Artifacts i wished were real...
- Locked due to inactivity on Oct 23, '23 3:54am
Thread Topic: Artifacts i wished were real...
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Alchemist's
Toolkit
This artifact allows the Hero to perform alchemy anywhere
and generates alchemical energy.
“
This toolkit contains a number of reagents and herbs
along with a small mixing vial, allowing for alchemy
on-the-go. The vial contains what looks like
alchemical energy crystals in liquid form.
not ready: The toolkit is currently warming up, and will
be ready to use after a little while.
ready: The equipped toolkit is slowly generating
alchemical energy as you gain experience. It looks like
the mixture in the vial could be enhanced by adding
energy crystals to it.
Abilities
Using the toolkit opens alchemy GUI allowing the Hero to
do alchemy everywhere. This doesn't cost any additional
resources.
When equipped, the toolkit won't be able to be used until
it warms up, this makes juggling the toolkit with other
miscellaneous items slightly more difficult. It takes 100
turns for +0 toolkit to warm up, but upgrading reduces the
duration by level^2. At level +10, the toolkit can be used
immediately upon equip.
Charging
This artifact doesn't really have charge, it instead
generates alchemical energy as the Hero gathers
experience. Energy generated by the toolkit can't be used
to upgrade it.
Energy gained per level's worth of
experience
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
2
3
4
5
6
7
8
9
10
11
12
Artifact recharging generates 0.25 alchemical energy each
turn.
Upgrading
To upgrade the toolkit, 6 alchemical energy is required.
Energy used will pay for itself after gaining 5 levels worth
of XP.
Cursed
“
The cursed toolkit has bound itself to your side, and
refuses to let you use alchemy.
A cursed toolkit will prevent you from interacting with
alchemy pots.
Chalice
of
Blood
Replaces Ring of Mending
“
This shining silver chalice is oddly adorned with sharp
gems at the rim.
+0: As you hold the chalice, you feel oddly compelled
to prick yourself on the sharp gems.
+1-9: Some of your blood is pooled into the chalice,
you can subtly feel the chalice feeding life energy into
you. You still want to cut yourself on the chalice,
even though you know it will hurt.
+10: The chalice is filled to the brim with your life
essence. You can feel the chalice pouring life energy
back into you.
Abilities
The chalice of blood passively increases natural health
regeneration; it does that by reducing the amount of turns
between the times Hero regains 1 HP naturally. The effect
works as long as the Hero is not starving. A +10 chalice
allows regenerating 1 HP per turn. Chalice is the only
artifact that doesn't have any active effects and energy.
Regeneration delay
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
8.66
8.0
7.33
6.66
6.0
5.33
4.66
4.0
3.33
2.66
2.0
Upgrading
The Chalice is upgraded by using the 'prick' command,
which deals damage to the Hero in exchange for an
upgrade. This damage can be dangerous in the short
term, but the increase in regeneration can be very helpful
in the long term. You don't have to upgrade all at once;
wait until you're strong enough to take the damage.
Base damage inflicted by each upgrade
(level is prior to prick)
Level
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
Damage
5
8
17
32
53
80
113
152
197
248
Each prick deals a base amount of damage equal to 5 + 3
* level^2 where level is the chalice's upgrade level prior to
issuing the prick command. The damage is reduced by
armor and most damage reduction effects like herbal
armor and rock armor, but not by glyphs. Since some of
these reductions, like armor, are random the effect of a
lucky roll verses an unlucky one can make the difference
between a successful upgrade and death; especially with
higher armor upgrade levels. If the damage drives HP to
zero and there is a blessed ankh in inventory then it will
be consumed as usual and the upgrade will be counted
successful. However, being revived by regular ankh doesn't
result in a successful upgrade.
Since the base damage rises quadratically, it is very
difficult to upgrade the Chalice past +7. The most viable
way without breaking Ankhs is by pricking when at full
health with a potion of shielding but be aware of how
much shielding you have before you prick. Otherwise,
when at full HP, there is a minimum safe level for the
hero to be at before attempting the next chalice upgrade.
An elixir of might can improve the safe prick threshold by
several levels. It's possible to reach +10 at Hero Level 19
with only one potion of shielding and one Blessed Ankh. A
scroll of challenge will cause the player to take 2/3 the
regular damage from the chalice making it possible to
achieve +10 without breaking an ankh.
