* Please note this is just a fan piece. This is not real but rather a work of fiction based on game mechanics. This is not a demand for said item but rather an idea and suggestion of possibilities. *
Like all talismans standard talismans:
*there is a 15 minute cool down when equipping.
*Not applicable to pets or players
*Not usable for gains in houses or boats
Modified/Additional requirements:
*While no range restrictions armor restrictions are in place while leveling
*In addition to not being equiped with over 50 music or taming the fetish can not be used with magery or another weapon skill (swords,piercing, axes, daggers, fencing, maces, forks, staves etc.) Excluding "lance."
*Due to the nature of archery talisman/relic gains are subjected to an 50% experience penelty.
Name: Fetish of the Ranger.
*merriam-webster:
an object (such as a small stone carving of an animal) believed to have magical power to protect or aid its owner.
*Fletching (not arms lore) has the same effect as arms lore has for other talismans increasing chance to hit.
*There are 10 levels to the fetish and on average you gain 5% damage per level (in like with beserker as not to make players chose one over the other)
*Bonus only applied when using archery weapon.
*Allows the Archer to drink pots (not purple) while bows are equiped
Leveling:
Due to archery being a ranged combat skill there is a 50% experience penelty to leveling the talisman and relic.
Relics:
*Efficiency: reduces the chance an arrow/bolt will be used when firing a shot (use less resources code.) Higher levels grant better chance of of proc.
*Knock back: when triggered will teleport a mob backwards 1 level per tile.
*Stand your ground: increases damage by (insert percent here) times level of relic. This ability only works while dismounted.
*Leader of the pack: chance on hit to summon a wisp to fight along side you. Wisps are considered summoned and can be dispelled, contain no loot, disappear after 5 min unless killed and take 1controll slot each can be issued commands.
*Wisps come in multiple random colors that corispond to their abilities:
*Black wisp: higher hit points/armor
*Yellow: will attempt to heal/cure nearby allies
*Green: will attempt to poison it's target
*White: Cast offensive spells
*Red: chance to stun target
*Blue: takes (some) damage for the archer
*The higher the level of relic the better (more health higher proc rate) of the wisp.
~Tada~
Like all talismans standard talismans:
*there is a 15 minute cool down when equipping.
*Not applicable to pets or players
*Not usable for gains in houses or boats
Modified/Additional requirements:
*While no range restrictions armor restrictions are in place while leveling
*In addition to not being equiped with over 50 music or taming the fetish can not be used with magery or another weapon skill (swords,piercing, axes, daggers, fencing, maces, forks, staves etc.) Excluding "lance."
*Due to the nature of archery talisman/relic gains are subjected to an 50% experience penelty.
Name: Fetish of the Ranger.
*merriam-webster:
an object (such as a small stone carving of an animal) believed to have magical power to protect or aid its owner.
*Fletching (not arms lore) has the same effect as arms lore has for other talismans increasing chance to hit.
*There are 10 levels to the fetish and on average you gain 5% damage per level (in like with beserker as not to make players chose one over the other)
*Bonus only applied when using archery weapon.
*Allows the Archer to drink pots (not purple) while bows are equiped
Leveling:
Due to archery being a ranged combat skill there is a 50% experience penelty to leveling the talisman and relic.
Relics:
*Efficiency: reduces the chance an arrow/bolt will be used when firing a shot (use less resources code.) Higher levels grant better chance of of proc.
*Knock back: when triggered will teleport a mob backwards 1 level per tile.
*Stand your ground: increases damage by (insert percent here) times level of relic. This ability only works while dismounted.
*Leader of the pack: chance on hit to summon a wisp to fight along side you. Wisps are considered summoned and can be dispelled, contain no loot, disappear after 5 min unless killed and take 1controll slot each can be issued commands.
*Wisps come in multiple random colors that corispond to their abilities:
*Black wisp: higher hit points/armor
*Yellow: will attempt to heal/cure nearby allies
*Green: will attempt to poison it's target
*White: Cast offensive spells
*Red: chance to stun target
*Blue: takes (some) damage for the archer
*The higher the level of relic the better (more health higher proc rate) of the wisp.
~Tada~