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Primate Murder's Suggestion Thread

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4/30/2018 4:22:30   
Primate Murder

Welcome. This thread is mainly to put my ideas out there and get feedback. If the staff implements any of them, then all the better.

Time Stop Cloak and Dagger
Wind element shield and dagger. Shield can grant celerity and dagger gains damage boost if you weren't attacked last turn.

Time Stop Cloak

Top Tier:
-25% wind resistance
-12% dark resistance
MRM focused on magic defence
Effect: Click on it to gain Quickcast celerity using the same stats as for Shadowfeeder Pendant.
Appearance: A dark cloak thrown over the player's arm.
Description: This unassuming cloak allows you to slip in between the moments.

Time Stop Dagger

+5 bth lean
Effect: Deals 95% damage in its basic state, but triggers to gain +10% damage if monster didn't attack last turn (due to celerity, paralysis, etc). This stacks - so you deal 1.05 damage if you weren't attacked for one turn, 1.15 damage if unattacked for two turns, and so on.
Appearance: A slender dagger with an hourglass etched onto the base of the blade. The hourglass turns if the weapon is triggered.
Description: This unassuming blade allows you to strike those unfortunates who walk amidst the sands of time.

Mini FSB: When using the shield and dagger together, the damage boost is instead 15%.

Carpe Diem
Hp-costing celerity spell

Cost: See Effect
Effect: Grants the player celerity for two turns, no saving throws involved. This spell is unique in that it pays its hp cost two turns later (perhaps via a Spiritual Seed). The hp-cost is 9999 harm/void damage. In other words, the player wins the battle in two turns or dies.
Appearance: A clock device in the background with arrows at 11:58. Changes to 11:59 after first turn.
Description: Or else...

Quid pro Quo
A Backlash-Spitual Seed quickcast SPell

Cost: 39 sp at top tier
Effect: A Purple Rain type SPell. Cast once to plant a spiritual seed in the monster and start a counter recording all damage the monster inflicts on the player. Cast again to activate the seed and deal an equivalent amount of harm damage (*.85 for autohit *approporiate spiritual seed modifier) to the monster.
Edit: This spell cannot be cast in the same battle as Purple Rain.
Appearance: Reddish-purple transparent mist surrounds the player at initial casting. The mist dissipates and appears around the monster at the second casting, compressing until it surrounds him before disappearing in a flash.
Description: What goes around comes around.

< Message edited by Primate Murder -- 5/11/2018 1:38:15 >
AQ  Post #: 1
5/1/2018 12:23:13   

Ooooh, I dig these a lot!

A shield with a cast skill is nice and the dagger seems pretty cool too.

Carpe Diem sounds cool but that HP cost may be too severe.

Quid pro Quo is a good concept. Would be interesting for Tank Builds. Would you consider adding a .85* penalty to make it Auto-hit? It would suck if you spent so much time building up momentum and then happened to miss. Also, there probably should be a damage cap on the attack unless you really want to drag the battle out.
AQ AQW  Post #: 2
5/1/2018 15:31:32   
Primate Murder


Carpe Diem means seize the day. I use it as the idea of 'do or die'. But maybe the cost is a little too severe.

Regarding Quid pro Quo:

This attack has no Type, automatically hits, and does not get Stat bonuses. If the Element is Harm, then it deals 90% of the above listed numbers.

This is from the entry on Spiritual Seed. I am not certain if the entry is outdated and needs the modifier, so adding it in just in case.
AQ  Post #: 3
5/1/2018 15:44:30   
High Paladin

Given how easy it is to bring now monsters at this point, I think that kind of cost on Carpe Diem is about the only way to make it not ridiculously easy to use. I do know the staff dislikes celerity as a status though, so you might want to make it paralyze or something functionally equivalent.

I'm almost certain Spiritual Seed auto-hits since basically all status effects that deal damage do. Basically the infliction save roll takes the place of the attack's chance to hit. Certainly it's an interesting idea, though I can't think of many monsters I would use that against.

< Message edited by High Paladin -- 5/1/2018 15:45:38 >
AQ  Post #: 4
5/1/2018 16:06:03   
Primate Murder

There's a number of monster that paralyze doesn't work on though... Also, two turn paralyze can be achieved via a quickcast vampire mesmerize (or control, anyway), while 2-turn celerity is entirely unique.

Wicked King?
Edit: Or Starslayer if his MRM were further buffed? Or Gnat or Lightning Bug or other monsters with low health and really high defences?