Level at which it is completely safe to prick at full HP
Chalice Level Prior to Upgrading
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
Hero Level (No Potion of Shielding)
1
1
1
4
8
13
20
28
37
47
Hero Level (Potion of Shielding after 1 turn)
1
1
1
1
3
6
11
16
21
28
Choosing to prick yourself on the Chalice when the
unreduced damage will be greater than 75% of Hero's
current health causes the game to show a warning screen.
Charging
As this artifact doesn't have any energy, it can't be
recharged. Artifact recharging buff and ring of energy will
instead make the artifact replenish health faster. Ring of
energy increases the regeneration rate by the same factor
as it increases recharge speed of other artifacts. Artifact
recharging makes the artifact heal the Hero for 5 turns
worth of regeneration (rounded up) every turn unless they
are starving. This equals to 1 HP at lvl 0 - 5, 2 HP lvl 6 -
8, 3 HP lvl 9, and 5 HP lvl 10.
Cursed
“
The cursed chalice has bound itself to your hand, and
is inhibiting your ability to regenerate health.
Natural regeneration is reduced to 1 HP being regenerated
every 15 turns instead of 10 turns.
Cloak of
Shadows
Replaces Ring of Shadows
“
A priceless magical cloak, stolen from the royal
armory many years ago by the Rogue. When worn, it
can be used to turn completely invisible for a short
time.
The more the cloak is used, the stronger it will
become, allowing the Rogue to become invisible more
frequently and for longer durations.
This artifact is unique to the Rogue. He starts with it
equipped, and it cannot be obtained by any other means.
Abilities
“
Your cloak of shadows is granting you invisibility
while you are shrouded by it.
While you are invisible enemies are unable to attack
or follow you. Physical attacks and magical effects
(such as scrolls and wands) will immediately cancel
invisibility.
You will remain cloaked until it is cancelled or your
cloak runs out of charge.
When used, it gives the Hero a buff similar to Invisibility.
Attacking or using a scroll or wand will cancel the
invisibility, and so does using the cloak again. Activating
the cloak consumes 1 charge and an additional charge is
consumed for every 4 turns of invisibility. If the Hero has
protective shadows talent, he also gains 1 point of
shielding every 2 turns | 1 turn when the cloak is active
capped at 3 | 5 points.
Cloak is the only artifact which can be used when not
equipped; as long as the Hero has light cloak talent.
Charging
A charge is restored after 45 − chargesMissing turns, if
the level is greater than 7, the number of turns is further
reduced by 5(level−7∕3). Artifact recharging buff restores
1/4 charge every turn. The cloak can still recharge when
not equipped the Hero has light cloak talent, but the
charging, both natural and from AR buff is 83 % | 66 % |
50 % slower. Using scrolls of upgrade will also restore
charges to the cloak if the Hero has the Mystical Upgrade
talent, meaning it can exceed the charge cap.
The number of turns needed to charge the cloak from 0 to
max charges for each level can be seen in a table below.
level
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
charge cap
3
4
5
6
7
8
9
10
10
10 -
Didn't complete hold up
-
turns to recharge
129
170
210
249
287
324
360
395
385
365
345
Upgrading
Cloak upgrades itself automatically when being used at a
rate determined by cloak level and Hero level; this is to
ensure level of the cloak remains appropriate to Hero
level. Each cloak level has a target Hero level at which it
should be reached (see table below). By default it gains a
level after being active for 5 * (level + 1) turns. However,
it upgrades 10% faster for each level Hero is above the
target, but 25% slower for each level Hero is below the
target. Thus, upgrading the cloak by repeatedly using when
Hero level is below the target is ineffective.
Target Hero Level
cloak level
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Hero level
1
3
5
7
9
11
13
16
19
22
25
On level up, the cloak gains an additional charge until it
reaches 10 max charges at level 7, upgrading it further
increases recharging speed instead.
Cursed
While the Cloak cannot be found cursed, it can still be
cursed by a cursing trap. A cursed cloak becomes
impossible to use it until its curse is removed, but has no
additional negative effect on the Hero.
Dried
Rose
“
Is this the rose that the ghost mentioned before
disappearing? It seems to hold some spiritual power,
perhaps it can be used to channel the energy of that
lost warrior.
+0-9: It seems to be missing some petals. Perhaps
reattaching them will strengthen the rose.
This artifact can only be equipped once the Sad Ghost's
quest is completed, even if it is manually identified.
Abilities
At full charge, it can be used to summon the Sad Ghost to
fight for your Hero. The ghost is considered intelligent ally
and as such it will ignore unaware enemies and follow the
Hero between depths.
