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> exp
Level: 37 Fame: 6,591,250
Experience: 1,513,746 Field Exp: 0/980
Ascension Exp: 0 Recent Deaths: 0
Total Exp: 1,513,746 Death's Sting: None
Long-Term Exp: 0 Deeds: 62
Exp until lvl: 62,754
PTPs/MTPs: 106/0
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> info
Name: Rouku Race: Human Profession: Empath (not shown)
Gender: Female Age: 0 Expr: 1,513,746 Level: 37
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 59 (9) ... 59 (9)
Constitution (CON): 68 (9) ... 68 (9)
Dexterity (DEX): 62 (6) ... 62 (6)
Agility (AGI): 62 (6) ... 62 (6)
Discipline (DIS): 92 (21) ... 92 (21)
Aura (AUR): 92 (21) ... 92 (21)
Logic (LOG): 88 (24) ... 88 (24)
Intuition (INT): 88 (24) ... 88 (24)
Wisdom (WIS): 92 (21) ... 92 (21)
Influence (INF): 84 (17) ... 84 (17)
Mana: 214 Silver: 0
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> skill
Rouku (at level 37), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 30 6
Physical Fitness...................| 172 72
Arcane Symbols.....................| 132 36
Magic Item Use.....................| 132 36
Spell Aiming.......................| 172 72
Harness Power......................| 172 72
Mental Mana Control................| 132 36
Spirit Mana Control................| 132 36
Spiritual Lore - Summoning.........| 10 2
Mental Lore - Transference.........| 150 50
Mental Lore - Transformation.......| 15 3
Perception.........................| 132 36
Climbing...........................| 90 20
Swimming...........................| 90 20
First Aid..........................| 172 72
Spell Lists
Major Spiritual....................| 20
Spell Lists
Minor Spiritual....................| 20
Spell Lists
Empath.............................| 36
Training Points: 106 Phy 0 Mnt (564 Phy converted to Mnt)
(Use SKILLS BASE to display unmodified ranks and goals)
152 days remain until the annual FIXSKILLS is to be granted, on 05/20/2024.
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> society
Current society status:
You are a Master in the Council of Light.
You have learned and are able to use the following abilities:
Sign of Recognition
Signal
Sign of Warding
Sign of Striking
Sign of Clotting
Sign of Thought
Sign of Defending
Sign of Smiting
Sign of Staunching
Sign of Deflection
Sign of Hypnosis
Sign of Swords
Sign of Shields
Sign of Dissipation
Sign of Healing
Sign of Madness
Sign of Possession
Sign of Wracking
Sign of Darkness
Sign of Hopelessness
Past society affiliations (resigned or cast out):
You have no past society affiliations.
Primary Goods:
- 7x, T5 ensorcelled, T3 parasite runestaff, 6x acuity, rot flares, disintegrate flares
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The creator has also provided the following information:
PARASITIC WEAPONS
Verb Host Item Weapon
RAISE Summons Weapon
CLENCH Returns Weapon
PROD ON/OFF Blood Flares
PRAY Finish Host Bond Increases Affinity if you are ready
PUNCH UnAttunes
Unlocked Verbs
PUSH Fluff Fluff
PULL Fluff Fluff
PROD Turns ON/OFF Ambient
POINT Fluff Fluff
RUB Fluff Fluff
RAISE Parasitic Bond
HUG Fluff Fluff
KISS Perfect Host
Unlocked Abilities
Blood Flares: Damages target at the cost of own health.
Verb: Prod to turn ON/OFF.
Parasitic Armaments: When wielding both a parasite weapon and wearing parasite armor the wielder can activate Parasitic Armaments. The Armaments will draw blood from the wielder or the reserves to create spikes on the player. These spikes last for affinity of both items / 2 in minutes. It will have a minimum of 3 minutes and a maximum of 9 minutes. While attacking or casting, the spikes have a chance to provide an additional flare at half strength, consuming a spike. While defending, the spikes have a chance on being hit to reactively flare at the target for half strength, consuming spike. Both have to be unlocked to T1 and at least Affinity 3 to use. If the wielder reaches below 1/4 of their health, the armaments will turn off. You can also RUB the armor again to turn it off once activated.
Cooldown: 60 minutes.
Costs: 10 health per flare, prioritizing health reserves.