< Message edited by Primate Murder -- 5/1/2018 16:20:21 >
AQ  Post #: 5
5/2/2018 0:39:19   
High Paladin

I can't think of a whole lot of monsters that paralyze doesn't work on that celerity wouldn't be cancelled out either. I don't really see celerity as that unique of a status (in fact, I would consider it inferior to basically every other form of the monster non-acting that has 100% chance of occurring) but I don't really care what you use either, I was just pointing out a potential roadblock.

Unless that got around the Wicked King's damage cap it wouldn't be super useful. I guess if one were to purposefully open their defenses versus high blocking monsters that could be useful, certainly in standard situations though you simply aren't taking enough damage for it to amount to much.
AQ  Post #: 6
5/2/2018 0:54:35   
Primate Murder


Oh well, they were always intended to be specialized for certain situations rather than always useful.

Thanks for the feedback!
AQ  Post #: 7
5/6/2018 4:54:18   
Primate Murder

Well, since it seems nobody else did it yet for some reason...

Really Big Gauntlet
Melee Earth Fist. Gets additional abilities when paired with Space Stone miscs.

Space Amethyst

Cost: 51-53 sp at top tier like Sphinx's Riddle or Eye of Sacragon, I presume.
Effect: By itself it only grants +50 str. When paired with RBG, you can also activate the following skill by clicking on the gem:
Moon Breaker
3 hits of magic harm damage. -5 bth lean. This is treated as a weapon-based attack.
Cost: 392 sp and 15 hp (as harm penalty taken from Archmage Research info subs)
Appearance: Flashes of purple light.

Appearance: A purple gemstone.
Description: Sonath the Angry Dwarf used this Space Stone to shatter moons.

Space Sapphire

Cost: 108/1.5 or 72 hp.
Effect: By itself it only grants +50 dex. When paired with RBG, it grants also +20 immobility resistance.
Appearance: A blue gemstone.
Description: Sonath the Angry Dwarf used this Space Stone to escape any binding.

Space Ruby

Cost: 51-53 sp at top tier, I presume.
Effect: By itself it only grants +50 luck. When paired with RBG, you can also inflict Disarmed status by clicking on the gem. This is quickcast, uses Luck vs Luck as major stat and Int vs Int as minor. Maximum of 2 casts per turn and the opponent gets +20 to saving throws. Costs 196/1.5 or 130.7 hp at top tier I think.*
*You turn your enemy's weapons into bubbles!
Appearance: A dark red gemstone.
Description: Sonath the Angry Dwarf used this all-powerful reality-bending Space Stone to turn things into bubbles. He really liked bubbles for some reason.

Space Amber

Cost: 72 hp
Effect: By itself it only grants +50 end. When paired with RBG, it also gains the following passive ability:
My Soul is My Own
Activated when you reach 0 hp or less. Instead of dying, you are left with 1 hp. Can only be activated once per battle.*
Appearance: The screen flashes with random colors for a second, then you are shown alive.
*You Should Have Aimed for the Head

Appearance: An orange gemstone.
Description: Sonath the Angry Dwarf only got this Space Stone to complete his collection, so nobody actually knows what it does yet.

Space Emerald

Cost: 28 sp at top tier or something like it.
Effect: By itself it only grants +50 cha. When paired with RBG, you can click on it to activate time reversal effect like on Father Time. Cha vs Luck as major and Luck vs Cha as minor. The effect can only be successfully used once per battle. This costs 49/1.5 or 32.7 hp.
Appearance: A bright green gemstone.
Description: Sonath the Angry Dwarf used this Space Stone to manipulate time to his advantage.

Space Topaz

Cost: 144 hp
Effect: By itself it only grants +50 int. When paired with RBG, it also grants +20 control and fear potence.
Appearance: A yellow gemstone.
Description: Sonath the Angry Dwarf used this Space Stone through his proxies to enslave the minds of others.

Really Big Gauntlet

0-proc, so +9% damage
-5 bth lean
Appearance: A golden gauntlet so big it drags on the ground.
Description: Sonath the Angry Dwarf had this gauntlet forged in order to control the power of the Space Stones and take over the universe. It's a bit big for you, but with Space Stones installed it grants great power.

FSB: When wielding the gauntlet, if you have all six Space Stones in your inventory (not necessarily equipped, but not in storage) you can clench your hand (click on the gauntlet) to activate Finger Snap Pulse. While not as powerful as Sonath's true finger snap, it's still capable of inflicting Fragile on both you and your foe at the end of your turn, stealing 50 end. This lasts until the end of the battle and stacks with each other. This can kill both you and the monster.