“
A frail looking ethereal figure with a humanoid shape.
Their power seems tied to the rose you have. This
ghost may not be much, they seem to be your only
true friend down here.
HP
Armor
Accuracy
Evasion
Damage
EXP
EXP Cap
Properties
see below
A
L + 9
L + 4
W
0
-
Flying
L - Hero level
W - Equipped weapon
A - Worn armor
Level of the rose determines strength and max health of
the Ghost.
Ghost's Health
Rose level
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Max health
20
28
36
44
52
60
68
76
84
92
100
Strength
13
13
14
14
15
15
16
16
17
17
18
By using the Rose, you can equip the Ghost with weapon
and armor. Like the Hero, they can wield a weapon and
wear an armor appropriate for its strength. However, they
don't gain any bonus damage from excess strength and
and are completely unable to use equipment that is too
heavy for them. When unarmed, they deal 0 - 5 damage
regardless of strength. Equipment used by the Ghost must
be identified and uncursed and it can't be a class specific
item (mage's staff, class armor).
When the Ghost is summoned, you can use the rose to
give it directions:
Targeting a tile with the Hero will force the Ghost to
follow them.
Targeting an empty tile will force the ghost to move
towards it and guard it by attacking any enemies within
range, and ignoring the rest.
Targeting a tile with an enemy will force the Ghost to
attack that enemy even if it wouldn't attack that enemy
normally.
Giving the Ghost directions takes no time.
Unequipping the rose while the Ghost is active will cause
it to lose 1 HP per turn until the rose is equipped again.
Charging
It takes 500 turns for the rose to completely recharge,
upgrading it will not change this. Artifact recharging buff
restores 4% of full charge each turn. The rose can't gain
any charge when the Ghost is summoned, but instead it
heals them for 1 HP every 500 / max HP turns, artifact
recharging heals them for 1 + level / 3 HP each turn.
Upgrading
The rose is upgraded by collecting dried petals, picking
one up automatically consumes it and raises the rose
level by 1.
“
A frail dried up petal, which has somehow survived
this far into the dungeon.
Petals generate in the dungeon as prize items as long as
the Hero has an identified uncursed rose in his inventory.
The game usually generates 1 petal every other depth; if
the rose is found later in the game, petals will be found
more commonly to compensate, but it might still not be
enough to reach level 10. You can only pick them up with
the rose in your inventory.
Cursed
“
The cursed rose is bound to your hand, it feels eerily
cold.
Each turn, a cursed Dried Rose has a 1% chance to spawn
a Wraith within view of the Hero.
Ethereal
Chains
“
These large yet lightweight chains glow with spiritual
energy. They can be used to pull you towards terrain,
or pull enemies toward you. The ethereal nature of the
chains even allows them to extend through walls!
The chains rest around your side, slowly siphoning the
spiritual energy of those you defeat. Each charge is a
link in the chain, which will extend out exactly one
tile.
Abilities
Upon choosing "cast" and choosing a destination, the
Chains will extend to that tile, using up charges equal to
the distance they have to extend.
If there is an enemy in the destination tile, the
Chains will pull the enemy to the Hero, unless the
space next to the Hero in the path of the Chains is
obstructed. In that case, the Chains will fail to
extend.
If the destination is an open tile adjacent to a wall
or statue, the Chains will pull the Hero to that point.
If there is not enough charges, or the target tile is
not adjacent to a wall or statue, the Chains will fail
to extend.
The Chains can pass through solid walls and other
obstacles, but they cannot pull you to places that are
otherwise completely inaccessible, such as locked
rooms.
The Chains can pull enemies into instant death
situations such as pulling an enemy into a chasm or
pulling a giant piranha onto dry ground.
Something to note is that enemies killed via
chasms award halved EXP.
Charging
The chains gain a charge after 40-2(chargeGoal-
currentCharges) turns.
Gaining experience will reduce the turns until another
charge is obtained by 200(experience∕heroLevel+1).
If the amount of charges is above the goal when
the experience is gained, this number is multiplied
by 5+level∕currentCharges.
If this causes the turn countdown to become
negative, the chains will gain charges, adding 40-
2(chargeGoal-currentCharges) to the countdown
until it becomes positive.
Upgrading
Upgrading the chains will increase the charge goal by
two.
+0 Chains will have a goal of five charges.
The Chains gain experience along with the hero, earning
20∕herolevel+1 experience for every point of experience
the Hero obtains.
When the Chains have obtained 25(level+2) EXP,
they will upgrade.
