Home  | Login  | Register  | Help  | Play 

CH4OT1C!'s Suggestion Bank

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AQ Suggestions >> CH4OT1C!'s Suggestion Bank
Page 1 of 212>
Forum Login
Message << Older Topic   Newer Topic >>
5/10/2017 18:42:18   
CH4OT1C!
Member

Welcome everyone to my idea bank! Planning on adding more as ideas come to me. Criticism is of course welcome (especially given I'm terrible with balancing and numbers).

Contents:
Weapons:
Staff of the spring
Book of Gaia
Hex Blade/Staff/Spear
Unstable Chaos Staff
Moglin Staff of Healing
Archmage Sign
Twilly/Twig-cycle
Spectral Sabre
Reality Staff
Larme de Lune
Alucard's Blade
Spells:
Curse of the Veil - this post
Bone-chilling blast - this post
Cold Onslaught - this post
Banish the darkness
Powder Puff Pummeling
Necrotic Entwine
The Big Bang
Chi Blockade
Mana Burn/Blaze
Feral Fury
Vampiric Enthrallment
Spectral Onslaught
Blood moon ritual
Alchemical Blast
Zardify
Curse of the Angel of Darkness
Chorus Pluviam
Spiritual Meditation
Armors:
Hydromancer Mana Manipulator
Spirit of the North Star
Neko Ultimon's Armour
Lycan Mage
Alucard Cloak
Shields:
Aegis of the Frigid Northlands
Singularity Shield
Ancient Buckler of the Asgir
Pets:
Living Pot o' gold
Neko Gween
Miscs:
Lich Orb - this post
Unstable Orb
Blessing of the Seraphim
Spectral Flame
Sense of Humour
Entrancing Incense
Monsters:
Reality Corrupter
Neko Ultimon
Alucard

Alright, onto the suggestions!

Curse of the veil
MC light/dark spell. Mastercraft and damage penalty used to tag enemies as "shadow" for the duration of the battle. If already tagged as a shadow, spell reverts to doing +5% damage

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MpLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Legends of Lore challenge Gauntlet
Cost: 653mp
Hits: 3
Element: [see effect]

Effects:
- Element is randomly selected per hit between light and darkness. As a result the spell does 1.2* damage for dealing conflicting elements. Simple +0 bth lean.
- Spell in total does -x% damage (this was -30% for dracomorgrify, but I imagine this would be higher given this tags as shadow rather than dragonkin and then dragon). After this, monster makes a save roll at a -20 penalty (this can be changed for a smaller damage penalty):

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

If the monster fails this roll, the monster is tagged as "shadow" for the rest of the battle (shadow trigger weapons, shield etc. will now trigger on the monster).*
*your foe roars as it succumbs to the curse of the veil!
your foe has endured the wrath of the curse!
your foe is immune to the veil's curse!


- If the monster is already tagged as a shadow, spell will instead deal a further *1.05 damage (for MC)

Appearance: Upon cast, around the monster the same black blob animation emanating from the legends of lore arena appear. 3 shadow clouds then move in 1 by 1, inflicting the three hits of the spell.
Description: Warlic has managed to refine the corrupting energies of the veil into a spell! Will your opponent be able to endure the onslaught or succumb to the full curse of the veil!



Bone-chilling Blast
MC ice spell. Mastercraft and subsequent damage penalty used to attempt to inflict freeze onto the monster.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MpLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: No idea. Could be limited-time shop. You could put this in Frostval, though would be powerful for a basic shop. Wolfriders is also an option with a cold feel to the quest!
Cost: 653mp
Hits: 2
Element: Ice

Effects:
- both hits of the spell are +5 bth and deal *85/90 damage to compensate
- spell does -40.77% damage. After this there is a [hits connected]/2 chance of freezing* the monster [1 turn]. Monster can resist with a save (at a +0 bonus):

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

If the monster fails this roll, it will become frozen for 1 turn.
* Your foe is chilled to the bone!
Your foe endures the bone-chilling blast!
Ice-element monsters are immune to the bone-chilling cold!

Appearance: A blue white beam is fired at the enemy, along with numerous frozen bones, dealing the 2 hits of damage
Description: Chill your foe to the bone with a cold beam of energy (with a few bones thrown in!). Your foe better hope they can endure the cold, or they might not be able to fight back!



Lich Orb
MC darkness misc. Provides magic defense, darkness resistance and by clicking on the orb you can inflict one of several random status effects.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
Location: Necromancer class shop (other ideas could include Ryn the Undying quest)

Price: 30,256,459
Sell: 15,128,229 (got the buy and sellback price from wyrm knight crest which compressed misc and spell. Hopefully that's right!)
Cost: X sp (this is where I need help, costing this thing is going to be a nightmare!)

Effects:
- Provides +10 magic defense
- Provides 0.5* darkness resistance
- by clicking on the misc you can spend X SP (needs to be significant) to activate a quickcast skill. When activated, the monster immediately makes a save roll at a +/- X bonus

Level: PowLvl vs MonsterLvl
Major: Vstat vs MonsterEND
Minor: YourLUK vs MonsterLUK

If the monster fails the roll, the monster is then inflicted with one of several status effects* from a pool of:
Crippled, Bleed, Afraid, Blind, Poison, Burn
*Your foe succumbed to the orb's power!
Your foe endured the orb's spell!
Your foe is immune to the orbs spell!

Appearance: Looks identical to the glass orb in the spirit rend attack of Ryn the Undying
Description: This orb once belonged to a a powerful lich! Although not focusing the lich's power anymore, it still offers protection from both magic and darkness attacks! Not only that, but you can click the orb to activate a powerful curse!



Cold Onslaught
MC (fake)void SPell. Mastercraft and damage penalty used to attempt to inflict enemies with the cold.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MpLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: The Final battle!
Cost: 490sp
Hits: 3
Element: (fake) void

Effects:
- SPell does fake void element damage. This is simply for flavour and instead works like a harm skill. As a result, to combat automatic 120% modifiers, it takes a 20% damage penalty (so it instead hits on 100% modifiers like harm). Additionally the SPell takes a *0.9 penalty for being always useful.
- Spell in total does -x% damage (needs to be significant. Feedback needed). After this, monster makes a save roll at a +10 penalty:

Level: PowLvl vs MonsterLvl
Major: Vstat vs MonsterEND
Minor: YourLUK vs MonsterLUK

If the monster fails this roll, the monster is inflicted with the cold .*
*The cold tears through your opponents mind!
your foe managed to endure the emotional onslaught!
your foe is immune to the emotional onslaught!

This lasts until your succeeds on a save roll with the same infliction stats.


Appearance: Upon cast, ice appears at your feet, much like Cartwright. Swirling blue magic appears on the monster, dealing the 3 hits of damage.
Description: Diviara has taught you how to assault your enemies' emotions with the cold! Not only will this skill deal none elemental damage, but can also inflict your foe with the full ferocity of the cold!



More stuff coming soon!

< Message edited by CH4OT1C! -- 11/20/2017 14:46:50 >
AQ  Post #: 1
5/11/2017 17:39:50   
CH4OT1C!
Member

Staff of the spring
MC water staff. MC goes into compressing a healing skill which can also inflict the "calmed" status onto your foe.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: Fairwind spring (upon completing the pixie quest)
Damage: 12-36
Proc: 0%
Element: water

Effects:
- deals *1.09 damage due to having no special
- click on the head of the staff to use a skill at the cost of 490sp. 2 hits of heal damage which targets the player. This takes a *0.9 penalty for always being useful plus an additional *0.85 damage for autohit. This skill takes a further damage penalty of -x%. During the second hit of the skill, the monster makes a save at a +0 bonus:

Level: PowLvl vs MonsterLvl
Major: Vstat vs MonsterCHA
Minor: YourLUK vs MonsterLUK
If the monster fails this roll, the monster becomes affected with the "calmed" status effect* (duration: 2 turns). This status effect is the opposite of "berserk". The monster gains an additional +20 bth lean on attacks. This effect can stack.
*The serene power of the spring has calmed your foe's heart!
your foe remains enraged despite the serene power of the spring!
your foe is immune to the serene power of the spring!

Appearance: Weapon looks like a simple wooden branch with flowers and leaves. A carved pixie tops the staff. When using the skill, a rock with a spring fades into view, surrounded by lillies and forest flowers. 2 hits of healing follow, before the spring fades away.
Description: The pixies have allowed you to use one of their enchanted staffs! Not only does this weapon command powerful water magic, but by clicked on the staff you can heal yourself and calm the rage in your foes heart!



Unstable Orb
MC Neutral misc. Provides magic defense and resistance to a random element every turn. MC goes into compressing a spell

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,450 (used radiant prism numbers, hopefully this is about right!)
Sellback: 15,128,224
Location: Limited time shop
Cost: X SP (balancing this thing is going to be fun)

Effects:
- Provides +10 magic defense
- Provides resistance to a random element every turn. Element is *0.6 (due to the none-elemental nature of the misc). Element is selected at the end of your turn*
*The unstable orb shifts and protects you against [Element] attacks!


- click on the orb to activate a spell. This spell costs X HP (equivalent amount to a full spell worth of damage). This is not taken immediately when the spell is cast. Instead, this damage is taken equally over the 10 hits of the spell (explained below):

Level:150
Powerlvl:153
Mplvl: 152
hits: 10
elements: the 8 standard elements, harm and heal. Does *130/90 damage to compensate for the strange elements. Each hit of the spell is equal in power and have a basic +/-0 bth lean. During each hit of the spell, you lose 1/10th of the HP cost

Once this is done, both you and the monster make a save roll at a +0 bonus:

Level: PowLvl vs MonsterLvl
Major: Vstat vs MonsterEND (or player END)
Minor: YourLUK vs MonsterLUK

If either the player or the monster fail this save roll, they are inflicted with a prismatic burn . Level is [Powerlvl] with a duration of 3 turns.**
You were burned by the orb's unstable energies!
Your foe was burned by the orb's unstable energies!
You and your foe were burned by the orb's unstable energies!
You endured the orb's unstable energies!
Your foe endured the orb's unstable energies!
Your foe is immune to the unstable energies of the orb!