When hovering over gauntlet:
*You haven't collected enough Space Stones to snap your fingers yet!
*You have done all the hard work of collecting the Stones. Now click the gauntlet to snap your fingers, then sit back and relax watching the sunset.

Upon activating:
*Finger Snap!

< Message edited by Primate Murder -- 5/6/2018 5:02:58 >
AQ  Post #: 8
5/8/2018 16:23:14   
Primate Murder

Other odds and ends from the same source...

The Black Order
Neutral lvl 150 FO armors. With them you too can become a disposable one-trick minion.

Crow's Glaive

63% in all elements because alien
Strong Melee Defence, average Magic and weak to Ranged
3 hit attack with +3 bth lean because glaive
10% damage and MC go into a Sacragon Claw-type weapon-based skill:
Glaive Thrust
Player looses the turn and receives 1 hit of harm damage (*0.2*0.85 for auto-hit and harm). The actual attack happens next turn.
1 hit of weapon-element ranged damage. Deals *0.85*3.096 damage for auto-hit and 2 turns).
Cost: 392 sp
Appearance: A glaive thrust.

Appearance: A tall skinny guy in black armor with a glaive. Stabs and slashes for his attack.
Description: Not very smart or strong, but his glaive is feared throughout the galaxy.

Bony Maw

63% in all elements because alien
Strong Ranged Defence, average Melee and weak Magic
4 hit attack with +5 bth lean because telekinesis
Spells deal +50% damage for 151 hp
MC goes into compressing a spell:
2 hits of random elements. Receives 132/109 or 1.21 damage compensation.
Cost: 653 mp (and 151 hp)
Appearance: Bony Maw creates 2 large objects and smashes them into the monster.

Appearance: A tall emaciated guy in a black cloak. Attack is creating spikes above him and throwing them at the monster.
Description: Also known as Omnimancer Bloodmage.

Cull Black

80% in all elements (see effect)
Average defences
1 hit attack with a -5 bth lean because hammer
MC goes into effect
Effect: Deals an additional +10% damage. Click on the arm to increase resistances by 10% (to a max of 100%) and increase damage by a further 10% (to a max of +30%)*. Click on the belt to decrease resistances by 10% (to a min of 60%) and decrease damage dealt by 10% (to a min of -10%)**.
*Cull focuses on killing his foe!
**Cull focuses on surviving the battle!

Appearance: A big guy in black armor with a hammer. Attack is a hammer smash.
Desccription: This big guy can deal out the pain to his foes or survive. He fails to deliver both.

Approximately Midnight

63% in all elements because alien
Strong Melee, average Ranged, weak Magic
2 hit attack
MC goes into effect
Effect: Click on the head to sacrifice 50 Luck for 5% damage. This stacks up to 20% bonus damage.
Appearance: Woman in a black bodysuit. Uses your weapon, but hides the shield. Attack is the regular double slash.
Description: This warrior is as strong as she is unlucky.

StormBreaker v2.0
Energy Axe-hammer. Can give initiative boost.

Melee/Magic toggle
-3 bth lean because axe-hammer
Effect: 50% chance to gain +100 initiative. If you get the first round, you loose 30 hp and your enemy is Dazed by your might (100%, 1 round).
Appearance: An axe-hammer with a wooden handle. Upon activating the effect, you smash the ground with it and lightning spreads out.
Description: With StormBreaker v2.0 even you can enter the battle like a boss.

Bulk's Bulkbuster
FO earth/energy armor with a chance to deal extra damage

40/40 armor
Strong Melee and Ranged, low Magic
2 hit attack
MC: 10% chance to call upon Bulk to empower your strike for 5*20 or an extra 100% damage. This has a 50/50 chance of working.*
*Bulk empowers your strike!
**Bulk says 'No!'

Appearance: A large mecha armor in red and gold.
Description: A Bulk in Bulkbuster. What will they think of next?

Loki's Last
Time-Delayed Earth spell

Cost: 653 mp
Effect: The spell's damage heals the monster. It looses 48% of the heal damage dealt for the next 10 turns (380% damage total). The effect stacks if the spell is cast again (the reverse of the Borrow spell).
Appearance: A hand extends and heals the monster.
Description: The God of Deception remained treacherous to his last. Hopefully it works better for you than it did for him.

