

Attack: 4

Strength: 4

Passive Ability: reroll critical failures, if double crit failure rod shatters. Counts as a water-type item

14. Elder Rod

Attack 8

Strength: 4

Passive ability - restore 1 stamina to angler on a critical success

15. Ice Rod

Attack: 4

Strength: 4

Passive ability - counts as ice type item

16. Storm Rod

Attack 6

Strength: 4

Activated ability - stun fish, 50% chance

Passive Abiliy - counts as a storm type item

17. Mighty Rod

Attack: 4

Strength: 6

Activated ability: double rod strength for one round

Passive ability: double attack for setting the hook, 25% chance

18. Durable Rod

Attack: 3

Strength: 8

Activated ability: double the strength stat of all components of rod, including line, lure, bait, etc. This lasts for one fishing round

Passive ability: +50% strength during a contest of strength, 50% chance of activating

19. Orochi/Serpent Rod

Attack: 8

Strength: 4

Activated ability - poison, fish takes double stamina drain, but can not be eaten raw afterwards, must be cooked

20. Fishcaliber

Attack: 50

Strength: 5

Passive abilities - increase encounter rate to 99%, raise base rarity to area maximum, if strength check is failed, Fishcaliber is lost again to the lake for someone else to find

21. Titan Rod

Attack: 20

Strength: 20

Passive ability - counts as a giant sized item, doubles stamina cost to use, and requires minimum strength of 9 to use. No giant sized item penalty if user has a strength 15+ (or 4/5 strength depending on system)

22. Zodiac Rod

Attack: 12

Strength: 10

Activated ability - the stars are right, greatly increase encounter rate and chance of rare game

Passive ability - nocturnal, half all attributes during the day, activated ability unavailable

23. Rod of the Fallen/Ailment Rod

Attack: 5

Strength: 5

Activated ability - inflict fish on the line with stun, sleep, confusion, 50% chance of each ailment per activation. 

24. Nemesis/Shadow Rod

Attack: 8

Strength: 8

Activated Ability - Frenzy, a fish on the line spends a round fruitlessly thrashing around, causing double stamina loss 

Passive ability - shadow counter, any fish with innate magical ability has the ability countered, and it doesn't activate, instead taking stamina damage, 50% chance of this power working. 

25. El do-Rod-o/Golden Rod

Attack: 5

Strength: 7

Passive Ability: Gain double XP for fishing success, gain double cooking and crafting components from caught fish, sold whole fish sell for +2 charisma value

26. Shining Rod/Platinum Rod

Attack: 5

Strength: 10

Activated ability - Healing surge, restores stamina and health, once per day

Passive ability - add one extra die on all rolls against dark, poison, undead, etc type creatures and select the appropriate highest rolling dice

27. Astral Rod/Crystal Rod

Attack: 5

Strength: 7

Activated ability - next encounter check goes an encounter level higher, rare appearing in uncommon, uncommon appearing common. This allows the rod to be used to call higher level prey than should be in an area.

Passive Ability - User can sense ambient essence and fish populations, adding sensed level to dice rolls

28. Rod of the Roses

Attack 7

Strength: 7

Activated ability - deal triple stamina drain during a contested fishing roll

Passive ability - lordly bearing, common fish do not bite on the rod of the roses, so the angler doesn't waste time or bait on bait fish

29. Arcane Rod

Attack: 10

Strength: 8

Active Abilities: User and their immediate surroundings become obscured to fish, stealth activation. 

Passive Abilities: has the subtypes Ice, Wind, Water, and Storm allowing it to be a super-effective tool. 

30. Nirvana Rod

Attack: 10+ expended user essence

Strength: 10

Special: meditate during passive rounds to regenerate essence, and stamina

User has their Stamina doubled, and no longer need concentration checks on long duels. 

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