Rikket_The_Rogue
Grandmaster
Delver's Charm
Meta-Rogue Talisman Idea (can't have more than 50 taming).
Gives the wearer luck in their travels, and a knack for success.
You gain experience by locks picked, identifying magical treasure, moving while stealthed, casting from scrolls and traps disarmed. Experience is penalized by 75% while not in a dungeon, and by 1% for every point between your lowest & highest stat.
Gain 10% more gold & gems from picked dungeon chests and buried/sucken chests per level, and have a small chance to find rare drops in chests (higher level potions, skill scrolls, fire horns, wands, deco-items, MOTM cloth, or other rare creature drops that are not statues).
Relics
Staff Crafting:
Allows you to create and use magical staves.
Using 50 spell-scrolls of a specific spell, 100 gems of the same type (see list), and a staff you can create magical staves.
Magical staves act as wands do, but require both hands to use; those without this charm can not use the spell stored within, but can still use the staff to attack.
At level 3 you can recharge staves by dragging the relavent scroll onto them.
Base Crafting success is 35% + 5% per relic level (max 85%).
Spells that can be made into staves, and the gems they require by Circle:
Circle 1 (Requires 100 Citrines, and relic level 1):
Create Food, Heal, Night Sight, Reactive Armor
Circle 2 (Requires 100 Rubies, and relic level 3):
Agility, Cunning, Cure, Magic Trap, Magic Untrap, Protection, Strength
Circle 3 (Reuires 100 Tourmalines, and relic level 4):
Bless, Magic Lock, Telekinesis, Teleport, Unlock, Wall of Stone
Circle 4 (requires 100 Amethysts, and relic level 5):
Arch Cure, Arch Protection, Greater Heal, Recall
Circle 5 (requires 100 Emeralds, relic level 6):
Blade Spirits, Dispel Field, Incognito, Magic Relfection, Summon Creature
Circle 6 (requires 100 Sapphires, and relic level 8):
Invisibility, Mark, Reveal
Circle 7 (requires 100 Star Sapphires, and relic level 9):
Gate Travel, Polymorph
Circle 8 ( requires 100 Diamonds, relic level 10):
Energy Vortex
World Traveled:
Your inherent bonus to skills increases by 5 points per level (+50 at level 10) for the following skills:
Arms Lore, Begging, Camping, Forensic Evaluation, Taste Identification, Cooking, Spirit Speak, Herding, Item Identification, Musicianship, Mining, Lumber Jacking.
Starting at level 5 you gain an inherent bonus of +5 (+25 at level 10)to the following skills:
Cartography, Healing, Wrestling, Blacksmithing, Bowcraft&Fletching, Tinkering, Fishing, Tailoring.
Inherent bonus is scaled lower and lower as 'real' skill is raised, to a max of 0 inherent bonus at Grand Master skill rank.
Guile:
Every level of relic lowers NPC shop prices by 3% per level, and every NPC shop owner will buy from you at a 3% higher price; 30% at max level.
Lurker:
Every level of relic raises AR limit while stealthed by 2.5 (level 1 AR +2.5, level 2 AR +5, ect~ect, to a max of +30 wearable AR while stealthed).
At level 3 you can loot buried/sucken chests while stealthed.
At level 5 you run while stealthed.
At level 10 you can hide while standing next to a hostile NPC.
The sly, sneaking rogue looking for treasure.
The charming, jack-of-all-trades bard enchanting other with music.
The gypsy trading secrets with the spirits.
Just a fun idea I had for crafters, RP'ers, and dungeon divers. It would give a reason for scrolls and gems to exist, make stealth a bit better ( 11 AR stealth limit is not even enough for a full suit of vendor leather ), and make something similar to wands available for those that take this talisman.
This would be a talisman for rogues & bards.
Meta-Rogue Talisman Idea (can't have more than 50 taming).
Gives the wearer luck in their travels, and a knack for success.
You gain experience by locks picked, identifying magical treasure, moving while stealthed, casting from scrolls and traps disarmed. Experience is penalized by 75% while not in a dungeon, and by 1% for every point between your lowest & highest stat.
Gain 10% more gold & gems from picked dungeon chests and buried/sucken chests per level, and have a small chance to find rare drops in chests (higher level potions, skill scrolls, fire horns, wands, deco-items, MOTM cloth, or other rare creature drops that are not statues).
Relics
Staff Crafting:
Allows you to create and use magical staves.
Using 50 spell-scrolls of a specific spell, 100 gems of the same type (see list), and a staff you can create magical staves.
Magical staves act as wands do, but require both hands to use; those without this charm can not use the spell stored within, but can still use the staff to attack.
At level 3 you can recharge staves by dragging the relavent scroll onto them.
Base Crafting success is 35% + 5% per relic level (max 85%).
Spells that can be made into staves, and the gems they require by Circle:
Circle 1 (Requires 100 Citrines, and relic level 1):
Create Food, Heal, Night Sight, Reactive Armor
Circle 2 (Requires 100 Rubies, and relic level 3):
Agility, Cunning, Cure, Magic Trap, Magic Untrap, Protection, Strength
Circle 3 (Reuires 100 Tourmalines, and relic level 4):
Bless, Magic Lock, Telekinesis, Teleport, Unlock, Wall of Stone
Circle 4 (requires 100 Amethysts, and relic level 5):
Arch Cure, Arch Protection, Greater Heal, Recall
Circle 5 (requires 100 Emeralds, relic level 6):
Blade Spirits, Dispel Field, Incognito, Magic Relfection, Summon Creature
Circle 6 (requires 100 Sapphires, and relic level 8):
Invisibility, Mark, Reveal
Circle 7 (requires 100 Star Sapphires, and relic level 9):
Gate Travel, Polymorph
Circle 8 ( requires 100 Diamonds, relic level 10):
Energy Vortex
World Traveled:
Your inherent bonus to skills increases by 5 points per level (+50 at level 10) for the following skills:
Arms Lore, Begging, Camping, Forensic Evaluation, Taste Identification, Cooking, Spirit Speak, Herding, Item Identification, Musicianship, Mining, Lumber Jacking.
Starting at level 5 you gain an inherent bonus of +5 (+25 at level 10)to the following skills:
Cartography, Healing, Wrestling, Blacksmithing, Bowcraft&Fletching, Tinkering, Fishing, Tailoring.
Inherent bonus is scaled lower and lower as 'real' skill is raised, to a max of 0 inherent bonus at Grand Master skill rank.
Guile:
Every level of relic lowers NPC shop prices by 3% per level, and every NPC shop owner will buy from you at a 3% higher price; 30% at max level.
Lurker:
Every level of relic raises AR limit while stealthed by 2.5 (level 1 AR +2.5, level 2 AR +5, ect~ect, to a max of +30 wearable AR while stealthed).
At level 3 you can loot buried/sucken chests while stealthed.
At level 5 you run while stealthed.
At level 10 you can hide while standing next to a hostile NPC.
The sly, sneaking rogue looking for treasure.
The charming, jack-of-all-trades bard enchanting other with music.
The gypsy trading secrets with the spirits.
Just a fun idea I had for crafters, RP'ers, and dungeon divers. It would give a reason for scrolls and gems to exist, make stealth a bit better ( 11 AR stealth limit is not even enough for a full suit of vendor leather ), and make something similar to wands available for those that take this talisman.
This would be a talisman for rogues & bards.