Loresinging
Loresinging is a bardic ability allowing a singer to divine the properties of an item with the sound of his voice. An item may simply tell its properties while another will have a specific story attached to it that can only be observed through a bard, often called a loresong itself due to the nature in which the story is revealed.
Different items have different amounts of difficulty to obtain the information from. In order to increase a loresong's strength and ability to divine a loresong from an item, various verses and rhyme schemes can be used to obtain the loresong. Specifically, two-line loresongs with no rhymes are less powerful than two-line verses with a rhyme scheme. And, a four-line verse with a rhyme scheme is even more powerful. Rhymes must be words that rhyme by spelling, such as the infamous hand/land rhyme. However, more and floor, though they rhyme when spoken aloud, they do not count as rhymes for the purpose of loresongs.
Additionally, if certain keywords are used (value, weight, purpose, skill [only for weapons/armor], spell, and ability) in a loresong, one can obtain specific bits of information from the item.
When loresinging to a magical or enhancive item, a bard may determine whether or not the item will be destroyed when its last magical or enhancive charge has been expended.
When singing to a piece of armor with resistance to a damage type, a proper loresong will tell the level of resistance.
Mechanics
LORESING (verb)
Usage
Usage: LORESING [:{tone}] [::{target}] {message} - Loresing a message [with a tone] [to a target] For a full list of tones, see SONG LIST. You may loresing multiple lines by separating each one with a semicolon. EXAMPLE: LORESING Jori says she hears the birds;When I can't hear a thing,;Jori whistles like a robin,;I can only sing. When LORESINGing, you will use whatever language you are currently SPEAKing.
Syntax
To loresing, use the verb LORESING followed by your song, with lines separated by semi-colons.
J>loresing staff of ebonwood now for another scrap of doggerel song,;Share with us that ability ere the night grows long You sing sonorously: "Staff of ebonwood now for another scrap of doggerel song, Share with us that ability ere the night grows long" Roundtime: 18 sec. As you sing, you feel a faint resonating vibration from the ebonwood staff in your hand...
In addition to standard loresinging, it is also possible to sing to non-held items in the same room. The purpose of this is generally to reveal a loresong. To loresing to an item not held in your hand, use the targeting syntax LORESING ::itemname. There are many examples of such items in the Museums in Wehnimer's Landing and River's Rest, as well as scattered in other areas of the game.
Order
The response message from successful attempts will reveal information in a specific order if one does not use a keyword.
- First verse
- The weight and value of the item, in addition to the difficulty rating for weapons and armor with Enchanting and Ensorcelling.
- Second verse
- The purpose of the item
- Third verse
- If the item is a weapon/armor type then it will reveal the skill required to use and enchant bonus of the item.
- If the item is a magic type then it will say which spell and how many charges left.
- If the item is enhancive, it will tell what it enhances and the level requirements but not the specific amount of the boosts.
- The keyword enhance will work for both types.
- Fourth verse
- Consists of the special ability section. Enhancive details, spells, weapon flares, reimbeddable status, crumbly status, temporary bless, and other odd information will be found here.
Keywords
- Using keywords such as value, weight, purpose, skill [only for weapons/armor] or enhance, spell, and ability will skip to that verse directly.
- The bard may continue loresinging without using a keyword to continue to the next verse in order.
- For example: if loresinging to a weapon, skipping to the third verse by using the keyword skill. Then if the next song you use contains no keywords, it will respond with the fourth verse (the ability line).
- The bard may jump to any verse including a lower level one
- For example: if the bard is on the second verse and uses the keyword value in the next song then it will jump back to the first verse.
- Skipping to a higher level verse is more difficult than a lower level.
- This means that getting the fourth verse by using the ability keyword often fails for inexperienced bards. A lower level bard would likely be more successful to skip to the third phrase using a keyword then continue with a normal song without keywords to get the last verse.
