Post by Running Eagle on Dec 2, 2011 11:44:02 GMT -5
----Original Post from Dathron----
Gave a go at updating the rares list to be generally more useful and interesting. For this go-around, I only updated current rares, and didn't add any. I took away two: Alert and Armor, because they were a bit redundant. The list could probably still be cut down some more, but this is a start at least. Then if any of you have ideas for new rares, please post em here and we can get a list going!
Oh, and I also split the list into two categories: "Rares" and "Buyable Skills". My idea for the second category is that these are things that at certain levels, become available at the Guild, or Dragon Guard, or whatever, to purchase. I'll add to each of them what my suggested level/cost would be, and ya'll feel free to suggest different stuff, as well as suggest other rares that could go under that category.
Rares:
Agile - +10% Skill
Bandit - fleeing monsters are at half skill, killing a monster
attempting to flee costs no quests
Berzerk - +1 Fight Skill/ 8 levels
Clever - +20% wits avoiding Swindle
Dragon - the dragon offers to trade; small chance Dragon will
drop a random Silver/Crystal; 10% more loot
Empathic - +10% charm when trying to Feed
Fencer - +100% skill dodging Berzerk
Illuminati - Guild Stat Costs are halved
Medic - Regenerate 25% health every quest when injured
Merchant - sell items for more money
Mystic - +1 Magic Skill / 8 levels
Popular - gaining rank is easier
Quick - +4 quests per day
Ranger - scouts each new area automatically for no quests
Reflex - +30% combat speed (not sure what this IS though)
Sexy - 5% more Charm
Sincere - +10% charm when trying to Bribe
Smith - adds option at Bill Smith to ID all (?) items in pack
for $10,000 marks.
Strong - +10% Attack
Stubborn - 20% more wits when resisting Hypnotize
Sturdy - +10% Defense
Swift - 10% more skill when trying to Runaway
Trader - +1 Trade Skill / 8 levels
Tricky - +15% charm when trying to Trade
Unaging - heros stop aging at 33
Buyable Skills:
Hotel - 90% discount when buying a room -- Level: 12. Cost: $50,000, -4 guts, +2 charm.
CatsEyes - can see in the Mound, Dungeons, Mines -- Level: 12. Cost: $50,000, -4 guts, -4 charm, +4 wits.
HillFolk - no need for rope in the Mountains, +25% chance of finding Giants and Trolls -- Level: 16. Cost: $100,000, -4 guts, -4 wits, +4 charm.
Hardy - immune to Disease; 50% chance to block Blind -- Level: 24. Cost: $250,000, +2 guts, -10 charm.
Gypsy - 'travel' takes no quests. Does not work with 0 quests. Level: 32. Cost: $20,000,000, -20 guts, -20 wits, -20 charm, 80% chance of falling down one rank in favor.
Original List:
Agile - +10% Skill
Alert - +30 skill to resist backstab
Armor - armor identified automatically
Bandit - fleeing monsters are at half skill
Berzerk - +1 Fight Skill/ 8 levels
CatsEyes - can see in the Mound, Dunjeons, Mines
Clever - +30 wits avoiding Swindle
Dragon - the dragon offers to trade
Empathic - +50 charm when trying to Feed
Fencer - +30 skill dodging Berzerk
Gypsy - sometimes 'travel' takes no quests
Hardy - disease effects halved
HillFolk - no need for rope in the Hills, Mines
Hotel - 90% discount when buying a room
Illuminati - Guild Costs are halved
Medic - healing magics are more effective
Merchant - sell items for more money
Mystic - +1 Magic Skill / 8 levels
Popular - gaining rank is easier
Quick - +4 quests per day
Ranger - sometimes 'scouting' takes no quests
Reflex - +30 combat speed
Sexy - +50 charm when trying to Seduce
Sincere - +30 charm when trying to Bribe
Smith - weapons+shields identified automatically
Strong - +10% Attack
Stubborn - +30 wits when resisting Hypnotize
Sturdy - +10% Defense
Swift - +30 skill when trying to Runaway
Trader - +1 Trade Skill / 8 levels
Tricky - +30 charm when trying to Trade
Unaging - heros stop aging at 33
Gave a go at updating the rares list to be generally more useful and interesting. For this go-around, I only updated current rares, and didn't add any. I took away two: Alert and Armor, because they were a bit redundant. The list could probably still be cut down some more, but this is a start at least. Then if any of you have ideas for new rares, please post em here and we can get a list going!