Over 14 million futures
A Misc with a modified Eye of Naab effect

Cost: 34 sp
+50 int
Effect: Click on the misc to attempt to see into the future. Quickcast, Int vs Int and Luck vs Luck, monster gets +20 to save. Costs 331 sp. If successfull, monster gains +50% damage in its next turn. Afterwards, you gain +15 bth and +40 MRM for three turns.
Appearance: A golden amulet with an emerald stone, resembles an eye.
Description: To those who only see the present it may seem counterintuitive to empower your foe...
AQ  Post #: 9
5/9/2018 10:36:21   
Primate Murder

Mostly for the laughs, but they are 'balanced' or even underpowered using modern standarts...

The Meta Series
A set of z-token no-drop equiment. Element is the same as your no-drop.

The Meta Armor

FO armor, pays 3 MRM for the second effect
39 to main, 45 to three allied and neutral elements, 100 to rest
2 hit attack with a +5 bth lean
MC is Meta Damage skill. Quickcast, pays 135 hp and around 50k gold at top tier to deal +50% damage for three turns.
3 MRM pays for the Meta Status skill. The skill pays elecomp and all 200% damage to inflict a three turn paralyze. VStat vs Cha, Luck vs Luck, monster gets -20 to save. Costs 392 sp for ranged, 490 for magic at lvl 143.
Appearance: A floating whale. Attack is a smash. Meta Damage has no animation.* Meta Status is blowing floating dollar signs out of the blowhole.**
*You get a damage boost! It's basically free...
**The monster is awed by your wealth!
***You fail to impress the monster with your wealth.

Description: Only a true whale can harness the power of this armor.

The Meta Weapon

MRM shift
no bth lean
0-proc because we're too cool for proc weapons
Effect: You deal +25% damage, but you take +(25/1.4)% damage. In Magic mode, you take +(0.75*25/1.4)% damage instead.
MC goes into compressing a weapon-based skill:
The Meta Skill
3 hits of ranged weapon-element damage. +5 bth lean.
Deals +50% damage for 2x sp cost.
Cost: 784 sp (at lvl 143).
Appearance: Explosion emoji.*
*Sp cost? What's that?

Appearance: A shiny sword/spear/magical sword.
Description: Only someone who doesn't understand efficiency could possibly use this weapon.

The Meta Shield

-25 to no-drop element (at lvl 143)
-3 MRM and MC to get +205 initiative
-9 MRM to get +15% weapon and skill damage (/2 for spells, *4/3 for magic weapons)
0 MRM total
Appearance: Invisible
Description: Who needs shields? Give me a damage boost!

The Meta Master Misc

Cost: 98 sp at top tier
+50 Str
+50 Int
Effect: +30% damage against paralyzed and controlled enemies (/2 for spells, *4/3 for magic weapons), -10% against everyone else.
Appearance: A cute kitten pic.
Description: The monster will be one-shot anyways, no need to mind him. Look at this cute kitten pic instead.

The Meta Spell

Cost: 653 mp and 302 hp
Element: no-drop
3 hits
Effect: The spell deals +100% damage. Monster's next attack gets +200% damage. This stacks.
Appearance: Big explosion emoji.
Description: This spell makes the monster stronger, but don't worry. He'll never get to attack anyway.

The Meta Pet #1

Cost: Around 5k gold at top tier
MC goes into using your Main Stat (str/dex/int) for stats instead of cha
Effect: Instead of attacking, this pet boosts your weapon attacks and skill by 41.2% (at 200 main stat) if they deal more than 100% damage (due to damage boost, effect or skill usage). If they don't or if you lack the gold, you instead loose (Your Max HP/10).
Appearance: A blue mini whale.
Description: You get to go all out and look cool for this little whale. But beware if it deems you too lame...

The Meta Pet #2

Cost: Around 5k gold at top tier
MC goes into using your int for stats instead of cha
Effect: Instead of attacking, this pet boosts the power of your spells by 20.6% (at 200 int) if it deals more than 100% damage (due to bloodmage armor, burst spells or booster skill). If they don't or if you lack the gold, you instead loose (Your Max HP/10).
Appearance: A red mini whale.
Description: You get to go all out and look cool for this little whale. But beware if it deems you too lame...
AQ  Post #: 10
5/10/2018 7:18:28   
Primate Murder

Random ideas...

Undead Archer
FD darkness armor. Deals extra damage with 100%-procs.

39 Darkness, weak to Light and Fire
MRM with a focus on Ranged (because bones)
2 hit attack with +3 bth lean, melee converted to ranged
Trigger: +10% damage with 100-proc weapons
Downtrigger: -5% damage with anything else
MC goes into skill compression:
Arrow Barrage
1 hit of ranged/magic with usual modifiers for magic damage and sp-cost. Uses the armor's +3 bth lean.
Auto-hits, has all Base damage converted to Random and deals *0.85 *elecomp darkness damage.
This is treated as a spell.
Cost: 392 sp at top tier
Appearance: The same as monster skill and pet's special.