- It is important to note that magic is NOT a keyword. It does not allow one to skip to the third verse. It would be the same as using a song without a keyword
Failure
A failed verse may occur for several reasons and there are failsafe practices for working around failed verses:
- Insufficient mana will result in a failed loresong progression (with no risk of injury).
- Repetition of a particular keyword twice in a row will end a loresong progression.
- All information available to the bard has already been determined will result in a failed verse.
- To avoid failures, one can alternate between two different songs (without keywords) until a response is received from the item.
- In order to restart a loresong progression, one must reset the status by either singing to a new item or try to use a simple keyword like value.]
- You can clear the loresong progression with the command: STOP LORESONG
- Note that no roundtime will be incurred for a failed loresong verse.
There are three messages which can arise as a result of a failed loresong. Examples are as follows:
- Insufficient mana: Your song is weak, and without sufficient power to affect the pearl.
- No additional properties: You learn nothing new about the pendant.
- Item in wrong hand or misspelled item name: As you sing, you feel a faint stirring in your <item name> that fades, as if your song had somehow failed to resonate with it properly.
Example Messaging
Loresongs provide a wide variety of messaging for items. Beyond the basic properties of an item (such as weight, enchant bonus, or value), items may be identified as possessing a special ability, as imbeds (either blank, or already containing a spell), or enhancive properties. Some of that messaging is provided below:
Imbed items
Such items can be found blank (and able to be imbedded with a new spell), already containing a spell, or even rechargeable.
- Blank rechargeable (second verse):
- You sense a faint aura of magic around the pink dreamstone brooch. You also feel a faint drawing sensation from it, as though it may be able to hold more power. From the pitch of the vibration you determine that the purpose of the brooch is to cast a spell or perform some magical purpose.
- Rechargeable item (second verse):
- You sense a faint aura of magic around the grey granite bracer. You also feel a faint drawing sensation from it, as though when its charge is depleted, it may be refilled. From the pitch of the vibration you determine that the purpose of the bracer is to cast a spell or perform some magical purpose.
- Blank imbeddable (third verse):
- From the rapid vibrations of the pink dreamstone brooch, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an ample amount of mana.
- Reimbeddable item (fourth verse):
- The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
- Crumbly imbed (fourth verse):
- You sense that the black fel wand will disintegrate after its last magical charge has been expended.
- Non-Crumbly imbed (fourth verse):
- You sense that the thick ironwood rod will persist after its last magical charge has been expended.
Weapon/Armor Abilities
Typically, special abilities possessed by weapons and armor are permanent though some forms of padding and resistance may be temporary. These abilities are unique to armor, are not part of the enhancive system, and can not be recharged at the Adventurer's Guild. However, weapons and armor may have traditional enhancive properties as well.
- Gear point/difficulty rating for Enchanting and Ensorcelling (first verse):
- Though you don't yet have a full understanding of the staff's qualities, you get the impression it would be a tricky project (477 penalty) for an adventurer to modify.
- Special ability, temporary (second verse):
- It also appears to have a temporary modification of some kind.
- Special ability (third verse):
- It also has some type of special ability, but you can't tell what yet.
- Padding, permanent (fourth verse):
- The harmonics generated tell you that the leathers serves to reduce the severity of inflicted wounds. (crit padding)
- The harmonics generated tell you that the chain serves to protect from additional damage. (damage padding)
- Padding, temporary (fourth verse):
- The harmonics generated tell you that the helm temporarily serves to reduce the severity of inflicted wounds. (crit padding)
- The harmonics generated tell you that the chain temporarily serves to protect from additional damage. (damage padding)
- Additionally, the following message is given about the number of uses (and the last line indicates which temp ability it is for, WPS or resist):
- The helm resonates with your voice, revealing some details of its temporary enhancement:
- The helm's enhancement will degrade when the wearer is struck in combat.
- It should be able to withstand an incredible amount of uses before its enhancement has completely degraded away.
- When its enhancement has degraded away, the item will lose its ability to grant greater protection.