- doesn't take a damage penalty to pay for the effect, as both you and the foe can be inflicted with the prismatic burn


Appearance: An elemental orb that shifts between all colours of the rainbow
Description: This orb absorbed the power of many different elements and became highly unstable. Luckily Warlic managed to cast a charm to stabilise it. Dare you click the orb and unleash it's true power on both you and your enemy!?



Banish the Darkness
MC darkness spell. Treats light resistance as the spells darkness modifier. MC spent on additional damage. (might need this spent on the switch of the modifier)

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Limited-time shop (no idea really, it's kind of a unique spell)
Cost: 653mp
Hits: 2
Element: Darkness

Effects:
- both hits of the spell have a +5 bth lean and deal *85/90 damage to compensate
- spell deals *1.05 to damage (for MC, can be changed if necessary)
- Uses light modifier to deal damage instead of darkness modifier (*[monster's light resistance]/[monster's Darkness resistance]). The spell still deals darkness damage, but damage calculation is based on the light resistance. (might have messed up the way this works. Using death reaver as a base so could have easily gotten it wrong. Balance might need looking at).


Appearance: Black circles like a call spell appear near player. In the centre of the enemy a purple black blob appears, bursting into smaller blobs, flying out and dealing the 2 hits of damage!
Description: This spell can banish the darkness from your foe. 2 hits of darkness damage, though it pierces with the force of the brightest light!



Some of these are definitely more unique. Will be interested to see what you guys make of them!


< Message edited by CH4OT1C! -- 5/27/2017 17:37:30 >
AQ  Post #: 2
5/13/2017 8:46:00   
CH4OT1C!
Member

Book of Gaia
MC earth tome. MC is spent on the spell compression within the weapon

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 72,615,500
Sellback: 36,307,750
Location: GGB rare shop
Damage: If spells are disabled, the weapon performs a wand attack, using the following numbers (taken from lightning rod, hope these are balanced!)

"WAND" ATTACK
BowBR 415 460 505 559
BowStat 793 892 991 1109.8
BowBTH 13 15 16 19
Proc: 0%
2 hits, Magic Earth. *1.02 damage for lack of a special
Element: Earth

Effects:
- The weapon comes with 4 different options (GUI is brought up as usual when the attack button is used):

Rock Wall*: Acts as a healing spell. Initially has 0SP cost. Does one attack on the player (full x2 damage as a skill would cost *.095 (always useful) and a further *0.85 (autohit). This damage is recorded and reduced to zero before inflicted. The player then gains a chi shield (Renamed as "Rock shield"), with the power being the [Damage dealt], and the efficiency being [MagicSkillSPCost]/[Damage dealt]
*Use your energy to call upon and maintain a rock shield, protecting yourself from damage!

Gaia's wrath**: 3 hits of magic earth damage. -5bth lean. Standard spell cost. Takes a -x% damage penalty to attempt to inflict "Gaia's wrath" onto your foe (if the last hit connects). This acts the same as a psionic link (A burn which heals you for the damage dealt. power [x]. Level 153. Duration = [No. of failed saves (max 3)]. Earth element monsters are immune. This can stack. Foe can attempt to resist this:

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

**Your foe is about to learn Gaia can be both benevolent and merciless with this powerful spell. Deals massive earth damage, but Gaia can also drain your foes health to restore yours!
Your foe has been struck by the full wrath of Gaia!
Your foe has managed to convince Gaia not to unleash her true Wrath!
Your foe is immune to Gaia's full wrath!

Tremor***: 2 hits of magic earth damage. -5bth lean. Mana efficient spell (so *0.75 damage, *0.66 MP cost). Other than that, nothing unusual.
***Unleash a tremor! Does less damage than a regular spell, but much more efficient!

Draw Mana!****: Spend a turn to regenerate an efficient spell's worth of mana
****You focus on Gaia's Tome, drawing [x] Mana!

Appearance:
The tome itself is a deep red/brown book with ornate gold trees and plants decorating the front. a red bookmark can be seen.
Rock wall summons a pile of rocks in front of the player. Work like the skill of the Fujin armor and disappear the turn after the chi shield is destroyed
Gaia's Wrath unleashes a wave of bright green energy in a circle, dealing the first it. Trees and plants made of the green energy sprout around the foe, dealing the additional two hits.
Tremor has cracks appearing around your foe, dealing both hits of damage.
Wand attack has the same look as Tremor
Draw mana has no animation
Description: This tome once belonged to the mighty earth witch Gaia! Most of her power has left the tome, although it can still be used to unleash her wrath on your foes with a variety of defensive and offensive spells!



Powder Puff Pummeling
MC wind spell. Opponent permanently gains charisma, with extra damage dealt to compensate. MC is spent on additional damage.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Limited-Time shop
hits: 5
Element: wind

Effects:
- All hits have a -5bth lean (magical flying powder puffs are being thrown at your enemy, they're not going to be the most accurate projectile!)
- for each hit that connects, your opponent gains 5 charisma permanently. To balance this, the spell deals +x% damage (good luck balancing that one!)

Appearance:A rain of powder puffs hammers down on your foe diagonally from top left to bottom right.White clouds appear as the puffs strike the enemy, dealing the 5 hits of damage.
Description: Give your foe a makeover they'll never forget! This wind spell is not only stronger than most, but that beautiful makeover is definitely going to leave your foe looking a lot more charismatic!



Hydromancer Mana Manipulator
MC Fully Defensive water armor. Has the ability to make spell efficient. MC is spent on compressing a spell into the armor.

Example tier
Level: 150 MC
PowerLvL: 153

Prize: 72,615,500
Sellback: 36,307,750
Location: Not sure, quite a few places you could put this. It's a powerful armor and so should be suitably difficult to obtain. Something like at the end of the Taladosian set would be quite appropriate, given the underwater theme and the difficulty to obtain.

Combat Modifiers
Melee: [Medium]
Ranged:[Low]
Magic: [High]

Elemental Modifiers (focus on elemental defense rather than blocking)
Water: Primary
darkness/ice: secondary (42%)
Wind/Earth/Fire: normal
Energy: Weakest (relatively very weak)

Effects:
- You gain Armor Lean x0.8
- Whenever you cast a spell, that spell automatically becomes efficient. This automatically multiplies damage of the spell by *0.75, and multiplies the spells MP cost by *0.66.
- MC on the armor pays for the compression of a skill, "Mana Manipulation". This is a 3 hit magic water skill, costing 490sp to use. This skill takes a *0.5 penalty and damages your foe's MP rather than HP (due to this, the damage is multiplied by *1.5). Suitable elecomp also needs to be given (water skill on a water armor). After this, your own mana is regenerated by the damage dealt to the enemy's MP.

Appearance: Royal blue and aqua robes with ornate silver decoration around the waist, sleeves, and bottom, in various swirling patterns. An aqua scarf adorns the neck, with more ornate decoration at it's ends. The arms have grey armor plating to the elbow. The robes split just under the waist, though continues to fall almost to the ground. Grey armor can also be seen on the legs and feet.
When using the skill, the player holds a hand out, glowing bright blue, swirling water dances around in the sky, hitting the enemy 3 times before returning to the player. The point it reaches the player is when the player's MP is healed.
Description: Don the robes of a mana manipulator specialising in water magic! This armor will not only make all of your spells more efficient, but can also drain your foes mana to restore your own!



< Message edited by CH4OT1C! -- 5/14/2017 10:20:26 >
AQ  Post #: 3
5/20/2017 7:20:57   
CH4OT1C!
Member

Necrotic Entwine
MC dark spell. MC and higher MP cost of spell used to set up a Necrotic link between you and your foe.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Attack on Granemor! (Devourer Saga)
hits: 3
Element: Darkness
Cost: Standard spell cost + extra to pay for the effect

Effects:
- Standard BTH lean on all three hits (+/- 0). First hit does 50% damage, other 2 do 25% each.
- This spell uses MC and increased MP cost (it does NOT take a damage penalty). There is a [hits connected]/[hits attempted]*50% chance of attempting to inflict Necrotic link onto your foe (this works in the same way as Undead limkragg). Opponent can resist the save at a +/-0 bonus:

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterDEX
Minor: YourLUK vs MonsterLUK

Appearance:A black/purple link forms between you and your foe, dealing the first hit. Black purple links further entwine around this in a helix formation from player end to the foe, dealing the other 2 hits.
Description: Use necrotic dark magic to entwine you and your foe together! This spell is more mana intensive than most, but can inflict a necrotic link, damaging your foe and healing you!



