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RE: BS15's Idea bank + The Corrupter set!

 
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5/16/2016 11:54:06   
battlesiege15
Member

Thanks for the input!

SP toggle: It's not really a quick skill but rather a toggle based on how many of the weapon hit connected/weapon hit attempted. It's pretty much like any status effect infliction but it just uses SP for a guaranteed attempt of it per turn rather than "Inflict [status condition] X% of normal player attacks."
Nandaka: Well this is a FSB where you are ele locked to fire and take in more damage to deal more damage. Numberwise, I don't think it's balanced but that's the basic gist of it. Also, CIT is on old standards so I'm not sure that's a good comparison either.
Agneyastra: Yeah, I guess you're right. The idea is that in Hindu mythology, the weapon would create an ever burning fire so I just wanted to go along the veins of creating an "ever lasting burn" which would allow you to deal a lot of damage through burn rather than direct attacks since the armor itself would be a defensive lean with the misc equipped for the FSB.
Vajra: Yeah, I think having some more stats increasing miscs would be cool. The FSB is just a higher damage skill with another burn effect based on mythology.

As for the FD part, I was sort of basing it off of Bakugan's Foretress monster which was more nimble and dodgy when it was equipped with the Face of Grief and thought it would be cool because it gave more flexibility for players. The idea is that even bow attacks get a damage boost through the armor but I'm not sure if that's possible the way the game engine is set up.
AQ AQW  Post #: 176
9/29/2016 12:22:18   
battlesiege15
Member

Just updated my first post on this thread to include all my suggestions. I'm aware that there are a lot of suggestions in this thread, but the first post has a small description of each item as well as a hyperlink to the actual post.

I'll be adding a new Basilisk pet suggest shortly. Basically, the premise of this pet is to deal less Earth damage in attempt to Poison the foe with a stacking poison. It may or may not have a MC but if it does, that will go towards higher infliction success rate for the effect.
AQ AQW  Post #: 177
10/16/2016 11:24:47   
battlesiege15
Member

Baby Basilisk
«Earth pet that has a toggle between 2 inaccurate attacks: A Poison infliction and a Paralysis. Attack rate is only 2/3 of the time but the pet deals 3/2* damage for compensation. The MC is put into higher infliction chance for the save rolls rather than for damage.»

Level: 150G
Price: X (MC'd)
Sellback: .5*X
Location: Defeat the CEB Basilisk from RA Pool

Element: Earth
Damage: 54 - 89
BTH: 38

Note: The pet has an attack rate of 67% which is compensated by each attack dealing 150% damage (167.64% damage with -10 bth lean).

Click to swap between:
  • Poison: One Melee Earth hit, -10 BTH lean. MC put into increasing infliction chance for Poison. -45% damage to pay for the Poison (works like the Toxic Gladius). Save roll: Player CHA/LUK vs. Monster END/LUK.
  • Paralysis: Two Ranged Earth hits, -10 BTH lean. MC put into increasing infliction chance for Paralysis. Deals -55% damage to pay for the Paralysis (0.37*[Hits connected]/2*[Monster Earth res]% chance of paralyzing the monster). Save roll: Player CHA/LUK vs. Monster END/LUK.
DESCRIPTION
Basilisks are stubborn allies in battle but are very powerful and beneficial. Even when they are young though, they can inject foes with their lethal venom or paralyze with their terrifying gaze.

Appearance:
It looks like Ancient Sneak except a bit smaller, a darker shade of green, and has 3 rows of spikes going down the spine. The fangs are also larger and the eyes are are darker. During the standby part of the battle, it just bobs it's head up and down and flicks it tongue. NOTE: This pet is about half of the size of the adult Basilisk.
Poison attack: It lunges towards the monster and bites the monster like the Ancient Sneak does.
Paralysis attack: It just stays in the spot but the eyes glow an intense red and flash (also emits a red aura from in front of the eyes). It then hits the monster with it's tail twice like the ancient Sneak.
Basilisk
«Earth guest that has a toggle between 2 inaccurate attacks: A Poison infliction and a Paralysis. Attack rate is only 1/2 of the time but the guest deals 2* damage for compensation. The MC is put into higher infliction chance for the save rolls rather than for damage.»

Level: 150G
Price: X (MC'd)
Sellback: .5*X
Location: Defeat the CEB Basilisk from RA Pool

Element: Earth
Damage: 81 - 133.5
BTH: 38

Note: The guest has an attack rate of 50% which is compensated by each attack dealing 200% damage (223.53% damage with -10 bth lean).

Click to swap between:
  • Poison: One Melee Earth hit, -10 BTH lean. MC put into increasing infliction chance for Poison. -45% damage to pay for the Poison (works like the Toxic Gladius). Save roll: Player CHA/LUK vs. Monster END/LUK.
  • Paralysis: Two Ranged Earth hits, -10 BTH lean. MC put into increasing infliction chance for Paralysis. Deals -55% damage to pay for the Paralysis (0.37*[Hits connected]/2*[Monster Earth res]% chance of paralyzing the monster). Save roll: Player CHA/LUK vs. Monster END/LUK.
DESCRIPTION
Basilisks are stubborn allies in battle but are very powerful and beneficial. dult basilisk are even harder to convince to fight with you but their attacks are significantly more powerful.

Appearance:
It looks like Ancient Sneak except a bit smaller, a darker shade of green, and has 3 rows of spikes going down the spine. The fangs are also larger and the eyes are are darker. During the standby part of the battle, it just bobs it's head up and down and flicks it tongue. Note: It's the same size as the Basilisk monster (which is the same size as the ancient Sneak).
Poison attack: It lunges towards the monster and bites the monster like the Ancient Sneak does.
Paralysis attack: It just stays in the spot but the eyes glow an intense red and flash (also emits a red aura from in front of the eyes). It then hits the monster with it's tail twice like the ancient Sneak.
Basilisk
Earth Element

Level 150
XP Neutral XP lean
Gold Neutral Gold lean

Power 3.5ish

COMBAT DEFENCE
Melee 75
Ranged 75
Magic 50
ATTRIBUTES
EstHP Slight glass cannon lean (Less HP for higher attack power)
EstMP Normal MP for 0 INT Boss of this level

STR 275
DEX 200
INT 0
END 0
CHA 0
LUK 275

ELEMENT MODIFIER
Fire 125
Water 50
Wind 150
Ice 125
Earth 25
Energy 50
Light 125
Dark 50

EFFECT
  • It attacks 2/3 of the time and its attack deal 3/2* damage and all it's attacks have a -10 bth lean.
  • It inflicts a powerful stacking Poison on it's normal attack that lasts 5 turns. The attacking gets a damage penalty for the effect.
  • Regenerates 1/5*X SP per turn (so it uses the SP attack about every 5 turns).
  • It uses it's Paralysis attack that paralyzes the player, guests, and pets for X turns based on [Player EarthRess]/Expected EarthRes] by spending X SP. The attack gets a damage penalty for the effect.
  • There is a 25% chance the monster gains Celerity every turn even if it does not attack.
  • Melee and Ranged attacks deal -20% damage to the monster.
DESCRIPTION
The Basilisk is a powerful creature that has the a very lethal poison and can paralyze you with it's gaze. It is also known to strike fear into the hearts of all its foes and has scales that reduce the impact of Melee and Ranged attacks making this a formidable enemy.

