Multani Report post Posted December 10, 2014 ROFL i liked the Hussam's ideas! Share this post Link to post Share on other sites
Dreamyn Report post Posted December 11, 2014 Perk Name: Juicer Description: Converts fruit and vegetables into a liquid making it much easier to digest. The nutritional value of these foods will be reduced to 10 however there will be no cooldown (much like IEDP) Cost: 5 Pick points PLUS 25000 gold coins ought to cover the price of the juicer. Share this post Link to post Share on other sites
Elveron Report post Posted December 13, 2014 I threw some in that give pp here, because if you are all maxed out, pp is one thing you cannot get without perks... Rostogol Thief: When you kill someone with a rosto, there is a chance it will be transferred to your inventory. The rosto functions normally for the person who died. The perk is inactive while you have a rosto in inventory Costs 10 pp The pacifist (a new version since other propose it): You may not attack, but you may be attacked Gives 5 pp Heat mizer: You are immune to heat damage. Cold damage is doubled Costs 2 pp Cold mizer: You are immune to cold damage. Heat damage is doubled Costs 2 pp Toxic avenger: You cause +5 radioactive damage when unarmed Costs 5 pp Iron fist: You can harvest without any tool, but you take 1 damage per harvest. Costs 4 pp Goldeneye: You have a chance to instant kill any player, but if you get hit in combat you die. Cost 7pp, must have 48 in at least 3 attributes Fumble Thumbs: 10% chance you will drop your weapon during combat (moves to inventory) Gives 3 pp Conan: You are unable to use any skill except magic, attack, defense and ranging. No harvesting, alchemy, potioning, summoning, manufacturing, crafting, engineering or tailoring. Gives 2 pp Alcoholic: You can consume mead, ale and wine for 25 food with a 10 second cooldown. (Or maybe as health or spirit potions???) Costs 4 pp Master of blue lupines: You harvest blue lupines at triple the rate, stacks with harvester cape Costs 5 pp plus your dignity Knight of Ni: You gain +1 a/d. Perk is inactive unless you are carrying 6 antlers Gives 1 pp (or costs one? would you give up 6 inv slots for 1 a/d?) Presto: You spells cost double the mana and have an increase chance of failure Gives 3 pp Turd burglar: Harvesting dung gives you extra experience (1.5 times normal?) Costs 4 pp and 10 pair of leather gloves Invisible man: When you are naked and still, you gain 30 camouflage Costs 5 pp Share this post Link to post Share on other sites
hussam Report post Posted December 13, 2014 Another one... Disarming personality. 5% chance to make your opponent in PK unequip his/her weapon and shield (provided they have an empty inventory slot). Costs: 5 pickpoints and 100k gold coins Share this post Link to post Share on other sites
Orick Report post Posted December 14, 2014 Battle mage lvl 1- requires lvl 78 magic to buy this perk- perk gives you 10% effect to all spells. cost- lvl 78 magic, 3 PP, 150kgc Battle mage lvl 2- must have battle mage lvl 1 perk- perk gives you 20% longer duration to spells cost- 3 PP, 150kgc Battle summoner lvl 1- requires lvl 80 summoning to buy this perk- makes it so you can summon from ings (not stones) while fighting in battle cost- lvl 80 summoning, 4 PP, 150kgc Battle summoner lvl 2- requires battle summoner lvl 1 to buy this perk- gives all your summons your perks as well as your active spells (MI, shiled, radio protection) cost- 6 PP, 200kgc Battle Summoner pr0- requires Battle summoner lvl 2- every time you restore your summons restore for 25% of your max restore. cost- 6 PP gather med pr0- when you use a gather med your ranger/summon kills are gathered for you as if you were melee. cost- 7PP bypass- allows you to use ring of damage/power and ring of mana agenst cotu cost- 2PP Share this post Link to post Share on other sites
BunnieRabbit Report post Posted December 15, 2014 (edited) . Edited September 23, 2020 by BunnieRabbit Share this post Link to post Share on other sites
RipTide Report post Posted December 18, 2014 Fast Action Regains action points at a faster rate. Gives 3 action points instead of 1 point every 15 mins. 5 pp 50,000 gold coins. Share this post Link to post Share on other sites
TeeeMo Report post Posted December 18, 2014 Monster AntiMagnetism. Having this perk makes mobs attack you, no matter how big a/d you have.8pps and 100kgc. TeeeMo Share this post Link to post Share on other sites
julianvc Report post Posted December 19, 2014 (edited) Forrest Gump 5 pps and 50kgcs When you use a potion of Speed hax you consume less food that habitually. Edit: Ingame name: Yulin_Old Edited January 19, 2015 by julianvc Share this post Link to post Share on other sites