Appearance: The same as monster's and pet's.
Description: So you paid a necromancer to become an Undead Archer yourself. Something tells me you wouldn't get along very well with a Paladin...

Spirit Speaker
FD light armor. Uses cha instead of int.

39 light, 42 earth and water, weak to fire, dark and lightning
Strong Magic defense, low MR
3 hit attack, no bth lean
MC goes into effect: for spells use cha instead of int for stats.
Trigger: + 10% weapon and spell damage if you're Good-Aligned.
Downtrigger: -5% weapon and spell damage if you're Neutral or Evil-Aligned.
Appearance: A grey cloak with glowing light flying around it. Basic attack is gesturing with an arm and shooting bolts of light.
Description: Paladins and Necromancers draw power from the gratitude of spirits. This means that a fast talker could persuade them to lend their power to him. This would probably work best if you actually have helped anyone in your life.

The Dresden Series

Leather Duster

FO earth armor with secondaries to wind and lightning, weak to fire and ice
Strong Magic defence, average Melee, weak Ranged
Regular 2-hit attack
MC is skill compression*:
Quickcast, gives +10 bth universal increase for four turns (to both you and the monster) without usual modifiers for spells and magical weapons, and attempts to inflict fear on the monster**. The latter effect lasts three turns (12.5/63 chance not to act), and is subject to save with Int/Luck vs Int/Luck. This can only be cast once per battle.
Cost: 392 sp
Appearance: Just a look at the monster's eyes.
*Look into the soul of your foe and bare your own in return.
**Your foe is terrified by what it witnesses in the depths of your soul. (on success)
***You and your foe are filled with new understanding of each other. (on fail)

Appearance: A tall man in a black leather duster.
Description: Go out into the world and protect the weak with the power of wit and magic.

Blasting Rod

100-proc magic fire weapon (wand)
75% chance of a regular 100-proc attack, 2 hits (also see effect)
5% chance of a special-special with approporiate damage modifiers, 1 hit (also see effect)*
20% chance of it hitting you for full damage of the special, 1 hit (this does magic fire damage and is dodgeable)**
MC goes into extra damage on the 5% special.
Effect: All your weapon attacks deal 55/34 or 1.62 damage of a regular 100-proc magical weapon due to special targeting the player (as in Quester's VBG).
**You loose control of the Rod's wild magics.

Appearance: A wooden stick with ominously glowing runes.
Description: This wizard's tool is about as subtle as a loaded gun and about as safe with its wild (but powerful) magicks.

Shield Bracelet

Earth shield with wind secondary
At top tier:
-25 earth
-12 wind
MRM with focus on Magic defence
Effect: Click on the bracelet to activate Metaphysical Barrier (click again to deactivate). When activated, the shield will create a Chi Shield at the beginning of each turn, unless you already have a Chi Shield active.
Appearance: A silver bracelet with five shield charms dangling on it.
Description: A magical focus designed to handle the pressure while the wizard casts his spells.

Pentacle Pendant

At top tier:
Cost: 76 sp
+50 Int
Reduces incoming Magic damage to 55%
Boosts all magical damage by 20% with approporiate modifiers for spells and magic weapons
Effect: At the end of a fight you have a (RoundsEquipped/TotalRounds*100)% chance to store (one*MonsterPower) magical charge (if you have enough mp remaining). A magical charge is equivalent to StandartSpell/2 mp, so 327 mp at lvl 150. This only works if the mob is ItemLvl-10 or higher.
When equipped, you can click the misc to use up a charge to replenish your mp. This doesn't take a turn. You can do this up to four times per battle.
Appearance: A silver pentacle pendant.
Description: A pentacle represents the forces of magic bound within human control; power balanced by restraint.

FSB (armor, shield and weapon) is sweet and simple: All player's fire attacks deal +25% damage with approporiate modifiers for spells and magic weapons.
Note: While the weapon is not the same element as armor and shield, I feel justified in getting an FSB due to it being 100-proc in an FO armor.

Ghost Shapeshift
Used for summoning a cursed neutral FD armor.