< Message edited by battlesiege15 -- 11/18/2016 10:01:36 >
AQ AQW  Post #: 178
11/21/2016 13:24:23   
battlesiege15
Member

DnD Dice
«Misc that boosts LUK and one other stat randomly per turn. There is a chance to deal more and less damage on top.»

Level: 150G
Power Level: 153
Location: One shot DnD Quest (Will write it up soon)
Element: Neutral

Activation: 0 turns
Cost: X SP for activation and for every turn with the item equipped.

Effects:
  • +50 LUK
  • +50 (STR/DEX/INT/END/CHA/LUK) [Randomly selected at the beginning of the battle]
  • There is a 1/6 chance of all Player attacks dealing 50% damage* [You rolled a Crit Fail!]
  • There is a 1/6 chance of all Player attacks dealing 200% damage* [You rolled a Crit Success!]
DESCRIPTION
Just holding this enchanted dice makes you feel luckier. At the beginning of your turn, it can also boost any one of your 6 stats and can either boost your attacks sometimes or make them weaker. It's all in the roll of the die.

Appearance
Normal: Looks like a normal 6 sided die at the top left corner of the screen. It emits a red light every time there is a Crit Fail and a green light every time there is a Crit Success.
AQ AQW  Post #: 179
11/26/2016 21:45:57   
battlesiege15
Member

DnD Roleplaying Quest Temporary Armors/Shield/Weapon Set
Note: All these items are level 150 regardless of actual character level or Adventurer/Guardian status. This could add some more fun to normal gameplay and also show low level characters the potential of end game levels/give Adventurers an incentive to upgrade.

Dragonslayer
Armor
  • Lean: FO
  • MRM: Melee focused
  • Elemental Resists: Resistances are [expected shield] + [expected armour], 'cause he doesn't use a shield.
  • Stats: Stat distribution is STR/DEX/LUK. Extra stats go into STR
  • Attack: 1 hit only. Normal attacks do *1.4 damage because of lack of pet and SP is dubious.
  • Effect:Comes with a skill: Call Forth the Great Dragon- a normal skill that deals Fire damage normally and seeks between Fire/Harm/Void against Dragon(kin).
  • Appearance: Looks just like Galanoth
  • Attack animation: Just like the Galanoth guests's normal attack and the Frozen Dragonslayer's skill attack except with the Kian Dragon animation
Weapon
  • Type: Melee
  • Element: Earth by default but acts just like the Dragon Blade at level 150 with all the same effects.
  • Appearance: Looks like the Dragon Blade


Paladin
Armor
  • Lean: Neutral
  • MRM: Neutral
  • Elemental Resists: Resistances are [expected shield] + [expected armour], 'cause he doesn't use a shield.
  • Stats: Stat distribution is STR/INT/LUK. Extra stats go into INT
  • Attack: Attack: 2 hits (50% damage each) of normal damage OR 1 hit of 76.5% Heal damage based on AI of Current/Total HP like the guest. Normal attack does *1.4 damage because of lack of pet and SP is dubious.
  • Effect: Comes with a built in Starforge Spell (150G).
  • Appearance: Looks just like Artix
  • Attack animation: Just like the Artix guests' normal attacks
Weapon
  • Type: Melee
  • Element: Light by default but acts just like the Dragon Blade at level 150 with all the same effects but triggers against Undead/zombie/doom/necromancer.


Mage
Armor
  • Lean: Neutral
  • MRM: Magic focused
  • Elemental Resists: Resistances are [expected shield] + [expected armour], 'cause he doesn't use a shield.
  • Stats: Stat distribution is INT/DEX/LUK. Extra stats go into INT
  • Attack: Attack: 1 hit. Normal attack does *1.4 damage because of lack of pet and SP is dubious.
  • Effect: All magic attacks and spells gain +4.25 bth
  • Appearance: Looks just like Warlic
  • Attack animation: Just like the Warlic's normal attack. The spell is just like the Mana Restoration spell from Neberon
Weapon
  • Type: Magic
  • Element: Earth by default but has spell cast options. You can choose between "Cast Fireball," (MP efficient Fire spell) "Frostbite," (MP efficient ice spell) and "Acid Splash" (MP efficient Earth spell), or Chromatic Orb (Full damage spell that you can choose between the 8 elements). The staff will automatically restore MP for 1 spell cast if there is not enough MP for a spell cast and there's a 10% chance of a 'lucky strike'.
  • Appearance: Looks like Warlic's staff. Fireball- Just a the Fireball spell from Warlic's. Forstbite- Just the Frost spell from Warlic's. Chromatic Orb- Just the basic Elemental Sphere spell (all updated to current standards).


Beastmaster
Armor
  • Lean: Mid-Defensive
  • MRM: Neutral
  • Elemental Resists: Resistances are [expected shield] + [expected armour], 'cause he doesn't use a shield.
  • Stats: Stat distribution is DEX/CHA/LUK. Extra stats go into CHA
  • Attack: Attack: 1 hit. Normal attack does *1 damage but has a pet to make up for the +.4 damage unlike the other temp armors.
  • Skills: Has access to Call Wooly Thoctar (updated one pls) and a Call Griffin (A wind version of the Wooly Thoctar) <-- New guest (Appearance: Looks just like Vephoma
  • Attack animation: The WarHawk just does it's own thingEffect: You take +(5/1.4) damage but your pet and guest gains Celerity at the end of your turn. The monster can resist with a save (inflict with CHA/LUK; resist with CHA/LUK).
Weapon
  • Type: Ranged (Uses CHA for a stat like the normal weapon)
  • Element: Wind .
  • Appearance: Looks like WarHawk (maybe updated art)/ul]Pet: A wolf of some kind probably.

    Ranger
    Armor
    • Lean: Defensive
    • MRM: Ranged Focused
    • Elemental Resists: Resistances are [expected shield] + [expected armour], 'cause he doesn't use a shield.
    • Stats: Stat distribution is STR/DEX/LUK. Extra stats go into DEX
    • Attack: Attack: 1 hit. Normal attack does *1.4 damage since no pet or SP attacks.
    • Skills: A multi-arrow barrage that ele-seeks and does 200% damage (but has a 80% penalty). It's a 4 hit attack with each arrow dealing 50% of the damage. Appearance: Looks just like Robina
    • Attack animation: The bow just does its own attackEffect:You have a 20% chance of dealing 125% damage.
    Weapon
    • Type: Ranged
    • Element: Wind.
    • Appearance: Looks like Robina's bow.

      Gotta add Berseker and then I'm done with the armors. Please let me know how I can edit the characters! I think Dragonslayer, Paladin, and Beastmaster are fine but Mage/Ranger might be more underpowered relative to the others.

      < Message edited by battlesiege15 -- 1/20/2017 18:34:43 >
AQ AQW  Post #: 180
12/26/2016 10:47:07   
battlesiege15
Member

The other armors for the DnD campaign quest are still in the works.