Hex blade/staff/spear
MC darkness Sword/staff/spear (three seperate weapons, NOT toggle). MC is used to compress a clickable skill which deals additional damage and removes status' afflicting your foe.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: Limited-Time shop? (not really an appropriate place to put this that I can think of!)
Damage: Melee: 14-49, Ranged: 12-51 Magic: 8-40
Proc: 0%
Element: Darkness

Effects:
- Deals *1.09 damage for lack of a special
- You can click the weapon to use a skill. This skill costs 392sp (for melee/ranged) /490sp (for magic). This skill is 2 hit darkness, and takes a small damage penalty normally. If your foe is inflicted with a status condition (E.g. Poison, Burned, Paralysed, etc.) the skill will "consume" these status' and will deal additional damage to compensate. (The status conditions may have to be limited so certain conditions remain)

Appearance: A black hilt with a small purple skull for the sword, this extends to a purple black blade. The Spear has an extended black hilt with a larger skull holding the spearhead. The Staff Has no blade, and is a simple a long hilt with the purple skull topping the staff. The skulls eyes are glowing, and a purple aura emanates from the skull. The skill sees the eyes of the weapon flash brightly, before a giant version of the skull appears over the enemy. The screen fades to black, though the giant skull's purple eyes remain, dealing the hits of damage.
Description: Capitalise on your foe's maladies with this powerful [blade/spear/staff]. This not only deals powerful darkness damage, but with a click can also hex your opponent, using these maladies to fuel the hex!



The Big Bang
MC inaccurate inefficient fire spell. Pays HP and uses MC to further increase damage.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Diamonds and explosions (so appropriate for this spell)
hits: 1
Element: Fire
Cost: 899mp +212hp

Effects:
- Spell has a -10bth lean, and deals 95/85 damage to compensate
- Spell is overcharged so *1.4 cost and *1.25 power. This has already been factored into the cost
- Spell additionally costs 212hp and deals +100% melee damage (It's doing +100% of the overcharged level so I factored the cost into hp too)
- This spell also spends the MC on +5% damage

Appearance: A massive fire fueled explosion. (the bigger the better)
Description: ...now THAT is a big bang!

< Message edited by CH4OT1C! -- 5/20/2017 10:34:52 >
AQ  Post #: 4
5/25/2017 10:07:01   
CH4OT1C!
Member

Living pot o' gold
MC neutral pet. Does not attack in an ordinary way but like poe/dun etc. it spends it's turn granting you a boost to your LUK stat. MC spent on this effect

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 12,102,583
Sellback: 6,051,291
Location: Failure to Communicant/Limited-time shop and then blarney shop (it's a pot o' gold!)
Element: Neutral
Damage: [See Effect]

Effects:
- Does not do any damage during it's attack animation. Instead the pet attempts to grant the player an increase in LUK. No cost to the player (this isn't a spell or anything)
- (Hopefully I get the numbers right here) Assuming Moonwalker's grace is a spell giving 87 dexterity for 3 turns, and spells are worth 200% melee (this is with autohit and neutral element penalties), a pet attempting to do the same with luck needs the effect /5 due to pets only being worth 40% melee. This needs to be *3 as this only gives a boost for the current turn, rather than a 3 turn boost. This would put the LUK boost at +52. This would also need an additional penalty due to the pet using Charisma. a 0 cha build would get 20% melee from a pet, and so the pet needs to have a base LUK boost of 26 +(26*[Your CHA]/[Expected CHA]) LUK for that turn. MC is also spent on the LUK boost. 5% melee = 6.5 LUK. Finally, the spell has a quickcast penalty, which needs to be removed from the pet as it uses a turn. Normal quickcast penalty is *1.25/2 = 62.5% damage. Assuming this is the case, the final boost should be 93.6, rounded up to 94. This means the final LUK boost should be:
47 + (47*[YourCha]/[ExpectedCha] for 1 turn.

To prevent abuse, it should also carry the same buffer system as lepre-chan:

"BUFFER = 20
If your level is between [PowLvl] and [PowLvl+20], then there's no adjustment.
Otherwise:
If PowLvl > PlayerLvl, then AdjustedLvl = PlayerLvl
If PowLvl < PlayerLvl, then AdjustedLvl = PlayerLvl - BUFFER
The boost is multiplied by (5.25 + 0.5625*PowLvl + 0.00375*PowLvl^2)/(5.25 + 0.5625*AdjustedLvl + 0.00375*AdjustedLvl^2) "
And finally, if the effect is given put the pet is not able to act, the player should receive HP damage like poe/dun/thernda

Appearance: A black pot of gold, with cartoon eyes, smiling mouth, with the feet of the cauldron uses as legs. When attacking, golden coins and rainbow spring from the top of the pot, and into the sky
Description: And you wondered where the leprechauns got their all their luck from! This pot o' gold might not be good for attacking your foe, but you feel lucky just by being in it's presence!



Chi blockade
MC quickcast healing skill. Instead of dealing damage, it is recorded, and the player is given a chi shield. MC: uses STR for stat bonuses rather than END (if this is OK anyway, *1.05 damage)

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: ???
Element: Healing (neutral)
Hits: 1
Cost: free initially, Chi shield worth 392sp

Effects:
- Essentially works like Gandolphin. Does one attack for *1.25/2 *0.95*0.85 [Melee?] Healing damage. Uses STR where a spell would use INT, and costs SP, otherwise the same
- Before damage is dealt, it is recorded and zero'd
- You then get a Chi Shield (power = damage dealt, efficiency = [SP cost] / [damage dealt] ). In this case, the SP cost is 392.

Appearance: A brick wall made of chi is built between the player and the enemy. This wall glows with crackling energy animations. Text message appears "looks like your opponent will be bashing it's head against a brick wall!"
Description Building bridges not working? Try building a wall instead! This one's fueled by your chi, and will definitely keep your foe outside for a while!

< Message edited by CH4OT1C! -- 5/25/2017 10:08:07 >
AQ  Post #: 5
5/27/2017 18:06:06   
CH4OT1C!
Member

Blessings of the Seraphim
MC light misc. Greatly increases the power of your healing attacks/spells, boosts light resistance and LUK. MC goes into further boosting the power of the healing spells.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: Dense red fog, tower of Xyphos (because of the seraphim shield)
Cost: XSP (I imagine due to the nature of the item, it'll be heavy duty)

Effect:
- Provides *0.6 Light resistance
- Provides 40 LUK
- Provides a very large bonus (boosted by the MC) to healing damage. Hoping this bonus can add up to about 50% extra damage. I expect this will need huge penalties but the point is to make this misc heavily geared towards this boost. Other effects are less important.

Appeareance: A single white feather, glowing yellow
Description: This white feather was a blessing given by the angel of the light lord. Not only does it provide bonuses to light resistance and luck, but it imbues you with incredible healing powers!



< Message edited by CH4OT1C! -- 6/27/2017 12:36:00 >
AQ  Post #: 6
6/2/2017 8:26:09   
CH4OT1C!
Member

Aegis of the Frigid Northlands
MC ice shield. MC spent on freeze potence (increases the likelihood of inflicting freeze and similar effects on enemy monster)

Example Tier
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Limited-Time Shop / moved to possibly wolfriders, nemesis or ice cream sets, fairwind spring. There are quite a few places this could go

Melee: +11
Ranged: +14
Magic: +16

Ice: -26%

Effect:
- MC is spent on giving you +20 freeze potence whilst having the shield equipped. +20 bonus to freeze and similar effects (using accordian shield as a model, so hopefully this is balanced). If this is too OP, MRM can take a penalty as well to get the potence to +20

Appearance: An Icey blue crystal with shimmering blue particle effects around the main crystal.
Description: This Brilliant blue crystal aegis offers incredible protection against ice and magic attacks. It's so cold in fact, it can empower your freezing effects, making it more likely to affect your foe!

I doubt all this can be put onto a single item, but in theory it is balanced:

Unstable Chaos Staff
MC magic neutral "wand". MC goes into a rare chance to boost damage of spells. Also can imbue your spells with a chaotic energy [see effect]

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Limited-Time Shop. Then with the Chaos knight void challenge (if it ever decides to make a return)

Damage: Total Random Lean (0-48).
Bth: Inaccurate lean, -5bth, does 90/85 damage to compensate.
Proc: 100% [see below]

Special:
Hits: 2
Element: [See effect]

Effect:
- No "real" special so *1.02 damage
- Element for the special is selected from the 8 standard elements, harm and heal. Deals *130/90 damage to compensate
- Whenever you cast a spell whilst this item is equipped, the spell can receive any one of the following effects (only 1 at once)
+50% damage
+25% damage
-25% damage
-50% damage
+15bth
-15bth
+7.5bth
-7.5bth*
*The Staff's chaotic energy greatly empowers your spell! +50% damage!
The Staff's chaotic energy empowers your spell! +25% damage!
The Staff's chaotic energy collides with your spell! -25% damage!
The Staff's chaotic energy collides with your spell head on! -25% damage!
The Staff's chaotic energy causes your spell to quickly home in on it's target! +15bth!
The Staff's chaotic energy causes your spell to home in on it's target! +7.5bth!
The Staff's chaotic energy causes your spell to veer off course! -7.5bth!
The Staff's chaotic energy causes your spell to veer wildly off course! -15bth!


Each of these effects has a 10% chance of occurring, and affect the entire spell instead of a hit by hit basis. This means that 20% of the time, no effect is applied to the spell. Additionally, this does not take up a mastercraft bonus as the overall damage ends up as 100%

- the mastercraft bonus is spent on an additional effect when casting a spell. In addition to any of the above effects, there is a 5% chance that a spell can "explode"** When this happens, the spell you are casting deals harm element damage. Instead of dealing the appropriate always useful penalty, this is taken out of HP. in addition, the spell gains +250% damage (working from the high communicant's zeal MC. This is likely overpowered and I have likely missed something here so please do tell me if it needs to be adjusted
**The staff's chaotic energy causes your spell to explode before it became elementally alligned, damaging not only you, but your foe greatly too!

Apperance: A Staff with purple tentacles entwined around it. a green eye is at the staffs head, with additional purple tentacles. The staff has purple lightning frequently zapping across it
Description: Just when you thought the power of chaos was unstable enough already! This staff has been charged by the void's unstable energy, providing an unpredictable effect to your spells and occasionally causing them to explode before they've even formed!