Cost: Free
Effect: Summons Ectoplasm Form.* This greys out your armor menu and lasts until the end of the battle, whereupon you equip your no-drop again.
*Oh oh, something goes wrong!
Description: Zorbak promised this armor would make you invincible! But why was he smirking?
Ectoplasm Form
FD armor, 50 resists to every element at top tier
Pays sp = 50% melee every turn due to armor+misc level damage reduction. If you lack the sp, you take harm damage equal to YourMaxHP/20. This can kill you.
Has lowered MRM to pay for equal element resists.
Has an equal chance of a 1-hit, 2-hit and 3-hit attacks.
Effect (defensive): All enemy attacks have a 50% chance of auto-miss.**
Effect (melee and ranged attacks): All your attacks have a 50% chance of auto-miss.***
Effect (magic attacks): All your weapon and spell attacks have a 50% chance of working correctly. The other 50% causes them to deal *0.9 harm damage to you.****
Type other attacks are unaffected.
Trigger: If your active class is necromancer, your melee and ranged attacks have a 40% chance of auto-miss instead.#
MC goes into no downtrigger.
**You phase through the enemy attack!
***Your attack phases through the enemy!
****Your current form is unable to harness the arcane energies!
#Your experience with ghosts grants you a better grasp on your current form. (appears when you shapeshift)

Appearance: A semitranslucent version of yourself.

Am-Bush's First Strike
Earth shield. Can grant celerity.

-24% shield with high MRM
Effect: If you win initiative, your first turn gets celerity.*
*It's an ambush!
Appearance: A small round shield overgrown by moss.
Note: This shield can be bought upon slaying an Am-Bush/Am-Boss.
Description: Exactly what it says on the tin.

Holy Water Vial
Anti-Darkovian misc to cancel regeneration.

Effect: Click on the vial to splash some holy water on your weapons for a skill-level sp cost. This doesn't take a turn and doesn't stack. For the next three turns all your weapon attacks inflict Disease on werewolves and vampires (including the -pyre variants) with power equivalent to damage dealt. This affects hp healing. Disease effect does stack with each other.
Note: The misc doesn't work and automatically unequips if you belong to one of the darkovian subraces.*
*You are unable to handle the holy water!
Appearance: A crystal vial with water.
Description: A basic tool of any Hunter.

High-Tech Bunker Shielding
energy shield with max damage reduction.

-26% shield
Free effect: Monster gets +10 bth lean
MC: Damage reduction like Grakma Hide.
Appearance: Two parallel metal rods with a semi-transparent magnetic shield between them.
Description: Custom designed against killer robots.

Changeling Shapeshift
Used for summoning a fluid-element FO armor.

Cost: skill-level sp for element compression
Effect: Summons Changeling From.* Cast again to dismiss it. This doesn't take a turn.
*You take on the appearance of your foe.
Appearance: A grinning cat face briefly appears in the background. It quickly fades, with its grin fading last.
Description: Can you say CopyCat?
Changeling Form
FO armor, element shifts to your foe's base element with resists shifting according to the elemental wheel.
Average MRM
Basic attack has the same animation and number of hits as your foe's.
Trigger: If you are a neko, you have a natural gift for imitating others. This, alongside your changeling nature, naturally creeps them out. 10% chance of inflicting Creeped Out (renamed The Cold) of an approporiate level each turn.
MC goes into no downtrigger.
Appearance: Exactly the same as the monster.

Tic-Toc Clock
Wind shield with a stacking chance to petrify.

-25% shield with MRM focused on magic
MC and 3 MRM go into the Dark Hour Evocation effect:
At the start of each turn, the shield has a 5% chance to attempt to petrify* your foe (int/luck vs end/luck, monster gets +20 to save). The chance increases by 1% each turn.
*The clock strikes thirteen and the monster is Transmogrified!
Appearance: A large round rusted clock with two arrows. Both arrows move to point at twelve when the effect activates; the clock shatters if the infliction is successful. It reappears before the start of your next turn.
Description: This shield utilizes the secret hour hidden inbetween the midnight and the first moment of the coming day to turn your foe into a statue!

< Message edited by Primate Murder -- 5/14/2018 12:39:47 >
AQ  Post #: 11
5/10/2018 10:21:58   
High Paladin

Meta Set is pretty hilarious. Would definitely love to see that in-game.
AQ  Post #: 12
5/10/2018 23:01:45   
Mr. Uber

Problem with the "Quid Pro Quo".

Its too easily abuse-able with the purple rain spell or an item that can reset HP/MP/SP.