However, I do have another suggestion regarding the armies for Kairula and Trescol armies. Currently, we are only able to send armies with 100 and 50 resources to wars using the Mega World Portal. Since the max resources is 7000 for each, I was just wondering if it would be possible to add a higher amount of resources to send a larger wave to war just so you don't have to press the same button 700 times. I know it's a very small and meaningless update, but even adding a 250/125 option would be nice. I wasn't sure where else to post this suggestion... Of course this is not a priority. Maybe it can be done when/if the mini planets' quests get updated (could give other players more of an incentive to buy the portal paintings too)
AQ AQW  Post #: 181
1/20/2017 18:35:57   
battlesiege15
Member

Just added an update to the DnD quest armors. Added Beastmaster and Ranger and did some major tweaking to the other armors based on the most recent quest featuring Artix. Feedback would be great!
AQ AQW  Post #: 182
2/18/2017 10:19:42   
battlesiege15
Member

Cryomancer's Canine
«Ice pet that switches between an accurate damage attack and a defense mode based on Player HP.»

Level: 150G
Price: X (MC'd)
Sellback: .5*X
Location: Defeat the CEB Cryomancer from RA Pool

Element: Ice
Damage: 54 - 89
BTH: 38

It switches between modes based on player HP:

If Player HP is at or above 60%:
Damage: Five Ranged Ice hits, +10 BTH lean (recently spread damage). MC: Additional +4.25 BTH.

If Player HP is below 60%:
  • Defense: One Magic Ice hit towards player, auto-hit.
  • Instead of damaging the monster, the pet reduces damage taken by the player by -(40/1.4*[YourCHA/ExpCHA])℅ and whatever additional multipliers for level are used by the Booster pet series.
  • MC: Additional -(0.4*5/1.4)℅ damage reduction for the player.
  • The total damage reduced therefore is: -0.85*0.9*[(0.4*5/1.4) + 40/1.4*[YourCHA/ExpCHA])]%


Note: I don't know how damage reduction works. I am basing it off of the the new Titan's Arm which gives (-10/1.4)℅ damage reduction which I assume is the defensive equivalent of +10% attack like a normal trigger attack is. Therefore, I used -(40/1.4)% damage because pets are assumed to be 40% of a melee attack (with ExpCHA at least) along with a pet-equivalent MC bonus towards more defense because it's an additonal [(40% melee attack*5)/1.4]% defense boost. Since it auto-hits and protects against all elements (even if it occurs only after dipping below 60% HP), it takes a further 'always-useful' penalty on top of the 0.85* penalty.

DESCRIPTION
This loyal wolf was trained by a powerful Cryomancer and taught to conjure extremely accurate and piercing crystals to harm enemies or to conjure up a magical ice wall to absorb the power of incoming attacks.

Appearance:
It looks like the Windter Wolf but it's color scheme is similar to that of the Cryomancer Staff. It has markings similar to that of the Dark Wolf from AQW.
Crystal attack: It conjures 5 ice crystals above its head and sends them towards the enemy for 5 hits of damage.
Defense attack: It howls and a wall of ice appears right in front of the player.

< Message edited by battlesiege15 -- 6/5/2017 13:26:39 >
AQ AQW  Post #: 183
4/27/2017 15:46:06   
battlesiege15
Member

Beastmage's Summoner«Neutral lean 100-proc Earth magic weapon that summons an Earth guest and boosts the guests' power.»

Level: 150G
Power Level: 153, Mastercraft
Location: Beastmaster Shop

Type: Magic
Element: Earth
Damage: 14 - 34
BTH: 19

EFFECT:
  • If the Beastmage Companion guest is not on the field, then the weapon will automatically summon it. This does not require a turn. (The energy in the staff calls forth your loyal companion to battle with you)
  • If the Beastmage Companion is already summoned, then this weapon deals 0 damage and instead boosts the guests' damage based on player INT and CHA. The damage boost is based on ExpectedStats and adds damage equal to a 100 proc Magic weapons' damage.
  • If the weapon is unequipped, the guest also disappears. (Switching weapons has broken your link with your companion :().
  • The weapon deals +X% damage as a compensation for locking your guest slot as well as for not directly deal damage. Furthermore, since the weapon relies on a guest that consumes MP, there might be a boost because it forces you to consume MP for damage.
DESCRIPTION
This staff was used by Beastmagi in the past to summon a loyal companion to their side to help them in battle. This fragile weapon cannot be used to directly deal damage to monsters but the magical energies in the staff can greatly boost your companion's damage.

Appearance
Normal: Looks like a normal brown wooden staff but the staff is topped with an ornate design and a giant multi-faceted green jewel.
When summoning your guest: The weapon is upright and glows and then the normal Earth guest summon animation occurs.
When boosting your guests' attack: The weapon is upright and glows really bright.
Beastmage Companion
It's just a normal Earth guest that attacks with either a one hit attack (fully inaccurate lean) or a three hit attack (fully accurate lean).

Appearance
Looks like a Sabretooth tiger except big and scary. Maybe more like a Demon Cat (updated art of course).
For the one hit attack, the cat pounces on the monster.
For the three hit attack, the cat goes towards the monster and bites it three times.
AQ AQW  Post #: 184
5/6/2017 20:56:14   
battlesiege15
Member

Demon of Life (It's essentially a balanced opposite of Angel of Souls)
«FD Light armor. Has a two hit attack. Has a weak weapon based skill that can heal HP.»

Level: 150
Power Level: 153, Mastercraft
SP Level: 152
Location: Death's Domain Quest after you find 200 Hourglasses (Yes, twice as many compared to the Angel of Souls Quest)
Element: Light

COMBAT DEFENCE
Melee: 54
Ranged: 46
Magic: 50

ELEMENTAL MODIFIER [see notes]
Fire: 44%
Water: 90%
Wind: 70%
Ice: 90%
Earth: 70%
Energy: 70%
Light: 39%
Darkness: 90%

EFFECT
You receive Armor Lean *0.8.

Skill:
It's a light-locked skill. This is treated as a normal player attack. It does *0.5 Base/Rand damage, and non-LS stat damage is doubled (to STR/4, etc) in order to give you X HP back. If you're wielding a Magic weapon, then it does *4/3 Base/Rand damage. It respects your weapon's effects, and your weapon Special can occur. Since this is essentially an alternative attack that deals lesser damage instead of doing normal damage, there is additional boost to the attack as EleComp. It has a -5 bth lean.

DESCRIPTION
Just as there is someone to guide souls to eternal rest, there is someone who guides the souls forgiven by Death back into the world to maintain a balance.

Appearance:
It looks like the Angel of Souls except the wings are giant devil wings. The robe is also white and all the 'red glow' is replaced with a blue glow. The shoulder pieces and other gray colored pieces are gold colored. The skull shoulder plates are faces of of humans kind of like masks. There are also two golden horns on the character's head too.

Animation:
Same as the Angel of Souls. The skill is two bright beams arrows of light going towards the monster.
Compass of Life (It's essentially a balanced opposite of Lantern of Souls)
«Light shield that has a small chance of auto-hitting.»

Level: 150
Power Level: 153, Mastercraft
SP Level: 152
Location: Death's Domain Quest after you find 200 Hourglasses (Yes, twice as many compared to the Angel of Souls Quest)
Element: Light

COMBAT DEFENCE
Melee: 16
Ranged: 11
Magic: 14

ELEMENTAL MODIFIER [see notes]

Light: -26

Effect: The shield has a X% chance to convert the player's attack into an auto-hit (+300 bth).