- Flares (fourth verse):
- Acid: It has been infused with the power of a corrosive substance.
- Acuity: allows a caster to occasionally focus their magical prowess for a single cast.
- Cold: It has been infused with the power of an ice elemental.
- Disintegration: It has been infused with a disintegrating substance.
- Dispel: infused with the power of a strange anti-magical substance
- Disruption: It has been infused with a disrupting substance.
- Earth: It has been infused with the power of an earth elemental.
- Fire: It has been infused with the power of a fire elemental.
- Lightning: It has been infused with the power of a lightning bolt.
- Mana: It has been infused with mana.
- Plasma: It has been infused with the power of a flaming substance. (Alternatively, this may be: The harmonics generated tell you that the <item> has been infused with a flaming substance.)
- Steam: It has been infused with a steaming substance.
- Void/Vacuum: It has been infused with a dark substance. (Alternatively, this may be: It has been infused with the power of a dark substance.)
- Terror: It has been infused with the substance of pure terror.
- Water: It has been infused with the power of a water elemental.
- Temporary Flares (fourth verse):
- Air (from EBlade): The harmonics generated tell you that the <weapon> has been temporarily infused with elemental air.
- Cold (from EBlade): The harmonics generated tell you that the <weapon> has been temporarily infused with elemental cold.
- Earth (from EBlade): The harmonics generated tell you that the <weapon> has been temporarily infused with elemental earth.
- Fire (from EBlade): The harmonics generated tell you that the <weapon> has been temporarily infused with elemental fire.
- Guiding Light: It has been temporarily infused with a divine flaming substance.
- Lightning: It has been temporarily infused with lightning.
- Lightning (from EBlade): The harmonics generated tell you that the <weapon> has been temporarily infused with lightning.
- Xazkruvrixis: The harmonics generated tell you that the <weapon> has been infused with death.
- TD Bonus: The harmonics generated tell you that the armor serves to protect from magical attacks.
- Weighting permanent (fourth verse):
- The harmonics generated tell you that the <weapon> inflicts more fearsome wounds when it strikes. (crit weighting)
- The harmonics generated tell you that the <weapon> does extra damage when it strikes. (damage weighting)
- Weighting temporary (fourth verse):
- The harmonics generated tell you that the <weapon> temporarily inflicts more fearsome wounds when it strikes. (crit weighting)
- The harmonics generated tell you that the <weapon> temporarily does extra damage when it strikes. (damage weighting)
- The harmonics generated tell you that the {weapon} assists its bearer with aiming attacks at range. (sighting) (4th verse)
- Defensive bonus:: The harmonics generated tell you that the <item> helps defend the one who wields it by granting +xx Defensive Bonus.
- Offensive bonus The harmonics generated tell you that the <item> serves to increase the efficiency of attacks by granting +xx Attack Strength.
- Bane weapon: Note: Refer to the Bane page for additional information on bane types, of which there are many.
- Second verse: A sense of deep seated hatred clings to the <weapon>, as if it had been crafted with a specific purpose.
- Third verse: This <weapon> seems to be the bane of <type> creatures.
- Fourth verse: provides characteristic of the bane bonus, such as "additional offensive bonus of +10 when employed against all undead creatures" for a weapon that imparts +10 on attacks to undead.
- Ranger Resistance: Armor treated by a ranger may have a slightly misleading loresong. The value may be high (first verse) and there will be no explicit mention of the resistance being temporary in the third and fourth verses. However, ranger-applied resistance will give the ranger's name in the fourth verse:
- A strong thread of wild magic hums in response to your song, and you sense that the cold resistance (25%) was imbued into the ruby-trimmed leathers by RangerName.
- A strong thread of wild magic hums in response to your song, and you sense that the cold resistance (25%) was imbued into the ruby-trimmed leathers by RangerName.
- When in doubt, find a ranger to ASSESS the armor to determine its status.
