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Anyone else feel that charms might need a bit nore work?

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  • #31
    The first charm should come with a T-shirt:

    Seal of the Tradesmaster
    Slot: CHARM
    MAGIC LORE NO DROP
    STR: +1 DEX: +1 WIS: +1 INT: +1 HP: +5 MANA: +5
    WT: 0.5 Size: Tiny
    Class: ALL
    Race: ALL


    The T-shirt saying, I spent weeks and months GMing a tradeskill, spending countless thousands of PP, and all I got was this Charm.

    This charm would be all but useless until someone is over lvl 51, and has enough money/AA's to get a second etc. skill.

    Then again, I have never seen any charm at all, other than 1-2 links... so I have to side with a previous poster that something is better than nothing.

    How I would implement this charm would be on a successful Trophy combine, you get your trophy, and the charm. Add lore to it so you don't get extra charms upon completion of other trophies.
    Newb Tradeskiller Extraordinairé.

    Baron Sorcerer of 62 levels and 2555 quads. Proud owner of the Sixth Shawl . Retired

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    • #32
      Originally posted by Moonlilly
      This charm would be made (thats right I said MADE) by combining all 7 tradeskill trophies in a Pottery Wheel, Loom, Oven, Forge, Brew Barrel or Fletching Kit (anything but a Jewelry kit cause they dont have the slots and why give the chanter a better chance of success with their AA :P ) above 250 trival of course.
      You're trying to cause every last one of us anxiety attacks, right?
      You think the complaints about trophy failures are bad now!?
      Wait'll you see the posts complaining about people failing on the final combine and losing all 7 of their trophies in one fell swoop.

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