Description
A compass used to guide the way back to the world of the living. It wards off the powers of Light, and the compass's power can guide you when you strike, increasing the accuracy of your attacks!

Appearance:
It looks like a normal compass that emits a blueish-yellow glow.
Bringer of Life (It's essentially a balanced opposite of Reaper of Souls)
«Light wand that can heal HP.»

Level: 150
Power Level: 153, Mastercraft
SP Level: 152
Location: Death's Domain Quest after you find 200 Hourglasses (Yes, twice as many compared to the Angel of Souls Quest)
Element: Light

Light Ranged Wand, +3 BtH lean and 2/3 base lean. 20% proc special. When the special fires, the weapon rejuvenates a part of the player's soul. This makes it inflict a Heal-based Spiritual Seed that lasts 2 turns (It heals HP equal to ExpAmount*25% HP after 2 turns with a slight compensation for delayed effect (5% MC plus 20 proc rate)). If you get the special 3 turns in a row, then you'll get this Normal Heal Damage from the Spiritual Seed plus some mumbo jumbo with the numbers.

FSB: When wielding all pieces of the set, your heal resistance is lowered by -XX% so that all Heal based effects are more effective.

Description
This wand is wielded by those that rejuvenate the souls from within mortal bodies, strengthening their connections to the realm of the living. It can invigorate a bit of a your soul to give you some health back!

Appearance:
It looks like the Reaper of Souls but it's shorter and the scythe blade and second smaller blades are flipped. The back 'blade' resembles more of an angel wing. The skull resembles whatever is put on the armor's shoulder plate. The coloration is the same as the armor. For the special, the animation is the same except it's yellow and is done on the player.

< Message edited by battlesiege15 -- 5/8/2017 16:53:42 >
AQ AQW  Post #: 185
5/6/2017 21:14:09   
Andlu
Member

UH just one thing about the armor
FD and weapon based will not work, because you'll never get the special going if you have a 100% proc weapon
AQ DF AQW  Post #: 186
5/6/2017 21:22:43   
battlesiege15
Member

Ah, I completely forgot about that... Well since it's a light based attack, the weapon you use I guess won't matter so you may be forced to switch to another weapon... I'll have to think about how I may want to change it then. I guess the solution I'm going for now is just switch to a non 100 proc weapon but it could be converted to a normal armor skill too
AQ AQW  Post #: 187
5/6/2017 21:24:04   
Cobra
Banned


you could just switch to your guardian blade for the skill to go through.

Demon of Life:

I think the armor is fantastic. And the fire secondary is so useful, i would definitely replace communicants for this any day of the week

< Message edited by Cobra -- 5/6/2017 21:27:37 >
AQ  Post #: 188
5/6/2017 23:17:55   
battlesiege15
Member

Yeah, I think since the no drops are all non 100 proc, I'll stick with the normal weapon attack layout. It's not going to affect you if you plan on using 100 proc weapons with it except for just the skill and in that case, a non 100 proc weapon would probably be better anyways since there's an EleComp to boost that damage.

Thanks Cobra! I really enjoy the Angel of Souls armor and I was thinking it'd be cool to have a 'Yin and Yang' type of armor sets that are the opposites of one another. Plus, I feel like we don't have many accessible FD swept Light armors (minus the Radiant Warhorse which is Guardian only anyways). I also kinda just want more winged angelic/demonic armors in game haha. (*I'm hoping to attract the attention of Aranx with this so Aranx can make some more stuff for AQ).
AQ AQW  Post #: 189
5/21/2017 11:37:25   
battlesiege15
Member

ThunderStorm
«Mastercraft Neutral Spell. This spell boosts damage for Water and Energy spells for the entire field instead of doing damage.»

Level: 150
Power Level: 153
MP Level: 152
Price: X Gold
Sellback: .5X Gold
Location: A quest dealing with the weather OR a Package Set

Element: Neutral
Cost: 653 MP

Hits: 2
Type: Magic
Element: Water, Energy
Damage: 0-0 plus 0% Stats
BTH: +300

EFFECT
Once cast, the spell boosts the output of Water and Energy damage for every single attack on the field (weapon/special/spell/pet/guest/monster attacks) by +107.03*[PlayerINT/ExpINT]% damage for two turns*.
All attacks also take a further -10 BTH but deal *85/75 damage (factored into the overall boost).
This effect cannot stack with itself or any other elemental-boosting weather spell.

Pop-ups:
This mighty storm temporarily enhances the elemental powers of Water and Energy on the field.

DESCRIPTION
This ancient scroll has given you the knowledge to conjure up a mighty, hard-to-see-through storm to sweep through the battle field and amplify all Water and Energy elemental attacks for a few turns. Hopefully you brought your raincoat!

Appearance
The screen flashes black for a second and giant rain clouds appear above the battle field. Then, it rains really hard for a moment with some flashes of lightning. Essentially, you can't see any thing on the battle field except for the weather animation and the battle menu.
If it is possible, could this animation last for two turns like the Champion Lord.
After 2 turns, the storm clears.
SandStorm
«Mastercraft Neutral Spell. This spell boosts damage for Earth and Wind spells for the entire field instead of doing damage.»

Level: 150
Power Level: 153
MP Level: 152
Price: X Gold
Sellback: .5X Gold
Location: A quest dealing with the weather OR a Package Set

Element: Neutral
Cost: 653 MP

Hits: 2
Type: Magic
Element: Wind, Earth
Damage: 0-0 plus 0% Stats
BTH: +300

EFFECT
Once cast, the spell boosts the output of Earth and Wind damage for every single attack on the field (weapon/special/spell/pet/guest/monster attacks) by +107.03*[PlayerINT/ExpINT]% damage for two turns*.
All attacks also take a further -10 BTH but deal *85/75 damage (factored into the overall boost).
This effect cannot stack with itself or any other elemental-boosting weather spell.

Pop-ups:
This mighty sandstorm temporarily enhances the elemental powers of Earth and Wind on the field.

DESCRIPTION
This ancient scroll has given you the knowledge to conjure up a buffeting storm to cover up the battle field and amplify all Earth and Wind elemental attacks for a few turns. Good luck getting rid of all the sand!

Appearance
The screen flashes gray for a second and giant sandstorm appears on the battle field. Sand is blowing everywhere. Essentially, you can't see any thing on the battle field except for the weather animation and the battle menu.
If it is possible, could this animation last for two turns like the Champion Lord.
After 2 turns, the sandstorm clears.
Blizzard
«Mastercraft Neutral Spell. This spell boosts damage for Darkness and Ice spells for the entire field instead of doing damage.»

Level: 150
Power Level: 153
MP Level: 152
Price: X Gold
Sellback: .5X Gold
Location: A quest dealing with the weather OR a Package Set

Element: Neutral
Cost: 653 MP

Hits: 2
Type: Magic
Element: Darkness, Ice
Damage: 0-0 plus 0% Stats
BTH: +300

EFFECT
Once cast, the spell boosts the output of Darkness and Ice damage for every single attack on the field (weapon/special/spell/pet/guest/monster attacks) by +102.16*[PlayerINT/ExpINT]% damage for two turns*.
All attacks also take a further -10 BTH but deal *85/75 damage (factored into the overall boost).
This effect cannot stack with itself or any other elemental-boosting weather spell.