Duration: ((Weapon Affinity + Armor Affinity) / 2)
Verb: Rub Armor
General Information
Tier: 3 Affinity Level: 3
Total Blood Bound: 5000 Daily Blood Cap: 5000/5000
22 Hour Blood Tracker: 9 hours and 48 minutes Triggered Parasitic Bond: Locked
Innate Parasitic Bond: Locked Perfect Host: Locked
Summoned Status: Ready for summoning.
Customization
Tentacle Color: green Accent Color: vermillion
Custom Article: None. Custom Adjective: ossified rufous
Custom Noun: staff
Custom Long: an ossified rufous staff entwined with stylized wispy green tentacles
Custom Show: None.
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Staff Examples
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You gesture at a phosphorescent worm.
CS: +126 - TD: +48 + CvA: +25 + d100: +79 == +182
Warding failed!
A brief tremor ripples across the worm's skin, leaving a faint beading of scarlet in its wake.
... 23 points of damage!
** A sickly green aura radiates from an ossified rufous staff entwined with stylized wispy green tentacles and seeps into a phosphorescent worm's wounds! **
... 25 points of damage!
You wince as the ossified rufous staff draws upon your blood as it strikes.
** A slender green and vermillion tendril lashes out from an ossified rufous staff entwined with stylized wispy green tentacles and slashes a phosphorescent worm! **
... 25 points of damage!
Strike to cheek manages to remove the majority of the phosphorescent worm's jaw!
** Necrotic energy from your ossified rufous staff overflows into you! **
You feel healed!
Cast Roundtime 3 Seconds.
Treasure Sack
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You analyze your treasure sack and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "There do not seem to be any specific limitations."
The creator has also provided the following information:
This sack is a Bag of Holding (major) reward from the Bank Heist at Duskruin Arena. Items stored inside will count only as one item (the container). The current properties of this sack are as follows:
Unique Item Capacity: 69 items -- carrying 8 total items, 2 unique items (a material swatch)
Per-Item Capacity: Up to 58 of the same item (a slender wooden rod)
Max Encum of Container: 200 pounds: currently carrying 10 pounds (a handful of sparkling dust)
Weight Reduction: 25% (a strand of veniom thread)
Despite any messages below, this item cannot be lightened or deepened.
USAGE: DROP/PUT, POKE, PULL (to remove focused item), PUSH, RAISE, RUB, TOUCH, TURN (to set focus on an item to remove), WHISPER (to set focus based on a description).
Important Note: GET will not work with this container.
You get no sense of whether or not the sack may be further lightened.
A Dark Leather Aketon
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40x, 50 crit padding services (5CER)
Spidersilk Shroud
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You analyze your spidersilk shroud and sense that the creator has provided the following information:
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This is an "Imbued Shroud," and it contains a halfling berserker, with an unhinged expression on her face.
The spirit can NOT be changed or altered in any way.
The spirit can occasionally be glimpsed by others when the shroud is worn and will WHISPER things to the wearer, and at higher unlock tiers those whispers can be heard by others in the room. When fully unlocked, this spidersilk shroud has the ability to unleash a wave attack a certain number of times per day.
Alteration Information:
This spidersilk shroud must remain a "shroud" and must always remain a cloth garment of very high quality, thus nothing even remotely tattered, torn, shabby, ragged, stained, etc. Aside from that, there are no restrictions. The shroud can handle both long and show descriptions with no trouble.
This shroud is currently Tier 2 out of a maximum of 4 Tiers.
This shroud has the following actions available: WEAR, REMOVE, PULL, PUSH, RUB, SMELL, TWIST, and SHAKE.
This shroud has the ability to conceal your features when PULLed.
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You can tell that the shroud is as light as it can get, but you might be able to have a talented merchant deepen its pockets for you.
- Auto-Bundling Herb Satchel
Leather Harness
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You analyze your leather harness and sense that the item is largely free from merchant alteration restrictions.
The creator has also provided the following information:
The leather harness is unlocked, but could be unlocked once more. It has 12 verbs.
When altering, keep in mind that the harness's messaging references large and small containers, and a row of weapon slots and straps. These can all be altered by a skilled merchant. The containers should remain plural. Currently, they are set to slots (wands and small weapons), straps (belted weapons), a series of straps (back weapons), large sacks (bundled weapons), narrow tubes (paper and scrolls), small pouches (trinkets), and containers (anything else).
You might be able to have a talented merchant lighten the leather harness for you or deepen its pockets.
There's a host of other items, silver in the bank, etc., these are the highlights.
Any reasonable cash offer will be entertained.