I've constantly thought about suggesting something like this just to put something broken in the game but essentially this is abuse-able for the simple fact that one could:
1. Cast Purple Rain spell
2. Then cast "Quid Pro Quo"
3. Then rack up as much damage needed to kill the monster
4. Then recast the purple rain spell to reset health
5. Then recast the quid pro quo spell to effectively kill the monster without sacrificing any HP/MP/SP

This is unless the purple rain spell or the Quid Pro Quo spell can't be cast if the other was cast like how you can't reset a turn using the Doray (shield) if you already did it with the Father Time (shield) and vice versa.

< Message edited by Mr. Uber -- 5/10/2018 23:02:35 >
DF AQW  Post #: 13
5/11/2018 1:39:47   
Primate Murder

Right, thanks.

Added it to the entry.
AQ  Post #: 14
5/12/2018 13:54:04   
Primate Murder

Was rewatching Supernatural recently and got a new idea. Not certain if it is PG-approporiate, so posting it separately.

The Slasher Set
Layered status-infliction darkness set with an earth secondary.

Serial Killer

Neutral (not FO or FD) darkness armor
Top tier:
39 dark, 42 earth. Weak to fire and light
Strong melee defense, low Ranged and Magic
Vicious 3-hit slash attack
MC goes into effect:
At the end of a fight you have a [RoundsEquipped/TotalRounds*100]% chance to heal [YourMaxHP/5*MonsterPower] hp.* This only works if the mob is ArmorLvl-10 or higher.
*You take a moment to enjoy the sight of your work.
Appearance: A tall and slender man in a tattered black cloak. Moves low to the ground, knife held in reverse grip. Basic attack is a fast dash forward and three quick vicious slashes, faster than animation of regular armors.
Description: Don't even blink.

Bloody Knife

Melee, +3 bth lean
0-proc, but instead of +9% damage inflicts a stacking bleed (Power: 0.03*HitsConnected, Dex/Luck vs End/Luck with +0 to save)
Effect: When the monster is bleeding (from Bloody Knife or another source), it is inflicted with Torment (renamed Panic). Tormented monster deals -(20*DarkResist)% damage until it stops bleeding.
Appearance: A crude dagger-sized knife that is dripping blood.
Description: You don't want to get stabbed with this knife. Who knows who it's been in.

Barbed Wire

Top tier:
-21% to earth and darkness
Strong Melee defense, weak Ranged and Magic
MC goes into skill compression:
Barbed Bind
2 ranged hits of earth and darkness damage, deals 1.05 damage for allied elements, multiplied by elecomp and looses 50% damage for the effect.
Effect: If at least one hit of the skill connects, it attempts to Bind (renamed Entangle) the monster. Save is Dex/Luck vs Str/Luck and the monster gets -10 to save. If it fails, the monster becomes Bound (-25*HitsConnected*DarkResist DEX). Bound monster bleeds (Power:0.1, stacks with each other and other sources) and can't save against this bleed until it successfully breakes the Barbed Binding.
Note: While the monster is bound, you loose 3 MRM (because you threw your shield around the monster).

Appearance: Barbed wire loosely spooled around your arm.
Description: A tool more suited for torture than combat.

FSB: Fearful Presence

< Message edited by Primate Murder -- 5/14/2018 13:05:40 >
AQ  Post #: 15
5/14/2018 14:51:41   
Primate Murder

Visited Werepyre hideout and got an idea for an amusing game mechanic (which is a canon strategy that the player has used!)

Play Dead

When you are done with Readying your Inventory, you can click Start Battle. I suggest putting a second button there: Play Dead.

This is a cha/luck vs int/luck stat roll, where the monster gets +20 to save.

If you win, you get to skip the battle (winning, but not getting gold or exp rewards).

If you loose, the monster automatically wins initiative and gets celerity on its first turn (because you're in no position to fight).

I have a feeling it would be rather popular for long quests.

AQ  Post #: 16
5/14/2018 15:34:39   
Primate Murder

And some new ideas, of course, since the last post is getting cluttered.

Lone Wolf
Earth armor for cha builds.

FO, with water and wind as secondaries
Neutral to light and dark, weak to fire, ice and lightning
MRM with slightly lower magic defence
2 hit attack
Effect: If you dismiss your pets and guests, you deal +50*(YourCha/200)% weapon damage.
Trigger: Werewolves deal extra +10% damage.
Downtrigger: Everyone else deals -5% damage.
Apperance: A large werewolf form in somewhat ragged armor.
Description: This wolf only fights for and by himself.