Pop-ups:
This mighty blizzard temporarily enhances the elemental powers of Darkness and Ice on the field.

DESCRIPTION
This ancient scroll has given you the knowledge to conjure up a bone-chilling blizzard to eclipse out the sun and to amplify all Darkness and Ice elemental attacks for a few turns. Brrrrrrrr!

Appearance
The screen flashes black for a second and giant snowstorm appear above the battle field. Icy wind blows through the field. Essentially, you can't see any thing on the battle field except for the weather animation and the battle menu.
If it is possible, could this animation last for two turns like the Champion Lord.
After 2 turns, the blizzard clears.
Drought
«Mastercraft Neutral Spell. This spell boosts damage for Light and Fire spells for the entire field instead of doing damage.»

Level: 150
Power Level: 153
MP Level: 152
Price: X Gold
Sellback: .5X Gold
Location: A quest dealing with the weather OR a Package Set

Element: Neutral
Cost: 653 MP

Hits: 2
Type: Magic
Element: Light, Fire
Damage: 0-0 plus 0% Stats
BTH: +300

EFFECT
Once cast, the spell boosts the output of Light and Fire damage for every single attack on the field (weapon/special/spell/pet/guest/monster attacks) by +102.16*[PlayerINT/ExpINT]% damage for two turns*.
All attacks also take a further -10 BTH but deal *85/75 damage (factored into the overall boost).
This effect cannot stack with itself or any other elemental-boosting weather spell.

Pop-ups:
This sweltering drought temporarily enhances the elemental powers of Light and Fire on the field.

DESCRIPTION
This ancient scroll has given you the knowledge to dry out the field and bring about a blinding and sweltering drought that amplifies all Light and Fire elemental attacks for a few turns. Be sure to bring a fan when you use this spell

Appearance
The screen white for a second and stays really bright while the condition is up. You can see the screen distort a little bit as if there were heat mirage going on. Essentially, you can't see any thing on the battle field except for the weather animation and the battle menu.
If it is possible, could this animation last for two turns like the Champion Lord.
After 2 turns, the drought clears.

Analysis for the spells:
  • The spell deals +200% melee damage because it is essentially a spell with the damage spread out in a different way for the same MP cost.
  • The spell does an additional +2% damage for consuming a turn and for spreading out the damage over two hits (similar to how the Azamay Explodium Rune gets a small compensation for dealing the damage after 3 turns).
  • In order to compensate for the fact that it boosts two opposing elements, the attack deals *1.XX damage as elemental compensation because it affects monster attacks too. This boost is *1.1 damage for ThunderStorm and SandStorm since they boost two directly opposing elements on the elemental wheel. This boost is *1.05 damage for Blizzard and Drought since they boost two neutrally related elements on the elemental wheel.
  • The spell modifies bth for all attacks on the field by -10 bth which acts as a *85/75 multiplier.
  • The spell gets an additional *0.85 multiplier for being an auto-hit attack.
  • Since the damage is split into two turns, the boost is split evenly for the two turns.
  • Lucky strikes do not get an additional boost through these spells; they do normal damage multiplied by the overall boost of the spell


< Message edited by battlesiege15 -- 5/21/2017 12:30:27 >
AQ AQW  Post #: 190
6/5/2017 13:04:14   
battlesiege15
Member

Cryomancer's Robe
«FD Ice armor. Has damage attack and a rarer Spell-like attack that numbs the foe. Has a drive that can raise MRM for an upkeep.»

Level: 150G
Power Level: 153, Mastercraft
SP Level: 152
Location: Defeat the CEB Cryomancer from RA Pool
Element: Ice

COMBAT DEFENCE
Melee: 55
Ranged: 55
Magic: 55

ELEMENTAL MODIFIER
Fire: 120%
Water: 80%
Wind: 70%
Ice: 90%
Earth: 90%
Energy: 80%
Light: 70%
Darkness: 90%

ATTACK #1
Hits: 1
Type: «As Weapon»
Element: «As Weapon»
Damage: 100% armor damage; +5 BTH lean
Rate: 90%

Attack #2 (Considered to be a spell and overrides normal player attacks)
Hits: 2
Type: Magic
Element: Ice
Damage: 0% armor damage; -10 BTH lean
Rate: 10%
Effect: The monster is inflicted with Numb takes -(ExpectedDEXLoss) DEX for [# of Hits Connected] turns.* The monster can resist this effect.** The save roll is with Player VStat/LUK vs. Monster END/LUK.

EFFECT
You receive Armor Lean *0.8.

Skill: Ice Shield
  • Cast this skill to conjure a floating shield of ice that to protect you from incoming attacks. Costs X MP to use.***
  • If you do not have enough MP, then the shield disappears.****
  • The shield gives anywhere between +0 MRM to +30 MRM.
  • Upkeep is equivalent of 98 SP based off the Logos Shield for stats.
*The gem unleashes a bone-chilling blast that seeps into your foe's core.
**The foe's burning will keeps it going.
***You channel your mana into the gem to create a shield to protect you.
***You lack the mana to keep channeling the gem's power.

DESCRIPTION
The Cryo-stone embedded in this defensive robe allows you to focus your mana to conjure up an ice shield to protect you from attacks. However, sometimes it spontaneously unleashes a powerful ice-blast that can even chill Ice monsters to their core.

Appearance:
The armor itself resembles that of this AQW monster. The armor is a giant robe where the player is floating and the robe design should be a little less clunky than the AQW monster's armor (meaning smaller, sleeker gauntlets/armor pieces). It's also one continuous robe from neck to toe and with sleeves that go all the way down the arm. No shoulder pieces. The gem on the center of the armor is larger. The armor has a similar hood and a floating glyph behind it as a cape. No ice crystals floating around though. Your weapon floats beside you like with the Nulgath armor and the shield is at the bottom of the screen. The color scheme is more like the Cryomancer Staff though.

Animation:
Attack 1: You raise your hand and your weapon that's floating beside you turns 90 degrees so the blade/top of the weapon faces the monster and then flies toward it (similar to throwing a spear). After doing one fast hit, the weapon returns by your side.
Attack 2: The gem on the armor's center glows white and unleashes two blasts of ice from it towards the monster.
Skill: When you activate the shield, the gem in the armor flashes once and a giant ice crystal that resembles a shield appears. This shield then floats around the character. When the shield is directly in front of the player, the player gets +30 MRM. When the shield is directly behind the player, the player gets +0 MRM. The shield MRM is the adjusted to be between 0 and 30 depending on how close it is to the front of the player.
Analysis
  • The armor does a normal defensive armor attack 90% of the time (no gimmicks beside an accurate lean).
  • The armor does an Ice-locked attack 10% of the time. This is locked to being only a Magic hit (no Ranged or Melee) and gets BTH based off of a normal magic attack. Furthermore, this armor uses VStat/LUK to inflict a powerful numb that lasts either 1 or 2 turns. Since this is an effect, the 'ele-comp' for it being ice is simply that it affects Ice type monsters as well. Nothing more than that. All the damage is funneled into trying to inflict a powerful Numb.
  • The skill is a normal +15 MRM boost like the Logos shield except it has a MP cost and not a SP cost. Also, the shield rotates around which constantly changes the player MRM like the Weather Witch/Sand Shark/Whomp/Forest Demon but the average MRM boost is still +15 MRM.