Ayreus Report post Posted December 20, 2014 Cursed finder 5 pps and 100kgcs Increases chance to find special stones (slight improvement similar to arti) When you find a special stone while harvesting you are hit with 300 damage and are poisoned. Share this post Link to post Share on other sites
Ayreus Report post Posted December 20, 2014 Clumsy person 5pps and 50kgcs Critical fails provide a experience bonus depending on level of particular skill being used. Also causes damage to self, 5 - 30 or so damage. Share this post Link to post Share on other sites
Cabman Report post Posted December 20, 2014 Cavalry 3pp 50kgc +5 crit to hit/damage, +2 def while on horseback Share this post Link to post Share on other sites
MannyNZ Report post Posted December 21, 2014 Name: Skadi Perk Name: Perfect fool Cost: 1 pp , 50 rat tails Effect: You can switch on/off appearance of joker and fool others Removal stones are only dropped by the real joker. Share this post Link to post Share on other sites
sgik Report post Posted December 21, 2014 (edited) Perk names: Attack Skeptic, Defense Skeptic, Fail Skeptic, Make Rare Skeptic, etc. (collectively, "specific skeptic perks"). Description: Acts like the current Skeptic perk (which is renamed to "Universal Skeptic" perk) for a specific Astrology category. Cost: 1 PP + 25000gc for each specific skeptic perk. Notes: 1. You can't get any specific skeptic perk if you already have the Universal Skeptic perk. 2. If you have one or more specific skeptic perks and then get the Universal Skeptic perk, you get the PP(s) back, but not the gc, and the specific skeptic perk(s) is/are removed. 3. Specific skeptic perks ARE removed on #reset, unlike the Universal Skeptic perk. 4. Some specific skeptic perks may negate the effects of some quest perks (e.g., Child of Stars, Lucky Attacker, etc.), but, then again, so does the Universal Skeptic perk. (P.S. This isn't between 5 and 10 PP per perk, as radu requested, but there are 9 Astrology categories, so if a person wants to be a skeptic in all but one category, he/she can spend up to 8 PPs to do that.) Edited December 21, 2014 by sgik Share this post Link to post Share on other sites
Rokk Report post Posted January 11, 2015 Ingame name Atomos Ok my favourite idea is stealth btw Stealth 3PP 20k gc Makes all plus light modifiers for anything equipped to nil stackable with camo cape and ninja tunic Careless -5PP 100k gc all breaking quests complete Makes all usable/wearable items degrade faster than normal Destroyer 7PP 500k low, med, high and very high monster killer awards atleast to bronze Adds a +5/+5 to hit and crit everything like after reading the combat book and is stackable with the book Berzerker 7PP 20k not stackable with tinf or icd +1/+1 A/D for every mob engaged in combat with you after the first mob, so if 5 mobs are attacking there would be +4/+4 etc Dedicated pker 7PP 500kgc Has a small chance that if opponent uses item it will fail and cuase a cool down in combat instead (diss ring, pots,summoning stones etc) Also has a small chance of bypassing the cotu effect using items only not weapon effects if opponent is wearing it Also has a small chance that a point defence well fail and poof if shot at instead of negate a percentage of damage Whilst in a pk map player has the fast regeneration perk Sensitive -3PP Triples the atmospheric damage dealt radiation, cold etc Share this post Link to post Share on other sites
caladina Report post Posted January 16, 2015 had an idea for a vampire perk or glyph? while replying to another post vampire perk, (player can eat raw meat, daylight gives health damage same rate as food depletes, can only be killed by wooden weapons, can turn into a bat for flight at higher levels, maybe they could kill or drain blood from creatures at a rate but much less chance of being attacked as they are on its back) Share this post Link to post Share on other sites
circe Report post Posted January 17, 2015 LOL Raz, love your idea Share this post Link to post Share on other sites