- Ensorcellment: Weapons and armor which have been ensorcelled by a sorcerer will first tell you about it in the second, purpose, verse: ...shrouded with a haze of necrosis around the brigandine armor. - but no details yet. In the fourth verse, it will identify the sorcerer and give you the tier of ensorcellment: A strange necrotic haze sours your melody slightly, indicating that Allereli has infused the armor with the second tier of permanent Ensorcellment.
- Bless: Weapons that have been blessed to fight undead will tell you in the second verse that the item is some type of holy item, and in the third verse will tell you (in the case of a cleric bless with Holy Water Flares) It also has some type of special ability, but you can't tell what yet. or (in the case of a regular bless or a Voln bless) It also has many more uses of some kind of special ability. Then in the fourth verse, you will see The harmonics generated tell you that the (item) has been temporarily blessed to help fight the undead. To confirm this messaging, when you LOOK at the item, it will show the message A faint aura of holy light radiates from the (item).
- Sanctified: If a weapon is sanctified, it will tell you in the second verse that the item is some type of holy item, in the third verse will tell you It also has some type of special ability, but you can't tell what yet. and in the fourth verse will tell you that the item has been sanctified for use by a Cleric or Paladin in the fight against the undead.
- Paladin Bonded Weapon (4th verse): The ITEM has been bound to PERSON via the spell Sanctify. The mace hums clearly, indicating that the restriction's conditions are as follows: This item is restricted to use by PERSON.
- Realm flare (first verse) note, you must sheathe and unsheathe the weapon first:
- You sense rare, wild magics in the weapon, magics that are tied in some elemental fashion to time and place.
- Warrior Armor Fittings: will show the protection type along with an estimation on their remaining usage in the fourth verse (note, this is unique from naturally occurring or ranger resistances mentioned above):
- As your song penetrates the <armor>, you determine that it is moderately resistant (10%) to <damage type> attacks.
- The notes of your song snag briefly on some custom fittings, and you sense that the <damage type> resistance (10%) was fitted onto the <armor> by WarriorName. You gauge that the fittings have quite a lot of wear and tear remaining to them.
- Returner (second verse): The <weapon> is obviously a weapon built for combat. It emanates magic. (third verse): The <weapon> has an enchantment of <value>. Its magic appears to be of the ARMS realm. (fourth verse): You sense that the <weapon> may return to its wielder when forced from her hand. Note, this item script masks other special abilities.
Player-Forged Weapons
Weapons created by the forging artisan skill yield special messaging which reveals the quality of the forging of the item in the third verse. The loresong will also reveal the fact that the item was player-forged (though this information is already available via the crafter's mark in the SHOW description of the item).
- Player-forged (second verse):
- It has been forged by a member of the Artisan's Guild.
- Elegant-quality (third verse):
- The handaxe has a lightly increased effectiveness in combat.
- Superior-quality (third verse):
- The maul has a moderately increased effectiveness in combat.
- Perfect-quality (third verse):
- The dagger has a significantly increased effectiveness in combat.
Enhancive Items
Items with enhancive properties have messaging in several phases of the loresong. The second verse provides a simple indicator of whether or not the item is enhancive. The third verse provides a vague description of the properties. The fourth verse contains complete information about the enhancive properties (and if complete, renders the third verse irrelevant). The tiered messaging may be valuable to lower level bards who are unable to extract the full properties of the item in the fourth verse. The third and fourth verse may also provide information about racial, skill, societal, or character restrictions placed on the item.
- Enhancive (second verse):
- Also, it seems to have some sort of enhancive properties.
- Properties, vague (third verse):
- The bracer resonates with your voice, indicating that it enhances its owner in the following ways:
- It provides a boost to Agility.
- This enhancement may not be used by adventurers who have not trained 36 times.
- It provides a boost to Aura.
- This enhancement may not be used by adventurers who have not trained 20 times.
- It provides a boost to Mana Recovery.