Cryomancer and Companion
«CEB Ice Monster with a focus on Defense and high MRM.»

Level: 150
XP: X XP
Gold: X Gold
Location: RA Pool
Power: CEB
Element: Ice

COMBAT DEFENCE
Melee: 70
Ranged: 70
Magic: 70

Attributes

EstHP: Glass-cannon lean so low HP and high damage --> Note: HP is split between the Cryomancer and his pet Companion. The Cryomancer has 60% expected HP and the Companion has 40% of expected HP
EstMP: Expected MP for a monster with this much INT --> Note: Only the Cryomancer consumes MP

STR: 0
DEX: 0
INT: 275
END: 0
CHA: 275
LUK: 200

Elemental Modifier

Fire: 150%
Water: 80%
Wind: 70%
Ice: 90%
Earth: 90%
Energy: 80%
Light: 70%
Darkness: 90%

Attacks:
Cryomancer:
  • If there is sufficient MP, then the monster casts an ice spell ( Frigid Fury including the MC BTH boost). There's a [# of Ice hits connected] / [# of Ice hits attempted]*29.74% chance of freezing the player, player's guest, and player's pet (similar to the Cryomancer Staff).
  • If there isn't sufficient MP, then the monster doesn't attack the player. Instead, it regains MP equivalent to a mana-efficient attack (392 MP) until it can cast the big spell again.
  • There is a 10% chance that the Cryomancer will deal 2 ice magic hits that inflicts Numb on the player to reduce DEX based on the number of hits that connected. This attack deals 0 damage and takes precedence over the spell and the mana regen.
  • In addition, the monster also consumes X MP every turn to raise it's MRM between 0 and 30 MRM (similar to the Cryomancer's Robes).
  • NOTE: If you defeat it's Companion first, then the Cryomancer gets enraged and all its attacks deal +25% damage.
Companion:
  • If the Cryomancer's HP is at or above 60%, then it deals a five-hit ranged Ice attack that has a +10 BTH lean. This also gets a +4.25 BTH boost.
  • If the Cryomancer's HP is below 60%, then it does not attack. Instead, it howls to reduce incoming damage to the Cryomancer.
DESCRIPTION
Cryomancers are wizards who have mastered manipulating Ice magic. Residing in this icy terrain seems to have made this Cryomancer a formidable challenge so beware! Watch out for his companion, seems it has very sharp teeth!

Appearance:
The monster looks just like the armor posted above and the pet looks just like the pet mentioned a few suggestions ago. The only difference is that this monster has the Cryomancer's Staff as a weapon.

Animation:
Spell- It's just Frigid Fury
Mana regen- The monster raises it's hand and regains MP.
Ice-blast spell: Similar to the armor's rare attack.
Pet's Crystal attack: It conjures 5 ice crystals above its head and sends them towards the enemy for 5 hits of damage.
Pet's Defense attack: It howls and a wall of ice appears right in front of the player.

I also ended up making changes to the Cryomancer's Companion pet a few posts above to make it change effects based on player HP rather than a toggle.

< Message edited by battlesiege15 -- 6/5/2017 13:06:36 >
AQ AQW  Post #: 191
6/9/2017 13:07:22   
battlesiege15
Member

Terra Tera-Chimera Terror
«Mastercraft Earth spell. Instead of damage, the spell inflicts 'Afraid'.»

Level: 150
Power Level: 153
MP Level: 152
Location: At the end of the Chimeran Set Quest

Element: Earth
Cost: 653 MP

Hits: 12
Type: Magic
Element: Light
Damage: 0-0 plus 0% Stats
BTH: 48 plus Stats

EFFECT
If spell hit connects and deals >0 damage, then the spell makes the monster afraid for [Number of hits connected/2] turns with a [Number of hits connected*6]*[Earth Resistance]% chance of not acting. This status does stack upon multiple casts similar to how the Terror Set works.
Level: 153 vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

MC goes towards a higher infliction chance. (Can a MC be used that way? I don't see why not...)

DESCRIPTION
Conjure up the phantasm of a pack of Chimeras to strike your enemies 12 times and instill terror in their hearts.

Appearance
A green portal appears in front of the player. Out of the portal come 5 Chimeras that look green and translucent like ghosts. First, two baby Chimeras come out and each do their normal pet Daze attack to hit 3 times each (for a total of 6 hits). Then, two normal adult-sized Chimeras come forward and deal 2 hits each (for a total of 4 hits). Then, a Giant Chimera comes out and deals 2 hits. This totals up to 12 hits.
Analysis:
The spell deals 0 damage and has all of the 'damage' focused on inflict Afraid. The MC just goes to a higher status infliction rate.

< Message edited by battlesiege15 -- 6/9/2017 13:08:24 >
AQ AQW  Post #: 192
7/24/2017 15:38:51   
battlesiege15
Member

Just updating some posts with previously-lost animation by Anim who gave me links to the artwork.

Plaguing Pollen -> Animation. Not sure how this can be balanced. It may need to be reworked like

Lunar Frenzy and Bloodlust Barricade -> Lunar Frenzy(Changed the description slightly and made it an Earth shield since it's a trigger against Werewolves) and Bloodlust Barricade(Changed the description slightly).

There is going to be a Werewolf/Vampire subrace update maybe in the near future according to IMR so it'd be nice if we could have more items in the two shops!
AQ AQW  Post #: 193
12/13/2017 11:12:32   
battlesiege15
Member

Interesting environment damage modification:

I was wondering if it would be possible for the game engine to register what background you are fighting in. I know back in the day, the old wizard robes could do that:
Level 4 - Levitation! 
Use your superb monster knowlege to harm your foe. Different opjects will be levitated depending upon your enemy's home environment. 
Cost: 60 MP 
The spell's element is based on the monster's terrain (where the monster can normally be found in RA or Yonder): 
Elemnt	Terrains
Energy	"underwater", "ship", "water"
Wind	"hills", "sand", "building"
Fire	"forest", "castle", "ice"
Ice	"plains", "swamp", "town"
Water	"fire", "volcano", "road"
Earth	"beach", "mountain", "throne"
Light	 "dungeon", "cave", "cemetary"
Dark	"desert", "light", "none"


Would this system be applied still? I know a lot has changed but maybe for some monsters and bosses, this could be used to their advantage such as by either boosting their damage, reducing yours, or maybe status effects could be influenced by it?

I suggested some environmental conditions ( Here) so if it can be applied in a broader sense, that would be great.

With the recent Pokemon Go update that uses weather conditions, I thought this would be a nifty idea. Let me know what y'all think!
AQ AQW  Post #: 194
2/7/2018 15:56:26   
battlesiege15
Member

Dragon Tamer's Robes
«MC FD Fire/Ice armor. Can invoke your Pet/Guest to have Celerity and also has a Control skill.»