< Message edited by CH4OT1C! -- 10/25/2017 16:59:04 >
AQ  Post #: 7
6/9/2017 5:11:24   
CH4OT1C!
Member

Moglin Staff of Healing
MC Neutral staff/tome. Comes with 3 built in healing spells and a draw mana function. If spells are disabled, the wand performs a healing attack on the player. MC is spent on compression

Example Tier
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 72,615,500
Sellback: 36,307,750
Location: GGB

Effect:
- If spells are disabled, the the weapon does a "wand" attack

"WAND" ATTACK
Proc: 0% (only if spells disabled)
1 hits, magic heal. *0.9*0.65*1.02 for autohit and always useful with lack of a real special. Targets the player
Element: heal

- when attacking, a GUI is brought up with 4 different options:
1. Health Revitalisation
Cost: 653mp
hits: 3
element: heal
Targets player H. Does *0.9*0.85 damage for always useful and autohit
*Use your mana reserves to restore your HP!

2. Energy Revitalisation
Cost: 653mp
hits: 3
element: heal
Targets player SP. does *1.125 damage due to targeting SP. Does *0.9*0.85 damage due to being autohit and always useful. Damage is split evenly among 3 hits**
**Use your reserves of mana to recharge your energy levels!

3. Health Charge
Cost: 392mp
element: heal
hits: 1
Targets player HP. Damage is *0.75*0.9*0.85 due to the reduced mana cost, autohit and always useful***
***an efficient spell to heal yourself in a pinch!

4. Draw Mana (restores 395mp)****
****you meditate, using the staff as a catalyst! 395mp restored!


Appearance: The Staff itself looks exactly like the Staff carried by Twilly, only considerably larger (for human use). The first spell causes a a circle of white to appear beneath the player, with sparkles flying upwards, restoring the health. The energy spell looks much like the mana restoration of the Fair godmother, only, with added electricity crackling around the player. The third spell, a small amount of sparkles appear around the player, dealing the damage. The wand attack has the same animation. Draw mana has no animation
Description: This moglin staff has been supersized just for your use! It retains it's healing magics, allowing you to restore your health, energy and mana levels!


AQ  Post #: 8
6/10/2017 8:08:15   
CH4OT1C!
Member

Archmage Sign
None MC magic earth hammer. Sacrifices no proc bonus to inflict distracted (renamed paralysis) on foe

Example Tier
Level: 148
Powerlvl: 151

Price: 17,859,510
Sellback: 8,929,755
Location: The Moglin Maniac!
Damage: Base Heavy Lean
Type: Magic
Element: Earth

Effect:
- Has a -5bth lean on all weapon attacks.
- 0 Proc, but instead of dealing *1.09 damage, the weapon instead has a passive chance to inflict your foe with "distracted" (renamed paralysis)*. The chances of this occurring is [hits connected] / [hits attempted]*15.66%. Monster can resist this effect by winning a save roll:
Level: PowLvl vs MonsterLevel
Major: YourINT vs MonsterINT
Minor: YourLUK vs MonsterLUK
*Your foe is fooled by the sign, and stops to try and find the legendary Archmage class!
Your foe stops for a moment, but sees through the magic!


Appearance: The archmage sign on the quest
Description: ARCHMAGE? WHERE!?



< Message edited by CH4OT1C! -- 6/12/2017 7:41:46 >
AQ  Post #: 9
6/12/2017 12:48:25   
CH4OT1C!
Member

Mana Burn/Blaze
MC Fire spell. Damages both the targets MP and HP. MC is spent on additional damage.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,582
Location: Limited-Time Shop/Shop opens after beating Conflagarative Infernomancer Pir'os the Searing (suitably updated)
Element: Fire
Hits: 3
Cost: 653MP for Mana Burn, 871MP for Mana Blaze

Effects:
- Mana Burn is Standard cost/Standard damage spell. Mana blaze is "overcharged". Cost has already been factored in.
- Each hit damages MP. Each hit deals *1.5 damage to compensate
- When this hit connect, opponents HP is damaged by *2/3 damage done to MP. As a result, each hit deals *0.5 damage (to pay for the damage to HP too.)
- 0BTH lean (regular bth, regular damage)

Appearance: Initial Strike like Pir'os' mana pyre attack, blue fire lights around the enemy, dealing the additional 2 hits. For the Mana blaze, this fire effect is larger.
Description: Call forth a fire so hot it can literally burn mana! This fire not only damages your opponents MP, but the heat will hurt their HP too! [Additionally, for mana blaze: This fire is less efficient, but even more potent!]



Singularity Shield
MC Light shield. MC is spent on a chance to improve player BTH

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Limited-Time Shop / Solaris!

Melee: 13
Ranged: 13
Magic: 13

Light: -26%

Effect:
- As a free effect, enemy attacks are given a +10bth lean (the singularity is drawing them in). To compensate, they do *85/95 damage
- MC is spent on the shield having a 25% chance for the player to gain 17.5bth*
*The gravitational force of your shield draws your foe in, making it easier for you to hit!

Appearance: A black hole sucking light inwards within a clear crystal
Description: They say not even light can escape a singularity, and it seems to be true! Warlic's managed to imprison it within a crystal to keep you safe, but your enemies will certainly feel the pull!. You and your foe will strike more accurately, though the singularity will also weaken their blows!

< Message edited by CH4OT1C! -- 9/12/2017 12:28:55 >
AQ  Post #: 10
6/21/2017 18:16:33   
CH4OT1C!
Member

Spirit of the North Star
MC Fully Defensive Ice/Light armour. Has an inbuilt quickcast spell, for which compression is covered as an MC. Trades regular attack damage for a passive chance to blind your foe on regular attacks

Example tier
Level: 150 Mastercraft
PowerLvL: 153

Price: 72,615,500
Sellback: 36,307,750
Location: Limited-Time Shop, then The Wolfriders!

Combat Modifiers
Melee: 45
Ranged:45
Magic: 45

Elemental Modifiers (focus on elemental defense rather than blocking)
Light/Ice Compression (so 40/40 split)
Fire + Dark Weaker than others, rest of defense spread among the other elements (whatever's appropriate for a resistance maxed armour)
2 hit armour with each dealing 50% of total.

Effects:
- You gain Armour Lean x0.8
- Attacks have a +3bth Lean.
- Armour does -20% damage on all regular attacks. On all regular attacks, the armor has a passive chance to blind your foe for 1 turn*. Assuming flashbang rat grenades reduces enemy bth by 17 with a 27.24% damage penalty. As a result, 1% of damage is worth ~0.62bth. As a result, 20% damage reduction should be worth 0.62*20 or ~12.4bth. This means each turn armor should be attempting to inflict a blind worth -12.4bth on the enemy. Enemy can resist with a save at a +/-0 bonus:

Level: PowLvl vs MonsterLvl
Major: Your[STR/DEX/LUK] vs MonsterEND
Minor: YourLUK vs MonsterLUK

*The light of the North Star has Blinded your foe!
The light of the North Star is strong, but your foe endures!
Your foe cannot be blinded with the light of the North Star!


- MC on the armour pays for the compression of a spell, Starlight Barricade. This is a quickcast spell which creates a mana shield identical to gandolphin. The mana shield is renamed to "Starlight Barrier"*
*The power of the stars forms a shield around you fueled by your mana!


Appearance: A shining golden semi-transparent wolf. Adorning the wolf are several light blue glowing star shaped symbols (in much the same way as spirit protector. A larger symbol appears on the forehead. Shimmering particles fall all around the main body, trailing with the attacks. When attacking, the wolf rushes forward very quickly, dealing the first hit. The screen explodes into light, dealing the second hit. When the light clears, the player has returned to the original position. When using the skill, the wolf howls, with stars appearing above. Shimmering particles falls from the stars onto the wolf, creating the mana shield.

Description: Become the spirit of the North Star! Not only does this form provide impregnable defense to light and ice, but can also call upon the stars to further protect you. That light can't be good for your foes eyes either!




Feral Fury
MC Neutral quickcast skill. Does no damage but attempts to inflict the "afraid" status condition onto your foe. Chance is higher if you're a werewolf and lower as a vampire.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Werewolf subrace shop
Cost: 490sp

Effect:
- Skill does no damage. Instead uses all to attempt to inflict "afraid" onto your foe for 3 turns.
Normally a quickcast skill would do *1.25/2 melee damage. This equates to 125% melee. This means the final percentage chance of fear should be 81.7083333333% (or 81.7%). Monster can make a save at a +20 bonus:

Level: PowLvl vs MonsterLvl
Major: YourSTR vs MonsterCHA (because you have to look strong to persuade your foe you're menacing. Charisma doesn't make sense when you're trying to scare)
Minor: YourLUK vs MonsterLUK

Subrace effect: As a werewolf, chance of inaction increases by the equivalent of 5% melee. This would lead to a inaction percentage increase of 3.26%. If you're a vampire, the chance of inaction is lowered by the same amount.
Your foe is terrified by the sight of your Feral fury
Your foe is not phased by the sight of you!
Your foe cannot be scared!

Appearance: You transform into a werewolf (savage werewolf form) and howl at the moon (much like dracoglin)
Description: Demonstrate your true lycanthropic savagery to your foe to scare them! If you're a vampire, your charisma might make you look less feral, but if you're a werewolf, you're even more likely to get their blood pumping!