- This enhancement may not be used by adventurers who have not trained 10 times.
- It provides a boost to Agility.
- You think that you could probably find out something more about the pendant's enhancive properties if you tried.
- Properties, complete (fourth verse):
- The bracer resonates with your voice, indicating that it enhances its owner in the following ways:
- It provides a boost of 8 to Agility.
- This enhancement may not be used by adventurers who have not trained 36 times.
- It provides a boost of 4 to Aura Bonus.
- This enhancement may not be used by adventurers who have not trained 20 times.
- It provides a boost of 2 to Mana Recovery.
- This enhancement may not be used by adventurers who have not trained 10 times.
- It provides a boost of 8 to Agility.
- The bracer looks to have a lot of charges remaining.
- Persistence (fourth verse):
- You sense that the aquamarine bracer will crumble into dust after its last enhancive charge has been expended.
- You sense that the composite bow will persist after its last enhancive charge has been expended.
- Restriction (third/fourth verse):
- This enhancive item may not be used by the following professions: Warrior Rogue Wizard Cleric Empath Sorcerer Ranger Monk Paladin Savant.
- This enhancement cannot be used by adventurers without at least a moderate amount of skill in Brawling.
- This enhancive item may not be used by the following races: Human Giantman Half-Elf Sylvankind Dark Elf Dwarf Halfling Forest Gnome Burghal Gnome Half-Krolvin Erithian Aelotoi.
- Some bronze leg greaves inset with hammered copper discs can only be used by a Master of the Guardians of Sunfist.
- This item is restricted to use by an adventurer you can't quite determine.
- This item is restricted to use by Oweodry.
- Out of Enhancive Charges (third/fourth verse):
- This item doesn't seem to do anything! (third verse)
- The item doesn't seem to do anything! The <item name> seems to be out of charges. (fourth verse)
Special Note on Enhancive Properties
- It provides a boost of 8 to Agility.
- This enhancement is to the BASE STAT.
- It provides a boost of 4 to Aura Bonus.
- This enhancement is to the STAT BONUS.
- For every 1 point of STAT BONUS it adds 2 points to the BASE STAT.
- The 4 to Aura Bonus listed above would provide 8 to the BASE STAT.
Fusion Gear
- Fusion Gear with empty sockets (third verse):
- The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
- This item doesn't seem to do anything!
- You think that you could probably find out something more about the runestaff's enhancive properties if you tried.
- Fusion gear with empty sockets (fourth verse):
- The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
- The item doesn't seem to do anything!
- The runestaff seems to be out of charges.
Purified Gems
Gems which have been purified through Purification Song (1004) may turn into orb gems (for the purpose of charging items or creating chrisms) or become rechargeable imbeds.
- Orb gem (second verse):
- From the pitch of the vibration you determine that the purpose of the glimaerstone is as a gem of some kind. As you sing, the glimaerstone seems to resonate with your voice, and you feel it trying to draw power from you.
- Mage rechargeable (second verse):
- From the pitch of the vibration you determine that the purpose of the emerald is as a gem of some kind. As you sing, the emerald seems to resonate with your voice, and you feel it trying to draw power from you. It pulses strongly with the rhythm of your words.
Treasure Boxes
Boxes found in the treasure system yield special messaging which reveals the lock difficulty and trap difficulty.
Items Restricted by Character/Account
Items restricted by character or account yield special messaging. An example of this type of item would be a weapon bonded to a Paladin or Warrior.
- 2nd verse: In addition, its use appears to be magically restricted in some way.
- 3rd verse: The ITEM hums clearly, indicating that the item will prevent itself from being used unless the acting party meets certain conditions.
- 4th verse: (The 4th verse will yield more specific information, depending upon the item type.)
Items with Cryptic Messaging
Some items yield vague messaging that only hints the item is special. It does not pinpoint the exact type or special use of the item. Often (but not always), analyzing, inspecting, or looking at these items will yield more information.