DarkPresent Report post Posted January 18, 2015 (edited) Ingame name: DarkPresent Name of the perk: Big Johny Description: Gives you +20% of current character size. Cost: 6pp + 20kgc And the opposite: Name of the perk: lil bastage (kidding). Johny's little brother Description: Gives you -20% of current character size. Cost: 6pp + 20kgc Name of the perk: Reviver Description: Allows you to revive an death creature witch will be controlled to attack creatres/monsters and not ofc (so you can use it as a pet. Wont loose hp, will follow you on any map you go except storage (if you go to storage it will just wait for you outside), will have the original stats. Requirements of revive: atleast 80 summoning and magic lvls for monsters up to MCW, 90's for up to ACWs and 100's for all dragons. Ingrediens for doing the revive: All enriched essies, binding, serpent and rostogol stones. Cost: 10pp + 1, 000, 000 (1Mgc) Name of the perks: 1 - Cold Breath and 2 - Poison Breath Description: 1 - 5% chance to freeze the opponent for 3 seconds. 2 - 5% chance of poison your opponent (damage is based on your magic level only, like 1 point of damage every 4 or 5 levels of magic) Cost: The cost of both perks are 8pp + 100kgc (perks are not stackable) Edited January 18, 2015 by DarkPresent Share this post Link to post Share on other sites
icevodka Report post Posted January 18, 2015 this is not a perk idea, but you can make them cost 50 hydro bars and a nexus stone or more Battlemage training: allows you to cast advanced battle spells, which could be maybe area effect spells maybe, i.e. one that would increase armor/accuracy/damage on allies in the given area, one that reduces these on foes in the area, one which takes 1-3 hp from foes in the area. maybe these, with the exception of the damaging spell, could use a "different" kind of magic, that is not affected by magic immunity. Another kind of spell would be magical arrows, which would increase your ranging damage by a percentage when you hit succesfully, but would also take away 10-15 mana or so. In RP terms the training would be expensive as only grandmaster Jerun would be capable of training players in advanced magic. this post is on behalf of Rosabel of K&M guild Share this post Link to post Share on other sites
dragon_killer Report post Posted January 19, 2015 Ingame name : dragon_killer Name of the perk : Bloodsucker(might be overpowered when multi by 8) Gives 10% chance to suck 5hp from all your opponents (creatures or players). Works only for the tank, similar to the life drain spell. Can enable/disable with #blood Cost : 7pp or 10pp Name of the perk : Massive tank You only get 75% of damage only when fighting doesn't work for igitd or fire/cold/radiation... damage Cost : 7pp Name of the perk : Risky damage Deals 20% more damage when you are less than 90hp on invaded/instance/invance monsters. Cost : 5pp Those are for fighter, but I guess people capped in all attributs are mostly fighters Share this post Link to post Share on other sites
caladina Report post Posted January 21, 2015 (edited) just a small thing, not really a perk? Marriage~an additional percentage of experiance points goes to your married partner Edited January 21, 2015 by caladina Share this post Link to post Share on other sites
MannyNZ Report post Posted January 21, 2015 just a small thing, not really a perk? Marriage~an additional percentage of experiance points goes to your married partner As much as I like that idea i know that its not good to have such a feature from other mmorpgs. As its easily abused to raise low level chars, thus destroying the hard work of others who did the leveling on their own. Share this post Link to post Share on other sites
hussam Report post Posted January 22, 2015 (edited) Perk Name: /sbin/init Description: Cannot be killed. Doesn't take damage what so ever. Perk can be toggled on and off with some command similar to igitd. Uses three action points per second while it is toggled on regardless of whether you are fighting or not and then automatically toggles off when you run out of action points. Cost: 10 pickpoints and 200k gold coins. Edited January 26, 2015 by hussam Share this post Link to post Share on other sites
saxum Report post Posted January 23, 2015 Perk: Conscious Objector. Description: Can not go on PK maps and dailies which require you to go to PK maps will be changed to another selection (i.e. TD Fermale Orcs to Desert Pines Wood Sprites and Thelinor Wormwood to Sedi Yarrow). If a ring, teleport spell, teleportal or footstep would take you to PK area (marked or unmarked) then it will be treated as character Hellspawned. Cost: Neutral but may not be removed even after reset Share this post Link to post Share on other sites
Raz Report post Posted January 30, 2015 Perk name: Bullshitter Description: For every hour you listen to channel 6 you get 10 dung added to your storage Cost: Your Sanity In the light of the last update... UnicornShitter Description: If you walk withing 10 paces of a bag of unipoo - you automatically pick it up, and your compass constantly points to the direction of the Unicorn Cost: The only channel you are able to use is ch6 and you cant leave it Share this post Link to post Share on other sites