Vampiric Enthrallment
MC neutral quickcast skill. Does no damage but attempts to lower enemy MRM and bth.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Vampire subrace shop
Cost: 490sp

Effect
- Skill does no damage and instead attempts to inflict temporary defense loss and lower bth*. Much like feral fury above, all 125% melee is used in this.

the bonus to hit loss works as blind (though renamed besotted). As worked out in the spirit of the north star armour, 20% melee ~12.4bth. This means for 110% melee, this reduces enemy bth by 22.77 bth for 3 turns. For MRM loss, with Squirrel of order 22.4% melee is spent on -10mrm for 4 rounds. This means with the 15% melee left unspent, you can reduce enemy MRM by 6.7 for 3 rounds

Level: PowLvl vs MonsterLvl
Major: YourCHA vs MonsterINT (have to enthrall them before they even realise it!)
Minor: YourLUK vs MonsterLUK

Subrace effect: If you're a vampire the blindness gains an extra -1bth for each turn. If you're a werewolf, the blindness is 1 bth less (so if you're a vampire it's -23.77bth and werewolf 21.7bth, cause vampires are charismatic whilst werewolves tend to be feral).

Your Vampiric Charisma has besotted your foe!
Your foe isn't successfully enthralled!
Your foe cannot be enthralled!

Appearance: Player transforms into a vampire lord with piercing red eyes. The screen fades to black but the piercing red eyes remain. Before screen returns to normal and player transforms back
Description: Demonstrate your true Vampiric charisma to besot your foe! If you're a werewolf, your feral ways may disenchant your foe, but if you're a vampire your foe may be even more enthralled!

Neither of these can stack with themselves^ (Gandolphin can't so I don't see why these should)



< Message edited by CH4OT1C! -- 10/20/2017 19:08:28 >
AQ  Post #: 11
6/27/2017 13:12:25   
CH4OT1C!
Member

Spectral Flame
MC dark misc item. Provides defense against dark/fire attacks on toggle. Also Provides INT and can burn your foe at the end of your turn. Costs MP

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: Limited-Time shop. Moved to the Canyon of lost souls
Cost: Xsp

Effect:
- Provides 0.5* dark or fire resistance. This is switched with a toggle*
- provides +40 INT
- At the end of your turn, there is a [hits connected]/[hits attempted] chance of the enemy making a save (+/-0 bonus):

Level: PowLvl vs MonsterLvl
Major: Vstat vs MonsterLUK
Minor: YourLUK vs MonsterLUK

If your foe fails this save, they become burnt (4 turns. An appropriate power). This burn can stack with itself/similar burns. Fire element monsters are immune**
*The spectral fire now protects you from dark attacks
the spectral fire now protects you from fire attacks

**your foe is burnt by the spectral fire!
your foe through sheer luck avoids being burnt!
your foe cannot be burnt by the spectral fire!

Appearance: A flickering blue/purple flame
Description: This spectral flame can not only protect you from dark and fire attacks, but also burn your foe if it gets too close!



Spectral Onslaught
MC Darkness spell. The MC and a further damage penalty is fueled into attempting to make the enemy afraid.

Example Tier
Level: 150 Mastercraft
PowerLvl: 153
MpLvl: 152

Price: 24,205,166
Sellback: 12,102,582
Location: Limited-Time shop then Canyon of lost souls
Element: Darkness
Hits: 4
Cost: 653mp

Effect:
- Spell pays half damage and MC (so 110% melee) to attempt a 46.22% Fear chance*, lasting for X turns. X is the number of landed hits, max 4. Enemy can resist with a save at +0 bonus. Dark monsters are immune:

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

*Your foe is scared by the spectral surge!
Your foe endures the spectral surge!
Your foe cannot be scared!

This fear can stack with itself/ similar fear effects.

Appearance:Much like an extended effect of the spectre's fear skill. Also an additional glowing purple haze which grows as the spell persists. Fades as the spell ends.
Description: Scare your foe senseless with this creepy spell! Darkness damage, plus a good chance your enemy will be too scared to fight back for the next few turns!



< Message edited by CH4OT1C! -- 6/27/2017 13:14:09 >
AQ  Post #: 12
7/6/2017 13:22:37   
CH4OT1C!
Member

[Twilly/Twig]-cycle
MC melee/magic ice weapon. Spends MC on attempting to inflict foe with Numb (-dex)

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Limited-Time Shop
Damage: base heavy Lean
Type: Melee (Twilly) /Magic (Twig)
Element: Ice

Effect:
- Has no special, deals *1.09 damage due to this.
- -5bth lean as you're clubbing with an icycle
- MC spent on chance of inflicting numb* on your foe for 3 turns. Appropriate reduction in dexterity. Base 20% chance. Foe can resist at a +/-0 bonus. Ice element monsters are immune:

Level: PowLvl vs MonsterLvl
Major: Your[STR or INT, depending on the weapon] vs MonsterEND
Minor: YourLUK vs MonsterLUK

*Your foe is numbed by the Twilly/Twig-cycle!
Your foe endures the numbing cold!
Your foe cannot be numbed

Appearance: Twilly or Twig, frozen into a bright blue icycle.
Description: It would seem Twilly/Twig has gotten himself stuck! This icycle is cold enough to not only freeze him in place, but numb your foes too!
Twilly-cycle also reads: This icycle is rather large, all the better to club them with!
Twig's also reads: This icycle has also been imbued with some of Twig's magical essence!
AQ  Post #: 13
8/26/2017 8:56:32   
CH4OT1C!
Member

Spectral Sabre
MC melee darkness sword. Mastercraft goes into a chance to inflict the "haunted" status on the monster

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Canyon of lost souls
Damage: neutral
Type: Melee
Element: Darkness

Effect:
- Has no special, deals *1.09 damage due to this.
- MC spent on chance of inflicting haunted* on your foe (appropriate chance for the effect. +X% damage for all elements for 3 turns). Monster can resist with a save. Darkness element and tagged "ghost" monsters are immune:

Level: PowLvl vs MonsterLvl
Major: Your[CHA] vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*Your foe is tormented by the spirits, lowering their guard!
Your foe convinces the spirits to leave it alone!
Spirits cannot haunt foes alligned to the realm of darkness./ You can't haunt a ghost!

Appearance: A sword with a black hilt. Adorning the hilt is a skull, the eye sockets glow with a blue flame. The sword's blade is visible, but engulfed in the same blue flames.
Description: This sword has since become imbued some of the spirits lost in the canyon of lost souls! These spirits can haunt your foe, weakening their defences!



Blood Moon Ritual
MC inefficient light spell. MC and the additional damage from the inefficient spell cost is spent on a blood link (renamed psionic link) between the monster and the player.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,582
Location: Limited time shop, then war for the fangs!
Element: Light
Hits: 2
Cost: 899mp

Effects:
- "Overcharged" spell and so *1.4 MP cost. Does 100% spell damage (so 200% melee)
- instead of the usual *1.25 damage, the spell pays that 50% melee + MC to inflict a blood link* (renamed psionic link) on the monster. The burn damage is of light element, and player's health is healed by the same amount as the damage done to the monster. This can be stacked in the usual way. Light monsters, and those tagged monsters immune to bleed are immune to this effect. Can be resisted with a save at -20 penalty:

Level: PowLvl vs MonsterLvl
Major: Your[INT] vs MonsterLUK
Minor: YourLUK vs MonsterLUK

*The ritual sets up a blood link between you and the monster!
Your foe is lucky enough to escape the ritual without a blood link!
The ritual cannot set up a blood link with creatures alligned with light./ This foe has no blood to set up a link!!

Appearance: A red moon appears above the player. Below the enemy, red shining runes and circles appear. A red beam fires from the moon, striking the ground and dealing the first hit. The runes then fire light upwards, dealing the second hit.
Description: Warlic managed to create a safe version of Sylith's spell for you to use! It can't drain a vampire or werewolf of their powers, but it can drain your foe's health, restoring your own! This spell is stronger than most, but also takes more to use!

AQ  Post #: 14
8/29/2017 11:20:27   
CH4OT1C!
Member

You may have to tone down the nature of this particular boss, as I can see this being so powerful it could potentially be unbeatable in today's meta. However, I figured I'd suggest it anyway:

Reality Corrupter
Champion Elite boss for a "void takeover" can inflict a new status effect "corrupted" (see below for details), can inflict a renamed necrotic link and has a soft damage cap.

Example:
Level: 150
Power: 3.75 (champion elite boss)


Location: The Void
Monster lean: 1.5 (so *1.5 damage dealt, *1.5 damage taken).
Type: Magic
Element: Darkness

Resists:
Fire: 150%
Water: 150%
Wind: 150%
Ice: 150%
Earth: 150%
Energy: 150%
Light: 150%
Darkness: -200%
Void and harm are each set to 50%. Death is irrelevant (see effect)

Stat Distribution:
STR: 0
DEX: 200
INT: 250
END:300
CHA: 0
LUK: 0

Melee, Ranged and Magic defenses are fairly low for a Champion elite boss.

Effect:
- MRM defences are low and elemods are relatively high. To compensate for this, the boss has a much larger base HP.
- Immunity to PWD. As a result, normal guardian dragon levels of damage from the attack.
- Has the "distorted" status effect (basically a renamed freedom). This provides +30 to all rolls with status' involving immobility. This does NOT make the monster immune to the effects, and is paid for directly out of monster power
- Has the soft damage cap status effect (essentially set exactly the same as the wicked king, factoring in endurance obviously. Also paid for in the same way as the wicked king). This is renamed to "ethereal".*
- At the start of the battle, you are inflicted with the "corrupted"** status effect (see below for more details), and are re-inflicted with this status effect if you do not have the effect at the end of your opponents turn. Much like the prismatic burn of the wicked king, you cannot resist this effect. This effect is paid for out of damage, both on the regular attack and spell.
- Regenerates mana instead of SP every turn (with the appropriate bonus due to the 1.125:1.5 conversion rate).
- Once it has enough mana, it will use a darkness spell which takes a 50% damage penalty to inflict the player with a powerful "reality link"*** effect (this effect is essentially a renamed necrotic link). The player can resist this effect at a -20 penalty:

Level: MonsterLvl vs PlayerLvl
Major: MonsterINT vs YourSTR
Minor: MonsterLUK vs YourLUK

The player can weaken the reality link by healing the monster (by a fixed amount, so doesn't matter how much you heal the monster, the link will still reduce by the same amount of power). The effect can also stack with itself, so if the link isn't removed by the next spell, that can make the it worse.