An example of this type of item would be a Veola hair accessory:
- 2nd verse: From the pitch of the vibration you determine that the purpose of the tricorn is unusual, but the exact use escapes you.
Unlocking Loresongs
Bards have the ability to temporarily and permanently unlock loresongs, such that non-bards can RECALL the item to view its loresong. This applies to the standard properties exposed by loresinging most items, as well as the special story loresongs that some items possess.
Temporary
A loresong is temporarily unlocked for between 1 to 30 days after a bard loresings to an item. The duration is based on the bard's skill. Factors are Bard spellsong ranks, Influence bonus, and Mental Lore, Telepathy.
The duration uses the formula, per Estild: ((Bard spellsong ranks / 4) + (Influence bonus / 5) + (seed 1 summation of Mental Lore, Telepathy ranks) - 10) = # of days, min 1, max 30.
The duration of the temporary unlock will display in the fourth facet of the loresong, like so:
Its loresong has been temporarily unlocked by XXXX for 7 days, 23 hours and 59 minutes.
Permanent
Permanent loresong unlocking allows others to check the detail of their items without the assistance of a bard for the life of the item. This is especially beneficial for:
* Reviewing custom loresongs * Checking the charges on enhancives and x/day imbeddables * Tracks stat/skill changes and charges on Adventurer's Guild badges * Tracking the progress of Enchanting and Ensorcelling on project pieces, including the difficulty bonus * Remembering the type of bane or flare in a pinch * Tracking type and estimated level of padding or weighting (requires an assess after unlocking) * Determining exact percentages on all types of Resistance * Identifying exact weight and capacity * Quickly recall the attuned location for unnavable rings * Following the weight reduction of a container * ... all as continued improvements or changes are made to the item in the future.
Lore Knowledge Points
To permanently unlock a loresong, a bard must accumulate Lore Knowledge Points (LKP), which are earned simply through experience absorption. A bard may earn up to 50,000 LKP per week and store up to 200,000 LKPs total. Accumulated LKPs may be viewed with the RECALL or RESOURCE verbs.
Via RESOURCE:
Health: 229/229 Mana: 320/403 Stamina: 155/155 Spirit: 10/10 Lore Knowledge: 49,870/50,000 (Weekly) 124,870/200,000 (Total)
Via RECALL:
0. 0-49,999 LKPs: You can't recall any pertinent lore to let you preserve the knowledge of objects. 1. 50,000 LKP: You remember a yarn you've spun, which you could use to preserve the knowledge of simple items. 2. 75,000 LKPs: Your thoughts shift to tales of treasures obtained from your travels, which you could use to preserve the knowledge of magical trinkets. 3. 100,000 LKPs: You recall secrets of lost civilizations and ancient legends, which you could use to preserve the knowledge of magical items. 4. 125,000 LKPs: Memories of the history of Elanthian heroes and their epic relics resonate in your mind, which you could use to preserve the knowlege of powerful items. 5. 150,000-199,999 LKPs: Your mind is filled with a vast repertoire of lore, which you could use to to preserve the knowledge of some of Elanthia's most powerful artifacts! 6. 200,000 LKPs: Your mind is filled with a vast repertoire of lore, which you could use to to preserve the knowledge of some of Elanthia's most powerful artifacts! Your understanding of such magic cannot exceed this level.
Once a bard has earned 50,000 LKP for the week, the following message is displayed in the story window:
You have discovered all you can on life's little mysteries for the time being.