Level: 150G
Power Level: 153, Mastercraft
SP Level: 152
Location: Fire and Ice- The Dragon Tamers
Element: Neutral

COMBAT DEFENCE
Melee: 52
Ranged: 52
Magic: 49

ELEMENTAL MODIFIER
Fire: 40%
Water: 80%
Wind: 80%
Ice: 40%
Earth: 80%
Energy: 80%
Light: 80%
Darkness: 80%

ATTACK #1
Hits: 1
Type: «As Weapon»
Element: «As Weapon»
Damage: 100% armor damage; +5 BTH lean
Rate: 80%
Animation: You rush at the monster and do one quick swipe before returning to the normal spot.

Attack #2 (Considered to be a spell and overrides normal player attacks)
Hits: 1
Type: «As Weapon»
Element: «As Weapon»
Damage: 0% armor damage; +300 bth
Notes: Instead of attacking, your pet and guests deal +85*[YourCHA/ExpCHA]% damage.
Rate: 20%
Animation: You raise your arm and a bright light-blue glow radiates on your side of the field. This message pops up: You expend your energy to power up your pet and guests.

EFFECT
  • You receive Armor Lean *0.8.
  • Comes with a 3 skills:

    • Inspire Pet: Toggle. Take a penalty to your defences, so that you take x1 damage instead of x0.8 damage. In exchange, your pet gains Celerity at the end of your turn. The monster can resist with a save (inflict with CHA/LUK; resist with CHA/LUK).
    • Inspire Guest: Toggle. Your guest gains Celerity at the end of your turn. The monster can resist with a save (inflict with CHA/LUK; resist with CHA/LUK). This has no direct cost, but your guest has to pay its upkeep cost twice.
    • Tame the Beast: You deal 0% attack and pay X SP to try and Control the monster. If fighting a non-Dragon/Dragonkin/Drakel monster, then the monster takes a +20 Save Roll. If fighting a Dragonkin/Drakel not of Fire/Ice element, then the monster has a +10 Save Roll. If fighting a Dragonkin/Drakel of Fire/Ice element, or a non-Fire/Ice element Dragon,then the monster has a +0 Save Roll. If fighting a Fire/Ice element Dragon, then the monster has a -10 Save Roll. (I might have messed this up... The more triggers that are activated, the harder it is for the monster to resist Control.)
DESCRIPTION
The Dragon Tamers have given you this armor as a gift. Made form enchanted dragon scales, this armor provides resistance against fire and the frigid weather. Just like the Dragon Tamers, now you also have the ability to empower your companions and attempt to control monsters and dragons that cross your path.

Appearance: It looks like the Frozen Dragonslayer but it's more of a robe than an armor. Also, instead of a cape, you have Dracomancer form wings. The color scheme is just like the Frozen Dragonslayer's except parts of the armor like the elbows, gloves, knee caps, and part of the chest are fire-red.
Dragon Tamer's Defender
«MC Fire/Ice Shield that boosts Pet/Guest Damage.»

Level: 150G
Power Level: 153, Mastercraft
SP Level: 152
Location: Fire and Ice- The Dragon Tamers
Element: Neutral

COMBAT DEFENCE
Melee: +11
Ranged: +11
Magic: +8

ELEMENTAL MODIFIER
Fire: -22%
Ice: -22%

EFFECT
  • Your Pet/Guest deals +5% damage.
  • If your Pet/Guest is a dragon, it deals +10% damage.
DESCRIPTION
This shield provides defense against Fire and Ice and also boosts your guest and pet damage, especially if they are dragons.

Appearance: A Dragonslayer shield like this but the black is actually red and the silver is actually light blue (similar to the armor's color scheme). It glows when your pet or guest is a dragon.
Dragon Summoner's Staff (Melee)/Dragon Summoner's Scepter (Magic)
«MC Melee Ice Staff/Magic Ice Scepter that can call/summon a Fire/Ice guest.»

Level: 150G
Power Level: 153, MC
Location: Fire and Ice- The Dragon Tamers

Type: Melee (Staff)/Magic (Scepter)
Element: Ice
Damage: 21-43/12-24
BTH: 19

EFFECT
  • No special so it receives a +9% boost.
  • Click on the weapon to call (Staff)/summon (Scepter) the Fire and Ice Dragon.

DESCRIPTION
This durable weapon is not only great for whacking but also can summon/call the Protector of the Dragon Tamers- the Fire and Ice Dragon!

Appearance: It looks like https://pre00.deviantart.net/a67d/th/pre/f/2013/259/3/e/dragon_staff__diablo_3_wizard__by_murmeltierchen-d6mjqwr.jpgthis but with a red/blue color scheme just like the armor and shield.
The Fire and Ice Dragon
«MC Dragon guest that seeks between Ice and Fire. Instead of doing full damage, it attempts to inflict Burn (Fire) or Frostbite (Ice).»

Level: 150G
Power Level: 153, MC
Location: Called from the Dragon Summoner's Staff OR summoned from the Dragon Summoner's Scepter

Type: Ranged
Element: Fire or Ice
Damage: -X% Damage but inflicts Burn/Frosbite instead
BTH: 38
Upkeep: 86 SP (Call) or 114 MP (Summon)
Animation: 2 Fire breath puffs like the Fire Dragon or 2 Ice crystal puffs like the Ice Dragon

EFFECT
  • Guest automatically seeks between Fire or Ice damage, whichever one the monster is weaker to. If equal, it chooses Ice.
  • It deals -X% damage and inflicts a power 2 Burn (Fire) or power 2 Frostbite (Ice).
Appearance: It has a body shape of an elemental dragon. It's color scheme is split into 2, one that's blue and one that's red (color scheme of the armor and shield). The wings on each side are the opposite color as the body as well as the eyes and talon colors.
The Fire and Ice Hatchling
«MC Dragon pet that seeks between Ice and Fire. Instead of doing full damage, it attempts to inflict Burn (Fire) or Frostbite (Ice).»

Level: 150G
Power Level: 153, MC
Location: Fire and Ice- The Dragon Tamers

Type: Ranged
Element: Fire or Ice
Damage: -X% Damage but inflicts Burn/Frosbite instead
BTH: 38
Animation: 2 Fire breath puffs like the Fire Dragon or 2 Ice crystal puffs like the Ice Dragon

EFFECT
  • Pet automatically seeks between Fire or Ice damage, whichever one the monster is weaker to. If equal, it chooses Ice.
  • It deals -X% damage and inflicts a power 2 Burn (Fire) or power 2 Frostbite (Ice).
DESCRIPTION
One of the Dragon Tamer Guardian's hatchlings, this little guy wants to explore the world and has agreed to come with you. His breath can seek between Fire and Ice while also leaving your foe's with a nasty burn.

Appearance: It has a body shape of an elemental dragon. It's color scheme is split into 2, one that's blue and one that's red (color scheme of the armor and shield). The wings on each side are the opposite color as the body as well as the eyes and talon colors. Smaller version of the guest essentially.

< Message edited by battlesiege15 -- 2/7/2018 15:59:17 >
AQ AQW  Post #: 195
2/7/2018 18:31:16   
J9408
Member

Dragon Tamer sounds awesome!