Cursed
“
The cursed chains are locked to your side, constantly
swinging around, trying to trip or bind you.
Each turn, cursed Chains have a 1% chance to cripple the
Hero for 10 turns.
Horn
of
Plenty
R -
Wtf
-
Horn
of
Plenty
Replaces Ring of Satiety
“
This horn can't be blown into, but instead seems to
fill up with food over time when equipped.
+0-9: Perhaps there is a way to increase the horn's
power by giving it food energy.
The Horn of Plenty automatically generates food that your
Hero can eat
Abilities
The Hero can eat as much food as it takes for them to
become totally full. Each charge restores 20% of their max
satiation, so 5 consumed charges will fully satiate them.
They can also take a snack, only consuming 1 charge
regardless of hunger.
Both eating and snacking food will trigger on-eat talents
with the exception of mystical meal.
Charging
It begins with a cap of 5 charges, increasing by 1 with
every other upgrade. It recharges as the Hero gathers
experience.
Charges gained per level's worth of experience
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
0.5
0.75
1.0
1.25
1.5
1.75
2.0
2.25
2.5
2.75
3
Artifact recharging restores 0.25 charge every turn.
Upgrading
The horn is upgraded by putting food into it. Ration of
food will upgrade the Horn of Plenty by exactly 1 level. All
other food items will level the Horn of Plenty
proportionally to how much hunger they restore (Small
rations will provide 0.5 level, pasty 1.5 levels and meat
pie 3 levels). Uncooked mystery meat can be stored in the
horn with no adverse effects.
Food stored in the horn will pay for itself after gaining
5.333 levels worth of XP, but in the short term upgrading
the Horn too much can leave you starving. There is also
no point of upgrading the horn if the Hero level is 25 or
greater.
Cursed
“
The cursed horn has bound itself to your side, it
seems to be eager to take food rather than produce it.
A cursed Horn of Plenty reduces the effectiveness of
consumed food items by 33%.
Master
Thieves'
Armband
Replaces Ring of Haggler
“
This purple velvet armband bears the mark of a master
thief. This doesn't belong to you, but it probably didn't
belong to its last user either.
You feel power building in the armband on your wrist
as you gain experience. You can use this power to
steal from shops, or to rob enemies!
Robbing enemies happens instantly, briefly disorients
them, and gives you a chance to get whatever loot
they have! This power is more effective against
unaware enemies. Robbing the same enemy multiple
times does not give more chances at loot.
Abilities
The player can use the armband to steal from an enemy at
the cost of 1 charge. Stealing from enemies yields the
same loot as killing them with the same base drop
chance. The chance is, however, increased by 10% *
itemLevel and additional 50% if the enemy is unaware of
the Hero. The enemy also blinded and crippled for 3 +
itemLevel turns (2 more turns if unaware) regardless
whether an item is stolen or not. It's impossible to steal
an item from an enemy if Hero level is too high (higher
than enemy xp cap + 2) or if that enemy was robbed
before.
Additionally, wearing the armband allows the player to
steal shop items instead of paying for them. 1 charge is
enough to steal an item with a base value of 10 +
itemLevel/2 gold. If the item value is higher, more charges
are spent to reach the needed value. Without enough
charges, it's still possible to try, but there is only
chargeValue/itemPrice chance of success. If the attempt
fails, the shopkeeper vanishes taking all of his goods with
him.
Since the amount of charges needed to steal an item
depends on its base value, stealing doesn't get any harder
in shops further down where items are more expensive.
Charging
The Armband begins with a cap of 5 charges, increasing
by 1 with every other upgrade. It recharges as the Hero
gathers experience, gaining 3 charges for level of
experience regardless of item level. Artifact recharging
restores 0.1 charge each turn.
Upgrading
Successful thefts eventually upgrade the Armband; it gains
4 * chargesSpent xp by stealing from a shop and 3 xp by
stealing from an enemy (5 xp if the enemy was unaware).
To reach the next level, the Armband needs 10 + itemLevel
* 3.33 xp.
Cursed
“
The cursed armband is bound to your wrist, and
somehow your pouch of gold seems to be slowly
getting lighter...
Each turn, the Hero has a 20% chance to lose 1 Gold.
Footwear
of
Nature
Replaces Ring of Herbalism
“
What initially seem like sandals made of twine are
actually two plants! They seem very weak and pale,
perhaps they need to be given nutrients?
You feel more attuned with nature while wearing this
artifact.