Skill Considerations
The skill check to permanently unlock a loresong rates the Bard's skill vs. the item's properties, with penalties for injuries and low on spirit. The formula for a bard's skill holds level, songspells over level, AU/INF bonus, and Telepathy ranks as equal to one "point" each. Stats and skill can be mixed and matched within their ranking to achieve an equal bonus:
* Level * Bard spellsong ranks to level * 2 * Bard spellsong ranks over level * Magic Item Use / 2 * Elemental Mana Control / 2 * Mental Mana Control / 2 * Aura stat bonus * Influence stat bonus * Mental Lore, Telepathy ranks
The skill check to unlock a loresong is far more forgiving than Enchant and Ensorcell, though some items are extremely difficult. There is a hard cap of 515 to the maximum difficulty an item can have. At level 100, with 100 bard spellsong ranks, 100 ranks of Magical Item Use, Elemental Mana Control, Mental Mana Control, 25 ranks of Mental Lore - Telepathy, and an Aura and Influence bonus of 25 each, a bard will have at least a 10% chance to successfully unlock any item.
The LKP cost is derived by the complexity or difficulty of an item, with a minimum 50,000 LKP cost to unlock any item and a maximum cost of 150,000. This cost does not vary based on the bard's skill:
1. It will require a fair amount of lore to unlock this loresong. [50000 Lore Knowledge] 2. It will require a substantial amount of lore to unlock this loresong. [75000 Lore Knowledge] 3. It will require a generous amount of lore to unlock this loresong. [100000 Lore Knowledge] 4. It will require an epic amount of lore to unlock this loresong. [125000 Lore Knowledge] 5. It will require a vast amount of lore to unlock this loresong. [150000 Lore Knowledge]
Performing the Unlock
To attempt to unlock the loresong of an item, the bard first needs to loresing to the item like normal, then within 5 minutes, use the RECALL verb on the item. Similar to enchanting and ensorceling, the first use of RECALL (verb) will provide a chance of success and also how many LKPs it will cost to unlock the item. It will also display the numeric difficulty required to unlock. A second RECALL (verb) will attempt the permanent unlock. Failure to permanently unlock an item results in a 24 hour cooldown before your can try to unlock the item again; there is no loss of LKPs. Once a loresong is unlocked, non-bards may RECALL (verb) the item to view its loresong forever.
Example of a first test-cast of RECALL (verb) to determine difficulty after loresinging:
>recall whip You begin a musical chant directed towards your black and red whip. You recall your recent loresong of the whip and prepare yourself to weave its story into its being. Your song's magic continues to permeate through the whip and you sense that you can only fail to unlock its loresong if you are horribly unlucky. [46 difficulty] It will require a fair amount of lore to unlock this loresong. [50000 Lore Knowledge] [If you would like to proceed with unlocking this loresong, RECALL whip again within the next 30 seconds.]
Example of a successful unlock (required 75,000 LKPs and awarded 400 experience):
>recall am You begin a musical chant directed towards your gnarled bone amulet. You recall your recent loresong of the amulet and prepare yourself to weave its story into its being. Having probed the gnarled bone amulet already, you continue to focus your musical chant in an attempt to permanently infuse the amulet with its loresong... You make a questionable attempt. Success! Stories and songs of comedies, victories, and heroes all swirl through your mind as you invest enough of your magical lore into the essence of the gnarled bone amulet. Its loresong has now been permanently affixed. Roundtime: 5 sec.
Example of an unsuccessful unlock:
>recall dagger You begin a musical chant directed towards your black steel dagger. You recall your recent loresong of the dagger and prepare yourself to weave its story into its being. Having probed the black steel dagger already, you continue to focus your musical chant in an attempt to permanently infuse the dagger with its loresong... You make a very poor attempt! Failure! Stories and songs of tragedies, defeats, and villains all swirl through your mind as the black steel dagger rejects your infusion of magical lore. You are left perplexed about the very essence of the dagger. Roundtime: 6 sec.
Additional Information
When accessed via RECALL, the loresong information functions exactly as if the bard is loresinging to the item. New properties added to the item after its loresong has been unlocked will be displayed, and any effects experienced by a bard loresinging the item manually will be experienced by the person accessing the loresong (which may include damage or death for certain rare items).
The loresongs of stationary items cannot be unlocked at this time.
If a non-bard accesses a loresong via RECALL and places it for sale in a player shop, the properties will be revealed as normal.