- It's regular attacks deal *0.5 damage, with the monster healing mp equal to *1.5 the damage done (again, based on conversion ratios)

*The corrupter distorts reality to hide itself, weakening your attack!
**Your foe begins to corrupt the very reality of your being, causing your spirit to begin to shatter!
***Your foe begins to distort reality to create a link between you and them!
Through sheer strength, you pull through your foes attempts to distort reality!


The "corrupted" status effect does NOT work like the standard renamed darkness element poison of "big red". Instead it works more like a prismatic version of the spiritual seed effect. The duration of this effect on this monster is 3 turns. After that time, damage is taken from all 8 elements, much like an individual spiritual seed, condensed into one non-elemental hit (in this case, similar to prismatic burn). This is obviously modified by the elemental resistances, but not altered by the armour lean (again, like a prismatic burn). I'm well aware that this particular status could cause vast amounts of damage (just as the prismatic burn does). I believe it should be balanced (and also possible to survive for 0 end players) provided that the duration doesn't exceed 3 turns (in theory, yes I do understand this could become unbalanced very quickly).

Description for this effect: Player's soul is distorted and fractured, leading to a massive release of power after the duration.

Appearance: A mage in a purple and black cloak, holding an exquisite black staff with a purple gem at it's head. The head is not visible within the hood of the cloak, though 2 red glowing eyes are visible peering out. Around the model of the mage flows translucent waves of blue energy (hopefully possible with the current drive).
Description: A mage of darkness who's mastered the magic of corruption to such an extent they can begin to distort reality itself. The effect of distorting reality has taken a terrible toll on the mages body, now hidden behind a cloak. He seems pretty angry about it, and seems to want to take out his anger on you!


Reality Staff
MC melee/magic darkness Staff. Mastercraft goes into a special which does no damage but attempts to inflict the "corrupted" status effect on the monster (see above)

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Beating the reality corrupter
Damage: neutral
Type: Melee/magic (toggle)
Element: Darkness
Proc: 10%

Effect:
- the special is 1 hit, darkness. does no damage. If it hits, enemy is inflicted with an appropriately powerful "corruption"* effect, similar to that used by the reality corrupter. Duration of this is 3 turns. The monster can resist with a save (at a +/-0 bonus). Dark element monsters are immune to the effect:

Level: PowLvl vs MonsterLvl
Major: Your[INT] vs MonsterEND
Minor: YourLUK vs MonsterLUK

*The weapon corrupts the reality of your foe's being, Shattering their spirit!
Your foe manages to keep it's spirit intact through sheer endurance!
You cannot corrupt the spirit of those alligned to the realm of darkness!


Appearance: The staff used by the reality corrupter
Description: The staff of the reality corrupter! You don't quite know how it works, but it's enchanted and can be used to give your foe a beatdown! It's also prone to corrupting your foe's very being, not not reliably!


< Message edited by CH4OT1C! -- 9/12/2017 11:52:29 >
AQ  Post #: 15
9/12/2017 12:02:56   
CH4OT1C!
Member

Something we've been lacking for warriors for a while now has been a shield with an "STR drive", so I thought I'd give it a go making one myself!

Ancient Buckler of the Asgir
MC Earth shield. MC is spent on a "STR drive"

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Limited Time shop, then Volu's Pride

Melee: 18
Ranged: 11
Magic: 11

Earth: -26%

Effect:
- you can click the shield, causing the blue rune to begin glowing (see below) This activates an STR drive*, boosting your STR by 50. This costs 34sp

*The rune glows, filling you with the strength of the ancient asgir warriors!
The rune fades, and the strength of the ancient asgir warriors dissipates!


Appearance: A simple circular wooden shield made of wood. In the centre it has been painted using the signature blue paint in the symbol of an ancient asgir rune
Description: This ancient relic of the asgir warriors doesn't just fortify you with an impregnable earth defense, but can also call up the spirits of ancient asgir warriors to lend you their strength!
AQ  Post #: 16
9/30/2017 7:55:54   
CH4OT1C!
Member

Alchemical Blast
MC Energy Spell. MC is spent on compression of 3 spells into 1 (see below for details)

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 72,615,500
Sellback: 36,307,750
Location: Limited time shop, GGB shop
Element: Energy
Hits: 3
Cost: [See Effect]

Effects:
- When using this spell, a GUI is brought up with 3 options and a "back" button (much like siphon and archmage research). There is no initial cost to reach this GUI (again, as with the spells already mentioned)
- This GUI offers 3 options- "fuel with mana", "fuel with energy", "fuel with life force". The damage of the spell is essentially the same (works as a spell regardless of the option and gains stat damage from INT as normal), but costs an appropriate amount of MP, SP or HP depending on the option selected. Nothing unusual with the spell otherwise, so if selecting the mana option, it should cost 653mp (so the average of a level 150 spell) and the appropriate equivalent for the SP and HP options.

Appearance: A red alchemical circle forms under the foe (much like the one in "the restoration" quest. Glittering light particles form around the player (with a hint of a specific colour, red for the HP cost option, blue for the mana and green for SP). The circle then irradiates the same colour light upwards, damaging the foe for 3 hits.
Description: Utilise the full force of alchemy to launch pure energy at your foe! The laws of alchemy state that you can't get something from nothing, but luckily you can choose what gets converted- your mana, energy reserves, or even an arm or leg!


Larme de Lune
MC melee light rapier. Mastercraft effect goes into increasing the power of the special.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Limited Time Shop
Damage: +3bth lean on attacks
Type: Melee/Magic toggle
Element: Light
Special: 20 proc. See effect for details

Effect:
- The special does no damage, but instead a moon comes into view above the player. For the next X turns, you are healed based on the damage done by the weapon (an appropriate amount for sacrificing the special). This moon disappears when the duration ends. The rapier's blade glows sparkling white whilst this effect is in place.


Appearance: A silver white rapier, The blade is pure silver (until triggered by the special, see effect). The hilt has a thin crescent guard, and shimmers of light can be seen occasionally (as elegant as possible).
Description: Powered by the light of the moon, this elegant weapon can purify the darkness inside any foe! When the moon's out, this blade can also restore your own vitality!

< Message edited by CH4OT1C! -- 9/30/2017 9:09:34 >
AQ  Post #: 17
10/14/2017 17:42:55   
CH4OT1C!
Member

Zardify
MC Earth Spell. Attempts to tag your foe as "zard". MC is spent on reducing the penalty for this affect

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,582
Location: Limited time shop, Zard Hunter shop
Element: Earth
Hits: 1
Cost: 653mp

Effects:
- the spell does 70.25% damage (MC goes into reducing this damage reduction)
- if this hit connects and does >0 damage, your opponent makes a save at a +0 penalty:

Level: 153 vs MonsterLvl
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

If the monster fails, it is tagged as a zard*

*Your opponent snarls as the curse transforms them into a zard!
Your opponent resists the curse
Your opponent is immune to the curse!


Appearance: Similar to the Dracomorph and Demomorph spells, only in green and a zard face rather than that of a demon/dragon
Description: A spell created by the zardmaster himself and "liberated" by your friendly neighbourhood zardhunter! This curse can turn your foe into a zard, making them weaker to your zard-hunting gear!


I apologise for this:
Neko Ultimon
Champion Elite boss for a "void takeover" can inflict Cuteness overload and has a 1% chance to deal massive damage.
Example:
Level: 150
Power: 3.75 (champion elite boss)


Location: The Void
Monster lean: 0.5 (so *0.5 damage dealt and *0.5 damage taken)
Type: magic
Element: Darkness/light

Resists:
Fire: 50%
Water: 50%
Ice: 50%
Energy: 50%
Earth: 50%
Wind: 50%
Light: 0%
Dark: 0%

MRM: 52/52/52


Stat Distribution:
STR: 0
DEX: 200
INT: 265
END:220
CHA: 0
LUK: 200


Effect:
- Can spend MP to unleash a shadow version of the nekonomicon's cuteness apocalypse (so yes, only does light and dark damage. The cats are replaced with shadow versions). This spends most of it's damage into paralysing you with "cuteness overload" for an extended duration:

*OMG! The cuddly apocalypse has left you in Kyootness Overload!!!111eleven! (^ω^)
Srs player is Srs. ಠ_ಠ



- every round, there is a passive attempt to paralyse you. This stacks if you are already paralysed**:

**You can't bring yourself to harm something as KYOOT as Neko Ultimon!
Your manage to resist the cute charm of Neko Ultimon!


- Has an SP attack, also dealing dark/light damage randomly which takes a damage penalty to inflict you with paralysis weakness***

***you're distracted by Neko Ultimon's KYOOTNESS, weakening your resolve to hurt him!
***you resist Neko Ultimon's sheer KYOOTNESS


- All attacks (skills, spells and regular) deal -x% damage. In exchange, Neko Ultimon has a 1% chance to deal *11.23 damage autohit. In addition, this attack also element seeks to your highest resistance.****

****Ultimon is finished toying with you, and takes advantage of overload of kawaii! He strikes you at your weakest!


- has 75% backlash on all attacks (how could you hurt a neko ಠ_ಠ)
- regenerates both MP and SP passively.