“
The footwear has grown and now more closely
resemble two tailored shoes. Some colour has
returned to them, perhaps they can still grow further?
You feel more attuned with nature while wearing this
artifact.
The footwear ripples with the color of the last seed
you fed them. They can briefly root into the ground
and produce that plant's effect anywhere in a 3 tile
radius. Charge needed: X%.
“
The plants have grown again and now resembles a
pair of solid boots made from bark. The plants seem
to have regained their strength, but perhaps they can
still grow further?
You feel more attuned with nature while wearing this
artifact.
The footwear ripples with the color of the last seed
you fed them. They can briefly root into the ground
and produce that plant's effect anywhere in a 3 tile
radius. Charge needed: X%.
“
The plants seem to have reached their maximum size,
they resemble a pair of armored greaves. The greaves
are a deep brown and resemble a very sturdy tree.
You feel more attuned with nature while wearing this
artifact.
The footwear ripples with the color of the last seed
you fed them. They can briefly root into the ground
and produce that plant's effect anywhere in a 3 tile
radius. Charge needed: X%.
Drop chances when trampling grass
Artifact Level
N/A
+0
+3
+7
+10
Seed
1∕25
1∕21
1∕17
1∕13
1∕9
Dew
1∕6
2∕11
1∕5
2∕9
1∕4
Abilities
Sandals of Nature act like the Ring of Herbalism in vanilla
PD, increasing the number of seeds and dewdrops gained
by trampling grass.
After upgrading, they grow and have the ability to trigger
the effect of the last seed fed to them anywhere within a 3
tile radius, as long as there is no solid obstacle in the
way. If you target yourself as a Warden, the effect will be
empowered. Charge costs depends on the effect you are
triggering.
Charge costs of
different seeds
Seed
Cost
Rotberry
8
Firebloom
20
Swiftthistle
20
Sungrass
80
Icecap
20
Stormvine
20
Sorrowmoss
20
Mageroyal
12
Earthroot
40
Starflower
40
Blindweed
12
Fadeleaf
12
Charging
When trampling tall grass, the artifact gains (3 + itemLvl)
/6 charges. This is capped at 100 charges regardless of
level. Artifact recharging restores as much charge as
trampling tall grass does each turn.
Upgrading
The Sandals of Nature upgrade by feeding them different
types of seeds until they grow into bigger types of
footwear and grant greater effects. Upgrading Sandals to
Shoes takes 3 different seeds, Shoes to Boots needs 6
more seeds, and Boots to Greaves requires additional 9
seeds. The upgrade levels in-between +3, +7 and +10
thresholds are not reachable.
After upgrading this artifact to +10, you can feed any seed
you want as many times as you want to change its active
effect.
Cursed
“
The cursed sandals are blocking any attunement with
nature.
If they are cursed, they cannot be removed and prevent the
Hero from receiving any seeds or dewdrops from plants.
Talisman
of
Foresight -
Talisman
of
Foresight
Replaces Ring of Detection
“
A smooth stone with strange engravings on it. You
feel like it's watching everything around you, keeping
an eye out for anything hidden.
When you hold the talisman you feel like your senses
are heightened. The talisman is slowly building charge
as time passes and when you discover hidden doors
or traps.
The talisman can expend its charge to 'scry' in a cone
shape, which reveals all tiles and secrets in the
scanned area, and will grant you vision of enemies
and items for a short time.
Abilities
“
You feel very nervous, as if there is nearby unseen
danger.
When the Hero is within 3 tiles of a hidden trap, it will
grant Foresight buff and display "You feel uneasy" in the
log.
It slowly gains power with turns passed and when at at
least 5% charge, it can be used to "scry", revealing tiles,
monsters and items in a cone shape. The amount of
tiles affected is determined by current amount of
charges and artifact level.
Charging
Each turn, 0.05+level*0.005% is added to the current
charge. The Talisman fully charges in 2000 turns at +0,
scaling to 1000 turns at +10.
Upgrading
The artifact upgrades by 1 level with 100 + 50*level
experience gained.
The artifact will gain 10 experience for every trap, item
or enemy and 100 experience for every hidden door
revealed by scrying.
An easy way to level up the Talisman of Foresight
is to search trap rooms. The hidden summoning
room is especially good at leveling the Talisman as
it contains many hidden traps.
Cursed
“
The cursed talisman is intently staring into you, dulling
your senses.
A cursed Talisman of Foresight will decrease the chance
to passively find secrets.
