Grave Robbing

Tsabayne

Dalayan Beginner
Breaking into homes and stealing from the general populace of the various cities is fun, but I've made the acquaintance of enough necromancers to start feeling I could profit from a little grave robbing. My suggestion is to set up cemeteries and graveyards near the cities where you can take a shovel and dig for ...stuff. Maybe a little headstone that you target, click the dig and uncover some bonechips, or maybe a ring, or some other thing could be moderately beneficial to a necromancer. Or even just something that would serve no purpose other than to cast a zombie illusion on a necromancer pet.

/target nearest headstone
You begin to dig.
You have uncovered a partially decomposed body.
That item is too big to fit in that container!


There would be too many guards or other such people during the day to rob graves, and during the night you run the risk of upsetting the restless dead, or gaining agro from a groundskeeper.


/target nearest headstone
You begin to dig.
A skeletal hand grabs at your feet from the disturbed grave.
You let loose a girlish scream.
 
Oh god I laughed till I nearly peed myself. That is hilarious! I second the idea! Keep the items small and it won't affect balance and make it open to everyone =)


Ring of the Dead Bride

AC1
Charge 2
Effect: Illusion Sex Change


Or maybe something more useful.

You discovered the grave of someone important!
You found...

Hand of the Dead Wizard
Secondary
Charge 2
Effect- (something like breeze?)
Cha -5 Int 3 Mana 15


Or
You found a well dressed body!

The Last Suit You Will Ever Need

BP
AC 17
Str 5 Dex 4 Agi 4 Cha -10 (some smells wont come out, ever)

all/all
 
How could this be balanced so that it's not just like mining at night? Cemetaries are not really populated, and that is the drawback of robbing in town is the high population and chance of getting caught.

What skill exactly would a necromancer use to do this?

What kind of ways would you be able to skill up? Is there just digging up corpses?
 
I wouldn't consider it a necromancer only skill, more of a 'how low will you stoop to make a platinum piece' type of deal. So perhaps paladins should be the only ones excluded. Rather than being skill based, perhaps it could be stat based. IE, more stamina means more digs or something along those lines.
 
Continue..... how would this NOT be an endless pit of plat?
It wouldn't be an endless pit any more than pickpocketing or burglarizing is. There would be a limited amount of items you could ravage from one grave. Obviously, or at least hopefully, there would only be on body per grave and a finite amount of useful items to be stolen from it.
 
All items found would be no drop. Plat pit avoided.

All items found would be minor. Balance issues solved.

The whole idea would be just for fun. With maybe 1 in 10 items that you would continue to use for any length of time. Alot of items would have charges so their usefullness is limited. An item with breeze right click would rock! An item with 2 charges of breeze is not so big, but it can be handy =)
 
pit of plat

I really like this idea.

I think to make it more fun, make the digging like a tmap. Mobs could arise that are potentially fairly hard...this wouldnt happen all the time, but who knows when you might open a tomb full of zombies or a even a lich. This would add some danger to digging.


thanks
 
Maybe a way this could be made not just a night-time mining skill would be to add a certain chance of being "discovered" by the townspeople and persecuted for not respecting the graves of the dead. This would result in two or three MOBs spawning - townspeople or guards - which would automatically aggro the gravedigger. Alternatively, or additionally, the digger could randomly uncover a powerful undead creature that he would need to deal with.

The levels of the encounters could be scaled to the level of the character so that higher level characters would still have to face a challenge.
 
The level of the attacking mobs would be the only wild card here. The gravedigger shouldnt' ever be impossible, at least on his own, but grave digger+zombies+irate watchmen=ooooh freck. A suggestion I have would be if possible make any cemetary staff immune to the aggro lowering FD causes since, after all, they'd know a stiff from someone shamming, which would negate any bonuses a necromancer might gain over other classes from digging around(I figure since more items would be either necro only or potentially useful in a necro based quest or two gotta have something t obalance that out, and removing FD as a viable escape would do quite nicely...so long as its only select mobs it won't work against).
 
There are no graveyards currently in the zone files. You could use a dropped item (headstone, mound of earth) to represent a grave if there was such a thing, but I don't believe there is. If not, the only way to do a graveyard is to change client files, either zones or objects, which is not an option apparently.
 
Danku said:
There were headstones in PoJ.

But they were part of the zone, not movable objects. There are gravestones elsewhere as well (Eldenels (sp?), pocket plane, PoN on live if I'm remembering correctly...), but again not as pieces you could pick up and move around like, say, the chest NPC model (from Wyvernfang).
 
Danku said:
Keep the items small and it won't affect balance and make it open to everyone
BOOO!!!! Hissss!!! What's wrong with adding some flavor to a class? Why take a good, rp-conducive idea and minimize or generalize it just so no one suffers the wrath of the nasty green-eyed monster? The OP isn't talking about +10 all resists jewelry or anything here.

I'm all for this idea for necromancers only - maybe shadowknights as well.

I might suggest that the items found be something like a reagent or a component (body part, organ, rot juice, etc.) that can be use to make a reagent that in turn could be used to temporarily enhance the robber's magic in some way, like increasing the duration or damage of DoT's or improved mana consumption.
 
Difference between rogues and necros:

Necros can farm plat alllllll day long.

Good luck being an effective plat harvester with a rogue.

Honestly, the rogue stuff is a few silver or gold here and there and RARELY plat. And the way it's set up with guards roaming through town, there's a pretty good chance of being caught while sneaking into houses/stores. Graveyards? Why would guards be hanging out in graveyards?

I can see the grave robbing from a RP perspective if necros used bone chips or zombie parts as reagents, but since you don't need them, this idea is rather useless. From a roleplay perspective, I don't see necros as a class being intrigued with money as much as the allure of death and disease.

Honestly, from a graverobbing for money perspective, bandits or rogues would be more likely to rob graves for loot.
 
My idea was originally intended for the rogue and necromancer player perspective, but I dont really see either class as having skills required for graverobbing that other classes couldn't also realistically possess. Its more of an alignment thing, I guess.
 
Besides you have to understand while graves themselves have to be dug to get to what of tombs? You would need someone who would know locks to get into those, meaning Rouges. Also in a sense there are guards and the like in graveyards, simply ramp the caretaker's level to the same as the guards and equip him with summonable underlings for those that're higher up that might be able to take mr gravedigger on his own. I get this idea from the shrouded isle across the way from mistwood and the groundskeeper there. Same thing really in this case. In all likelyhood he'd either be high level undead or quite possibly a necromancer, or at least familliar enough with necromatic ways to be able to summon his own help in the form of undead servents.

As for reagents I could see either quests or possibly a necro/sk only tradeskill....or more likely something that would go hand in hand with other tradeskills like brewing potions out of the different parts or somehow tailoring or forging weapons/armor from the parts listed as nodrop with the results being droppable/sellable at perhaps a few plat, maybe more depending on how useful/time consuming to make/rare said items would be.

Think of it: Antidotes or medicens gleened via this method that would give temporary boosts verses desease/poison

Zombie hide tunics or gloves.

Or even bone weaponry, then again that would possibly also follow under something shamens would find useful.
 
A treasure chest works in any zone and looks a lot like a crypt. Smash open the crypt to get to the body.

Maybe the drops are completely random and opening a high level crypt spawns soemthing like a raid level TMap.

There are problems wiht this, but just thinkign out loud at this point...
 
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