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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