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Talismans

AuthorMessage
Defender
Jul 21, 2013
125
I think that you should have Talismans in W101. Talismans would be like a badge, but they boost your stats. You would unlock Talismans from advancing in the storyline and defeating certain bosses. You can also level up talismans to improve their boosts. (1 enemy = 2xp)
Talisman Xp: Level 1-2 = 50 xp / Level 2-3 = 100 xp / Level 3-4 = 150 xp / Level 4-5 = 250 xp


Novice Sorcerer (Lvl. 10)
+1% universal damage / (MAX) +3% universal damage
+1% universal resist / (MAX) +3% universal resist
+1% unique drop rate / (MAX) +3% unique drop rate

Apprentice Sorcerer (Lvl. 40)
+2% universal damage / (MAX) +5% universal damage
+2% universal resist / (MAX) +5% universal resist
+2% unique drop rate / (MAX) +4% unique drop rate
+2% health / (MAX) +4%

Champion Sorcerer (Lvl. 70)
+3% universal damage / (MAX) +7% universal damage
+3% universal resist / (MAX) +7% universal resist
+3% unique drop rate / (MAX) +7% unique drop rate
+30 universal critical/block / (MAX) +40 universal critical/block

Darkmoor Conqueror (Lvl. 100 - beat 3/3 parts of Darkmoor)
+4% universal damage / (MAX) +9% universal damage
+4% universal resist / (MAX) +9% universal resist
+4% unique drop rate / (MAX) +9% unique drop rate
+40 universal critical/block / (MAX) +50 universal critical/block

Divine Caster of Light/Shadow (Lvl. 120 - beat Old Cob)
+5% universal damage / (MAX) +10% universal damage
+5% universal resist / (MAX) +10% universal resist
+5% unique drop rate / (MAX) +10% unique drop rate
+50 universal critical/block / (MAX) +60 universal critical/block
+5% health / (MAX) +10% health
+1% shadow pip chance / (MAX) +2% shadow pip chance

Delver
Jul 24, 2015
245
I like the general idea for narrative reasons.

As it stands, our wizards start small and weak, then gain power as they level up:
+Added Health
+Added Mana
+Added spell options
+Added Power Pip chance
+Added gear options
-Lower Critical Chance (that's right, you critical less as you level up unless you run on the gear treadmill)
-Lower Block Chance (maybe?)

Adding intrinsic bonuses for our wizards helps with the narrative.

Geographer
Apr 29, 2012
861
The name definitely wouldn't work, there's too many amulets in-game already called talismans, but the idea's kind of nice. These ideas seem vaguely balanced, and I wouldn't mind something akin to a badge giving stats. Actually I'd love badges to give stats, but it's not a bad idea.

Historian
Jun 17, 2014
671
Defender
Jul 21, 2013
125
I personally don't think that these are over-powered. The Mirage Talisman offers +60 critical/block +10% damage, resist, health, and unique drop rate. (The 10% health could be over-powered if its an ice wizard. The problems would come with -- assuming the base health is 7500 -- 7500+10%=8250. Still this isn't to bad. You can get easily 9000 health as an ice, but your damage and attacks still are weak.)

If you think about it, the +60 critical/block -- which isn't even over-powered to begin with -- is reduced even further with the worsening critical penalty. The penalty easily makes the +60 a +20-40. (Proof would be that my critical as a level 120 myth is over 420 and my percentage is at 29%.)

The damage and resist isn't very over-powered either... Enemies are shielding more often now, and have way more pierce... So your resist reduced by a lot... (Ex. 50% resist vs 500 damage = 250 damage / 50% *-19% pierce = 31% resist vs 500 damage = 345 damage.) With higher numbers of pierce and damage the effect would be more deadly. (NOTE:**enemies now have the ability to stack blades for they were programmed with lots of new blades.)