Timekeeper's
Hourglass
“
This large ornate hourglass looks fairly unassuming,
but you feel a great power in its finely carved frame.
As you rotate the hourglass and watch the sand pour
you can feel its magic tugging at you, surely using
this magic would give you some control over time.
+0-9: The hourglass seems to have lost some sand, if
only you could find some...
Abilities
It has the ability to freeze time from either the Hero's
perspective or the enemies' perspective. Each charge
can freeze time for 2 turns, or keep Hero in stasis for 5
turns.
When used to freeze time :
All actions performed by the Hero will occur
instantaneously unless otherwise noted.
While this is active, the Hourglass will lose a
charge every two turns.
These actions will end the effect, and will not
happen instantaneously:
Attacking
This means that the Hourglass cannot be used
for free or surprise attacks.
Unequipping the Hourglass
Cancelling the effect via the Hourglass
Using wands or scrolls
Using class armor abilities
These actions will not end the effect:
Moving
Triggering traps
The trap will only activate when the effect is
over, allowing the Hero to move out of range of
certain traps, forcing them to attack enemies
instead of them.
Drinking/throwing potions
Equipping and unequipping items
Anything else not listed as ending the effect
When used to activate stasis:
The Hero will freeze while the enemies move freely,
acting as if the Hero is invisible and wander
normally until the effect ends.
This uses up to two charges, with each turn
corresponding to five turns of stasis.
This function of the Hourglass is useful when the
Hero is surrounded or when they need help to
survive damage-over-time debuffs such as burning,
poison, and deferred damage.
It is worth noting that the Hero does not gain
hunger while in stasis.
Charging
It begins with 5 maximum charges, but gains a charge
with each sandbag obtained.
A charge is restored to the Hourglass after
90−3×chargesMissing turns.
Upgrading
It's upgraded by purchasing sand, which is generated in
Shops if the Hero is carrying the Hourglass when
descending to a depth containing a Shop for the first
time.
If an Hourglass is found late in the game, it may
not be possible to upgrade it to +10.
Each pair of upgrades increases the amount of charges
the hourglass can have by 1, so a +10 hourglass will
have a maximum capacity of 10 charges.
Cursed
“
The cursed hourglass is locked to your side, you can
feel it trying to manipulate your flow of time.
Each turn, there is a 10% chance the Hero will lose the
next turn.
Unstable
Spellbook
“
This Tome is in surprising good condition given its
age. It fizzes and crackles as you move the pages,
surging with unstable energy. If you read from this
book, there's no telling what spell you might cast.
+0-9: The book's index is incomplete, and is currently
pointing to the following blank pages:
Abilities
The Unstable Spellbook randomly generates and
immediately uses a scroll when used.
This could be any scroll (except for upgrade and
transmutation).
Scrolls of Identify, Remove Curse and Magic
Mapping appear 2 times less commonly compared
to their normal drop rates.
The Unstable Spellbook cannot be used while blinded.
Charging
It begins with two max charges, but gains an extra
charge every other level, to a max of 8.
A charge will be restored to the Spellbook after
120−5×chargesMissing turns.
Upgrading
The Unstable Spellbook is upgraded by adding 1 of 2
"requested" scrolls to it, consuming the scroll.
Which scrolls are currently requested can be found
by examining the book.
Upon adding a requested scroll, the Book will
request a new one (excluding scrolls of upgrade
and transmutation).
Unidentified scrolls cannot be added.
The max upgrade level is achieved once you've
added one of every scroll to the book.
Adding a scroll will allow the user to decide whether
they want a regular scroll, or its exotic variant effect the
next time the added scroll is called by the Spellbook.
Using a regular one costs 1 charge, while an exotic one
costs 2.
Scroll of Identify → Scroll of Divination.
Scroll of Remove curse → Scroll of Anti-magic.
Scroll of Magic mapping → Scroll of Foresight.
Scroll of Teleportation → Scroll of Passage.
Scroll of Recharging → Scroll of Mystical Energy.
Scroll of Terror → Scroll of Petrification.
Scroll of Lullaby → Scroll of Affection.
Scroll of Rage → Scroll of Confusion.
Scroll of Retribution → Scroll of Psionic Blast.
Scroll of Mirror Image → Scroll of Prismatic Image.
Cursed
“
The cursed book has bound itself to you, it is
inhibiting your ability to use most scrolls.
A cursed Unstable Spellbook prevents you from reading
any scrolls except a scroll of remove curse.
Related
badges -
Let me know which one you liked!
-
I ain't reading allat
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