However the ability to cover both Ice and Fire at once would make it too powerful, if made, it would most likely be a twin set.

< Message edited by J9408 -- 2/7/2018 18:36:17 >
Post #: 196
2/8/2018 13:43:42   
Phlox Lover
Member

IIRC, using "DnD" in the name of an item isn't ok, so maybe just call it like "LUKy d20" or something...

"It always rolls a natural twenty". memes xD

I really wanna fight this basilisk btw
Post #: 197
2/8/2018 16:53:52   
battlesiege15
Member

quote:

Dragon Tamer sounds awesome!

However the ability to cover both Ice and Fire at once would make it too powerful, if made, it would most likely be a twin set.
Thanks! I know it's a lot to have in an armor (double resistance, BM lean, Control skill, secondary attack) but I just wanted to throwout some cool ideas. I don't think it would be feasible to have all those things in one armor of course so picking one or two would be cool. The premise of this set is to be a compression BM set since there aren't too many synergestic items for BMs.

Also, I will write a quest for the Dragon Tamers eventually. It's supposed to be a higher leveled quest that requires Rank 10 in Beastmaster AND Dracomancer (making classes kinda relevant again) and I was thinking it would be a 2 quest series.

quote:

IIRC, using "DnD" in the name of an item isn't ok, so maybe just call it like "LUKy d20" or something...

"It always rolls a natural twenty". memes xD

I really wanna fight this basilisk btw
Ah, didn't know DnD is not ok to have in the name but it makes sense after thinking about it. I just thought it would be cool to include a role-playing aspect within a role-playing game while also letting people try out different builds with temporary NPC characters (also, think it'd be fun if we could do that!).

And thanks! I had another version of the Basilisk way back in the day but I decided to have it be more updated. It's always fun fighting challenge monsters so if I come across a cool idea, I try to jot it down.
I know I have a lot of suggestions but these are all mostly just for me getting my creativity on lol. I have a table of contents in the first post with links to my different suggestions (not completely updated) along with short blurbs about each item.
AQ AQW  Post #: 198
6/14/2018 11:09:09   
battlesiege15
Member

Level: 150G
Power Level: 153, Mastercraft
SP Level: 152
Location: The Runes of Rundlecrum! (Word play on the Ruins of Rundlecrum! quest)
Element: Light

Rune Caster
«MC MO Light Armor. Has special spell enhancing events.»

COMBAT DEFENCE
Melee: 50
Ranged: 50
Magic: 55 (Whatever the Max value for Magic is. Melee and Ranged are lowered to whatever will be needed to balance this).

ELEMENTAL MODIFIER
Fire: 53%
Water: 88%
Wind: 88%
Ice: 88%
Earth: 88%
Energy: 53%
Light: 39%
Darkness: 88%

ATTACK #1
Hits: 1
Type: «As Weapon»
Element: «As Weapon»
Damage: 100% armor damage; -5 BTH lean
Rate: 100%
Animation: You hold out your hand and a giant yellow glyph appears in between you and the monster. You then clench your fist and the glyph converges in the middle and explodes with energy towards the monster and deals 1 hit of massive, inaccurate damage.

EFFECT
  • You receive Armor Lean *1.125.
  • Comes with a 3 skills: (from the skill list but when you click on Skills, it creates an ornate magic glyph with a giant triangle in the middle with a different runic symbols at each corner.

    • Burst (top of triangle. Has a symbol that resembles a four pointed star): Your next spell cast will get a -10 BTH lean.
    • Pin-Point (bottom right of triangle. Has a symbol that resembles a bulls-eye): Your next spell cast will get a +10 BTH lean.
    • Destruction (bottom left of triangle. Has a symbol that resembles an eight pointed star): Your next spell cast will deal 200% damage but will consume 200% MP and 24% HP.


FSB when equipped with the weapon, the shield, and the Light Glyph:
  • Cataclysm: (Center of triangle. Has a symbol that resembles a twelve pointed start with a bulls-eye in the middle): Click on it to cast Light spell that deals 200*(95/85)% spell damage and gets +10 BTH but will consume 200% MP and 24% HP.
    Animation: The same 'Skills" glyph appears in the middle of the screen. The major triangle in the middle begins spinning in the middle really fast and creating sparks, then a middle layer triangle spins creating a second sparking ring in the middle. Then, the smaller middle ring converges into itself and the outer ring converges onto that, releasing a giant burst of light damage.
DESCRIPTION
Rune Casters have long since been known for their ability to manipulate their spells' accuracy to make them more powerful or accurate. Rumors also have it that they know some even deadlier tricks that not many live to tell the tale of.

Appearance: It's a black robe with gold trims. The shoulders have sturdy and pointed shoulder guards. There is a glyph on each side of the wrists and a bigger glyph as the cape. When blocking, a glyph appears in front of the player.
Defender Rune
«MC Light Shield that regenerates MP depending on how many hits land on your»

COMBAT DEFENCE
Melee: +7
Ranged: +7
Magic: +20

ELEMENTAL MODIFIER
Light: -25%

EFFECT
  • You gain mana equivalent to X*[# of hits landed].
DESCRIPTION
Although Rune Casters were known for their offensive capabilities, they were also able to use glyphs defensively like this shield that absorbs incoming attacks and converts them into mana.

Appearance: A yellow glyph.
[Elemental] Glyph
«MC Miscs that reduce incoming damage of their respective element and gives an INT boost. Click on them to convert your Defender Rune to the rune's element»

Costs: X MP

EFFECT
  • Each elemental glyph gives -40% incoming damage to their respective element
  • Gives +50 INT.
  • Click on it to spend Y MP and convert your Defender Rune to give -25% to [Rune Element] instead of Light.
  • If equipped with the Light Glyph, you gain -50% damage to incoming damage instead of switching the Defender Rune Element.

DESCRIPTION
This elemental glyph provides resistance to its respective element and also boosts MP. It can also imbue elemental magic into your Defender Rune at a cost to make you defend against the respective element.

Appearance: It's a glyph that has the same symbols for each element as the Azamay Golem Rune symbols.
To be continued

< Message edited by battlesiege15 -- 6/14/2018 11:11:23 >
AQ AQW  Post #: 199
11/7/2018 17:47:46   
battlesiege15
Member

Hex
«Mastercraft Darkness spell. Instead of damage, the spell inflicts 'Unlucky'.»

Level: 150
Power Level: 153
MP Level: 152
Location: LTS during Friday the 13th
Cost: 653 MP

Hits: 3
Type: Magic
Element: Darkness
Damage: 0-0 plus 0% Stats
BTH: +300

EFFECT
If the spell connects, then the spell makes the monster 'Unlucky' for [Number of hits connected] turns. The monster takes -[225]*[.85]*[Darkness Resistance]. This effect can stack with other 'Unlucky' as long as it is the proper level.
Level: 153 vs MonsterLvl
Major: YourINT vs MonsterINT
Minor: YourLUK vs MonsterLUK

MC goes towards a higher infliction chance.

DESCRIPTION
Looks like luck has run out for your foe.

Appearance
3 black cats appear out of a portal and cross the enemy.

Analysis:
This spell is similar to the Beach Bod and Arcane Amplification but targets the enemy instead.
AQ AQW  Post #: 200
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