Appearance: Ultimon wearing Neko ears and a similarly coloured neko tail, and claws on his hands. In his hand, he carries a black and red version of the nekonomicon. His Umbral Naginata has a cat lure tied around the area just below the blade. His MP spell essentially looks like the original nekonomicon spell with the cats instead being shadow versions of themselves. The SP attack sees Ultimon drop his weapon and strike at you with his claws, much like a cat, this does 2 hits of damage. His regular attack looks like Ultimon's regular attack.
Description: It would seem Ultimon has somehow become a disciple of The Old One, and a very devoted one at that..... The cuddly apocalypse has come!



Neko Ultimon's Armour
MC Fully offensive light/dark armour. Comes with 2 in-built skills.

Example tier
Level: 150 Mastercraft
PowerLvL: 153

Prize: 96,820,667
Sellback: 48,410,333
Location: Defeating Neko Ultimon in the void (shop opens automatically)

Combat Modifiers
Melee: 50
Ranged: 50
Magic: 50

Elemental Modifiers
Fire: 78
Water:78
Wind: 78
Ice: 78
Earth: 78
Energy: 78
Light: 40
Darkness: 40


Effects:
- You receive Armour lean x1.25
- comes with 2 in-built skills:

1. Unleash the Cuddly apocalypse!
Hits: 6
Type: Magic
Element: Light/Dark random
Cost: 490sp
~at the end of the skill, there is a [Hits Connected]/[Hits Attempted] chance to attempt to inflict the foe with Cuteness overload* (renamed paralysed). Your foe can resist with a save (at a +0 bonus):

Level: PLvl vs MonsterLevel
Major: YourCHA vs MonsterEND
Minor: YourLUK vs MonsterLUK

**OMG! The cuddly apocalypse has left your foe in Kyootness Overload!!!111eleven! (^ω^)
Srs opponent is Srs. ಠ_ಠ


2. Kitty claws
Hits: 2
Type: [Follows weapon type]
Element: Light/Dark random
Cost: 392sp (if melee/ranged) 490sp (if magic)
~at the end of the skill, there is a [Hits Connect/Hits Attempted] chance to attempt to inflict the foe with Paralysis weakness for 2 rounds** (-20). The foe can resist this with a save (at a -20 penalty):


Level: PLvl vs MonsterLevel
Major: [MainStat] vs MonsterEND
Minor: YourLUK vs MonsterLUK

*****Your foe is distracted by your sheer cuteness KYOOTNESS, weakening their resolve to hurt you!
Your foe endures the shee KYOOTNESS of your attack!
Your foe is somehow immune to your KYOOT charms!


[Both skills take a damage penalty for their effects. However, this damage penalty is partially offset by the omnielemental compensation for light/dark random attacks (*1.2)]


Appearance: Essentially the same as Neko Ultimon, without the black and red version of the Nekonomicon. Skills look the same as neko ultimon's spell/skill attacks
Description: After Ultimon became a neko, his spare suit of armour seems to have acquired some new abilities. It can now call forth a cuddly apocalypse, with it's sheer KYOOTNESS overloading your foe! (^ω^)


< Message edited by CH4OT1C! -- 10/16/2017 17:27:53 >
AQ  Post #: 18
10/18/2017 14:34:02   
CH4OT1C!
Member

Sense of humour
MC dark misc. Displays puns as a message whilst attacking (artix puns, because they need to be this terrible)

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: Limited-Time shop/April fools shop
Cost: XSP

Effect:
- Provides *0.5 darkness (you see the lighter side of life!)
- Provides 50 CHA (these jokes will definitely make you popular)
- When you attack, an "artix pun" is displayed as a message whilst attack. These puns come randomly from a pool (much like the messages of the guardian dragon, or P.O.T.A.D.O.S. I thought it would be fun for players on the forums to suggest these
- At the end of your turn, you inflict the monster with Distracted* (renamed daze), 1 round, 26.891*[hits connected]/[hits attempted]*[monster Darkness resist] chance. The monster can resist with a save (inflict with CHA/LUK; resist with CHA/LUK).

*Your foe starts to laugh at your terrible joke, and becomes distracted!
Your foe is not amused by your terrible joke!
This monster is immune to your "humour"


Appeareance: A generic joke book (with artix's face on the front, naturally)
Description: I've always wanted to buy one of these....



This is just for you Zuma:

Lycan mage a.k.a Magedoggo (credit to AegonVIII for the name)
MC FO earth armour. Armour MC is spent on percentage chance to boost the power of spells

Example tier
Level: 150 Mastercraft
PowerLvL: 153

Price: 48,410,332
Sellback: 24,205,166
Location: LTS, werewolf shop

Combat Modifiers
Melee: 50
Ranged: 50
Magic: 50

Elemental Modifiers
Fire:95%
Water:66%
Wind: 90%
Ice: 66%
Earth: 39%
Energy:84%
Light: 79%
Darkness: 44%

Effects:
- You gain Armour lean x1.25 (phase 1)
- You have a 25% chance of your spell dealing *1.5+50% damage (rolled seperately per hit)*

*lycan energies boost the power of your spell!


Appearance: The classic werewolf armour, with an additional mage hat much like the one seen in Fantasia and carrying a simple magic wand
Description: Feel the power of lycanthropy transform you into a powerful werewolf! This unique strain seems to give you the ability to empower your spells (as well as an affinity for hats and wands!)





< Message edited by CH4OT1C! -- 10/20/2017 19:10:39 >
AQ  Post #: 19
10/25/2017 15:01:47   
CH4OT1C!
Member

Curse of the Angel of Darkness
MC neutral spell. Heals your foe, but also inflicts them with a darkness poison.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,582
Location: Limited time shop, GGB [if this is the case, price/sellback needs to be halved]
Element: Heal
Hits: 1
Cost: free [see effect]

Effects:
- when casting this spell, you're opponent takes 1 hit of heal damage. This heal is equivalent to a standard melee attack, multiplied by *0.9 for always being useful and a further *0.85 for autohit.
After this hit, your opponent makes a save at a -20 penalty:

Level: 153 vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

If the monster fails, it is inflicted with the "cursed"* status effect. This effect emulates a darkness element poison (and as such damage is modified by the monster's darkness resistance).

Doing no damage in addition to healing the monster for an equivalent 100% melee opens 200% melee to apply to the poison effect. Soul Steal spends 50% melee in order to attempt a darkness poison which heals 50% of damage done. This means 2/3s is spent on poison, with 1/3 on healing. To correct this, multiplying the poison power or duration by 3/2 . The initial power of the poison is 2*[hits connected/hits attempted, and so multiplying this out should equal a poison power of 3 lasting 4 rounds. However, this only accounts for 50% melee, of which this spell spends 200% melee. As a result, power or duration has to be further multiplied by 4. This results in a poison power of 12 lasting for 4 rounds. Finally, the save for soul steal is at a +0 bonus rather than -20. This is a 50% success rate instead of the 30% success rate seen in this spell, as a result, the power must be multiplied by 3/5 to compensate for the additional success rate, suggesting a final poison power of 7.2 lasting for 4 rounds
Poison Power: 7.2 Duration: 4 rounds. Powerlvl 153. This effect can further stack.


*Your foe pays the price for allowing the angel of darkness to help, and her curse is bestowed upon them!
Your opponent manages to avoid being burdened with the angels terrible curse!
Your opponent is immune to the curse!


Appearance: Much like the kiss of the angel of darkness, only aimed at your foe, with additional black/purple sparkling particles around your foe
Description: Call upon the true power of an angel of darkness! The angel can bring happiness to your foe, but with that also comes a great price, and a terrible curse....



Yet another one for your nightmares....

Neko Lycanthrope
MC FO earth armour. Regular attacks can attempt to control your foe. Mastercraft bonus is spent on a bonus to all control-like status effects

Example tier
Level: 150 Mastercraft
PowerLvL: 153

Price: 48,410,332
Sellback: 24,205,166
Location: LTS

Combat Modifiers
Melee: 50
Ranged: 50
Magic: 50

Elemental Modifiers
Fire:95%
Water:66%
Wind: 90%
Ice: 66%
Earth: 39%
Energy:84%
Light: 79%
Darkness: 44%

Attack is 3 hits, each doing 33.3% total damage. No bth lean

Effects:
- All normal player attacks have a 48%*[hits connected]/3 chance of Controlling* the monster. (1 round, 100% chance of hitting itself). The monster can resist with a save at a +20 bonus:

Level: PowLvl vs MonsterLvl
Major: {YourSTR/DEX/INT, whichever is higher} vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*Your sheer KYOOTNESS charms your foe into hurting itself!
Your foe manages to resist your sheer KYOOTNESS!
Your foe is immune to your KYOOT charms!

- Mastercraft bonus is spent on a +x bonus to control and control-emulating status effects. This is displayed as "Kyoot charm" as a status effect on the player, emulating control potency.

Appearance: The savage werewolf form, with additional neko ears and tail (this is in addition to the original werewolf ears and tail (it's a disguise)
Description: Become a werewolf undercover in a Neko's world! Your disguise is KYOOT enough to charm your foe into attacking itself!


< Message edited by CH4OT1C! -- 10/27/2017 14:38:24 >
AQ  Post #: 20
11/10/2017 16:29:38   
CH4OT1C!
Member

Chorus Pluviae Thanks for correcting my terrible latin!
MC water/healing spell. Attack element is water as a flavour effect [see effect for more details]. MC and 25% damage is spent on boosting the power of water element attacks for 1 turn.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MpLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: LTS/ Any water themed quest.
Cost: 653mp
Hits: 3
Element: Healing/Water [see effect]

Effects:
- This spell works as a healing spell. Player is targeted for 3 hits of water element, of which the damage is modified by:

([spelldamage]*0.9*0.85)/[Player water resist])*[player heal resist]

This modifies the water resistance to 100% (as players will likely have less than 100% water resist), and then multiplies the damage by the players heal resistance to make the damage scale to heal the player appropriately. Autohit and always useful penalties are applies appropriately in the equation. This effect allows for the flavour of healing with water element damage. Damage is split evenly among 3 hits.