Oh, and I also split the list into two categories: "Rares" and "Buyable Skills". My idea for the second category is that these are things that at certain levels, become available at the Guild, or Dragon Guard, or whatever, to purchase. I'll add to each of them what my suggested level/cost would be, and ya'll feel free to suggest different stuff, as well as suggest other rares that could go under that category.
Rares:
Agile - +10% Skill
Bandit - fleeing monsters are at half skill, killing a monster
attempting to flee costs no quests
Berzerk - +1 Fight Skill/ 8 levels
Clever - +20% wits avoiding Swindle
Dragon - the dragon offers to trade; small chance Dragon will
drop a random Silver/Crystal; 10% more loot
Empathic - +10% charm when trying to Feed
Fencer - +100% skill dodging Berzerk
Illuminati - Guild Stat Costs are halved
Medic - Regenerate 25% health every quest when injured
Merchant - sell items for more money
Mystic - +1 Magic Skill / 8 levels
Popular - gaining rank is easier
Quick - +4 quests per day
Ranger - scouts each new area automatically for no quests
Reflex - +30% combat speed (not sure what this IS though)
Sexy - 5% more Charm
Sincere - +10% charm when trying to Bribe
Smith - adds option at Bill Smith to ID all (?) items in pack
for $10,000 marks.
Strong - +10% Attack
Stubborn - 20% more wits when resisting Hypnotize
Sturdy - +10% Defense
Swift - 10% more skill when trying to Runaway
Trader - +1 Trade Skill / 8 levels
Tricky - +15% charm when trying to Trade
Unaging - heros stop aging at 33
Buyable Skills:
Hotel - 90% discount when buying a room -- Level: 12. Cost: $50,000, -4 guts, +2 charm.
CatsEyes - can see in the Mound, Dungeons, Mines -- Level: 12. Cost: $50,000, -4 guts, -4 charm, +4 wits.
HillFolk - no need for rope in the Mountains, +25% chance of finding Giants and Trolls -- Level: 16. Cost: $100,000, -4 guts, -4 wits, +4 charm.
Hardy - immune to Disease; 50% chance to block Blind -- Level: 24. Cost: $250,000, +2 guts, -10 charm.
Gypsy - 'travel' takes no quests. Does not work with 0 quests. Level: 32. Cost: $20,000,000, -20 guts, -20 wits, -20 charm, 80% chance of falling down one rank in favor.
Original List:
Agile - +10% Skill
Alert - +30 skill to resist backstab
Armor - armor identified automatically
Bandit - fleeing monsters are at half skill
Berzerk - +1 Fight Skill/ 8 levels
CatsEyes - can see in the Mound, Dunjeons, Mines
Clever - +30 wits avoiding Swindle
Dragon - the dragon offers to trade
Empathic - +50 charm when trying to Feed
Fencer - +30 skill dodging Berzerk
Gypsy - sometimes 'travel' takes no quests
Hardy - disease effects halved
HillFolk - no need for rope in the Hills, Mines
Hotel - 90% discount when buying a room
Illuminati - Guild Costs are halved
Medic - healing magics are more effective
Merchant - sell items for more money
Mystic - +1 Magic Skill / 8 levels
Popular - gaining rank is easier
Quick - +4 quests per day
Ranger - sometimes 'scouting' takes no quests
Reflex - +30 combat speed
Sexy - +50 charm when trying to Seduce
Sincere - +30 charm when trying to Bribe
Smith - weapons+shields identified automatically
Strong - +10% Attack
Stubborn - +30 wits when resisting Hypnotize
Sturdy - +10% Defense
Swift - +30 skill when trying to Runaway
Trader - +1 Trade Skill / 8 levels
Tricky - +30 charm when trying to Trade
Unaging - heros stop aging at 33