- Spell additionally spends MC and -25% damage. The player is then given +x% damage for 1 turn applying specifically to water attacks. Should be +55% melee modified by it only applying to water attacks.

The energy of the storm flows into you, boosting the power of your water element attacks!

Appearance: Blue orb of light appears from the player and moves up above the top screen. Dark rain clouds gather and rain, dealing the 3 hits to the player and as well as applying the effect.
Description: This spell was created by ancient tribes, using the movement of their bodies and ambient mana to call rain! This storm can not only revitalise you, but can also imbue your water attacks with additional strength!



Spiritual meditation
MC neutral skill. Has no cost and regenerates SP. Mastercraft spent to change stat used to [mainstat] instead of END.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
MpLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: LTS / GGBs / martial arts class shop?
Cost: nothing
Hits: 1
Element: SP Heal

Effects:
- When used the player receives one hit of SP heal damage. For stat bonus, [mainstat] is used instead of END. Damage receives the following modifications:
*0.9 always useful
*0.85 autohit
*1.125 SP rather than HP

Appearance: An aqua glow envelops the player, energy courses around the player, with glittering blue orbs around, dealing the hit before the glow fades
Description: Meditate to focus on your surroundings and recharge your energy levels! This skill leaves you open to attack, but greatly recharges your SP!



Entrancing Incense
MC wind misc. Grants Wind resistance,control potency and a boost to CHA. MC is fueled into reducing the SP cost of these effects.

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: LTS, Ninja shop, sky bridge
Cost: Xsp

Effect:
- Provides *0.5 wind resistance
- Provides +50 CHA
- Provides +20 Control potency. This is affected by the same "level lock" as Lepre-Chan.
- MC spent on reduction of SP cost


Appearance: An ornate golden incense burner with 2 smoking wooden incense sticks held inside.
Description: This incense has the ability to cloud your foes mind! It not only makes you more charismatic, but also makes your foe more susceptible to your control!

< Message edited by CH4OT1C! -- 11/10/2017 19:51:00 >
AQ  Post #: 21
11/10/2017 19:36:22   
ZumaChaosReborn
Member

Magic weapons should regen the same amount of SP with Spiritual Meditation as melee/ranged ones. Otherwise, players will use a toggle weapon to switch to Ranged if they have 200 DEX.
AQ  Post #: 22
11/10/2017 19:50:22   
CH4OT1C!
Member

yes, that's a good point, will be edited accordingly
AQ  Post #: 23
11/12/2017 17:55:35   
CH4OT1C!
Member

Mogloween suggestions are always fun

Neko Gween
MC earth pet. Has a toggle to switch between gween and hallow mode. Can inflict "cuteness overload".

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 12,102,583
Sellback: 6,051,291
Location: LTS/ solve the mystery of the falling star!
Element: Earth
Damage: melee

Effects:
- This is a toggle pet, with 2 modes. It starts in "gween" mode, and can be toggled to transform into "hallow" mode with a click.
- In "hallow" mode, the pet does 1 hit of earth melee damage at a -5bth lean. MC is fueled into +5% damage
- in "gween" mode, the pet attacks twice for earth damage, +3bth lean on each. The pet sacrifices the MC and -x% damage to attempt to inflict your foe with "cuteness overload" Your opponent can resist at a +0 save:

Level: PLvl vs MonsterLevel
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

The gween apocalypse has left you in Kyootness Overload!!!111eleven! (^ω^)
Your opponent defiantly resists the gween apocalypse ಠ_ಠ



Appearance: A gween wearing neko ears. When transformed, a hallow in neko ears (surprise surprise!)
Description: This gween has decided that it wasn't cute enough, and put on a pair of neko ears. Now it's VIOLENTLY adorable! You can have it hit your earth with powerful earth attacks, or use it's adorable powers to stun your foe into inaction!
AQ  Post #: 24
11/19/2017 18:05:03   
CH4OT1C!
Member

Alucard
Champion Elite boss for a "Void takeover".

Example:
Level: 150
Power: 3.75 (champion elite boss)

Location: The Void
Monster lean: 1.5
Type: Magic
Element: Darkness

Resists:
Fire: 110%
Water: 90%
Ice: 90%
Energy: 90%
Earth: 90%
Wind:90%
Light: 110%
Dark: -100%

MRM: High. Has est. 6000hp, so has the relevant MRM to balance this

Stat Distribution:
STR: 0
DEX: 250
INT: 275
END:0
CHA: 0
LUK: 225

Effect:
- regular attacks can cause you to start bleeding. This can be resisted with an END save.*
- heals based on bleed damage dealt to you (because he drains blood). If at full health, regens MP bar instead (with the appropriate *1.5 modifier)
- splits turn SP regeneration half and half with MP
-Has a "dark aura" as other vampires posses, which attempts to reduce bth and defenses, resisted with an END save.**
-Has a 3 hit darkness spell usable once you are below half 75% health and are bleeding. This spell does -50% damage and can cause the "soul drained" status effect (essentially a renamed soul fragility) which reduces your END by X for 3 rounds, resisted with CHA. This can stack.***
- Has an SP skill which can be used once the bleed applied to be the player rises above a certain power. This removes the bleed, but does additional damage to compensate. The attack does -50% damage, healing based on the damage dealt. Again, this is fueled into MP if reached full health****
- has the passive "freedom" status effect, and "enhanced reflex" status effect (emulates celerity immunity, meaning you can't enhance inflict celerity on yourself against him(he is a vampire after all))

*Alucard's blade cuts deep, cause you to bleed!
You endure Alucard's razor-sharp blade!


**Alucard's dark aura overwhelms you, weakening your will to fight!
You overcome Alucard's dark aura!


***Alucard's dark magic corrupts you, weakening your very soul!
You feel the force of Alucard's dark magic, but manage to overcome it!


****Alucard drinks your blood, revitalising himself!

Appearance: A vampire with long black hair, and red eyes. Wearing a suit akin to Falerin's bedspoke bedizen, a black blazer with red shirt and tie. Around this is a long cape much like that of Thrakus in the war of the fangs part 1 quest. His sword appears closer to the of a rapier, a black hilt with an embedded blood crystal. A sharp silver blade extending from this base. His skill appears much like a black version of siphon, dealing 3 hits in a similar fashion. The spell begins with him firing a red and black beam at you, followed by a shattering effect around you, dealing the 3 hits.
Description: Alucard, one of Safiria's latest vampiric experiments, has somehow found his way to the void. Drinking the blood of the void's inhabitants has drastically amplified his powers. Can you stop him before he becomes a threat to all of lore?



Alucard Cloak
MC FO darkness armour. MC is spent on the compression of a spell.

Example tier
Level: 150 MC
PowerLvL: 153

Prize: 72,615,500
Sellback: 36,307,750
Location: Defeat Alucard in the void

Combat Modifiers
Melee: 55
Ranged:55
Magic: 55

Elemental Modifiers (focus on elemental defense rather than blocking)
Darkness: Primary
Fire/Light: weakness
Rest of the elements are about equivalent

Attack is 2 hit, +3bth lean. -25% damage, and comes with an appropriate chance to make your opponent bleed*. This can be resisted with a save (at a +0 bonus):
Level: PowLvl vs MonsterLvl
Major: {YourSTR/DEX/INT, whichever is higher} vs MonsterEND
Minor: YourLUK vs MonsterLUK


Effects:
- You gain Armor Lean x1.25
- MC is spent on the compression of a skill, "life leech" [cost: 392/490sp] . This skill normally takes a damage penalty, but if you foe is bleeding, this skill will remove that status and deal additional damage based on the bleed power. Deals *0.5 damage and heals you based on the damage dealt. This is locked to darkness (receives suitable elecomp).**

*Your attack cuts deep, causing your foe to bleed!
Your opponent endures your onslaught!

**Your attack is fueled by your opponent's open wounds!


Appearance: Essentially a copy of Alucard's armour. Skill looks like alucard's blood siphon skill.
Description: This cloak still retains some of the essence of Alucard! Whilst wearing it, your attacks cut deeper, and you can even capitalise on the wounds of your foe!



Alucard's blade
MC melee darkness rapier. Deals reduced damage and MC is spent on causing your foe to bleed.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Limited Time Shop
Damage: +3bth lean on attacks
Type: Magic
Element: Darkness
Special: 0 proc

Effect:
- 0 proc, so *1.09 damage
- MC and -15% damage (so -20% damage total) spent on attempting to inflict the bleed* effect on your foe. Enemy can resist with a -20 penalty:

Level: 153 vs MonsterLvl
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

*Your magical blade cuts deep into your foe, causing them to bleed
Your foe endures your razor-sharp blade!


Appearance: The blade of the Alucard boss.
Description: After defeating it's former master, this blade now serves you! Its razor sharp edge can cut deep, causing your foe to bleed!



< Message edited by CH4OT1C! -- 11/20/2017 14:47:44 >
AQ  Post #: 25
Page:   [1] 2   next >   >>
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AQ Suggestions >> CH4OT1C!'s Suggestion Bank
Page 1 of 212>
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2017 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "WarpForce.com", "Artix Entertainment", "Artix"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY | Forum Home


Forum Software © ASPPlayground.NET Advanced Edition