Treasure Hunter
FO water armor for gold farming

Secondaries to dark and wind
MRM focuses on ranged
3 hit attack
Effect: Passive 10% bonus to all gold you gain from battles.
Appearance: Similar to the pirate class armor.
Description: This pirate may have spent a little too much time in leprechaun captivity. Now he only cares for gold.

Undead Spellsword
FO darkness armor

Secondaries to fire and earth
MRM with a slightly higher ranged (because bones)
1 hit attack, different animations for melee/ranged and magic
Note: All numbers for effects are for top tier
Effect: All your melee and ranged weapon attacks deal +33*(YourInt/200)% damage for 128 mp per turn.
Effect: All your spells deal +25*(YourStr/200)% damage for 192 sp per turn.
Effect: You loose 151 hp per turn to pay for double effect compression. If you lack resources for any of the effects, you loose (YourMaxHP/20) hp per effect and apply all effects. This can kill you.
Appearance: Same as the monster. Melee/ranged attacks are the sword slash and magic weapon attacks are the fireball animation (with the 'fireball' being the approporiate color for the element).
Description: It may take more than a lifetime to master both sword and spell...

The Businessman Set
Ice set with boosts on specific conditions.

StartUp Armor

FO ice armor
Average MRM
3 hit attack
Effect: On your first turn you have a 90% chance for celerity.* The other 10% paralyze you for 1 turn.** The chance lowers to 80/20% on your second turn, 70/30 on your third and so on.
*Your Startup Idea Is Wildly Successful!
**Your Startup Fails.
***You suffer net loss. (when chance lowers to 50/50).
****You fall into a debt pit from which there is no return... (when paralysis chance becomes 100%).

Appearance: A business suit. Attack is wildly swinging your arms around and hurting your foe's brain with your wild ideas.
Description: Anybody can start a business!

Diminishing Returns

Magic/Melee ice 'dagger' (pen)
+ 3 bth lean
Effect: On your first turn you gain +40% damage.* The damage boost decreases by 10% every turn** to a min of -60%.****
*You Gain Seed Capital!
**People loose interest in your idea.
***Investors start talking about refunds. (when damage boost becomes 0)
****...Nobody believes in you anymore.

Appearance: A regular ballpoint pen.
Description: A concept in economics that if one factor of production is increased while the other factors remain constant... Oh, who cares? What matters is that this nifty pen boosts your damage up to forty percent!

Market Monitor

Ice shield with average MRM
Effect: This shield has a built-in timer. If the player attacks within 5 seconds after his turn starts, Market Monitor attempts to inflict daze* (1 round, 50% chance of not acting) on the monster. Cha/Luck vs Cha/Luck with +0 bonus. If the player fails to attack within 5 seconds, the player is paralyzed (1 turn, 100% chance of not acting).**
*Your foe is dazed by your success.
**You miss the market closure and suffer a breakdown from financial losses.

Appearance: An iPad.
Description: Is this how people get rich fast?

FSB: +100 Luck. There is also a 10% chance of the player being controlled for one turn.*
*Should have read the fine print.

< Message edited by Primate Murder -- 5/16/2018 15:17:30 >
AQ  Post #: 17
5/14/2018 17:06:48   
Primate Murder

Srumbled upon Ramleoness Cub shield and thought that we should have more shields utilizing the three secondary stats.

Braken Baby

Water shield with focus on MRM
Effect: When you block an attack, the Braken Baby spits at the monster. The monster can resist with +0 bonus cha/luck vs end/luck. If it fails, it looses YourCha*1.5 mp. If it runs out of mp, it looses hp, but without the 1.5 multiplier.
Appearance: A small version of the braken monster.
Description: This little baby can wreck havok on your foe's mana supply.

Starwatcher Shield

Darkness shield
MRM with focus on magic
Effect: Click on the shield to activate Fate Foretold. This takes a turn*. On your next turn you get +10 bth and a guaranteed Lucky Strike (as long as you still wield the shield).
*You take a moment to watch the stars.
Appearance: A round black shield with shimmering stars.
Description: With this shield even a novice can divine their destiny.

Sunray's Healing

Light shield with a focus on Magic defence
Effect: When you are hit with light damage, you heal mp equivalent to YourEnd/ExpEnd*15% of the damage.
Appearance: Rays of solid light.
Description: You may not be a light elemental, but with Sunray's Healing even you can use the light of your foe's strikes to regain mana.

Four Eyed Shield

Fire shield
Average MRM, looses 3 to pay for skill compression
Effect: Click on the shield to use the Four Eyes skill. 4 hits of fire, water, earth and light with 132/109 elecomp. This has a YourLuck/ExpLuck*10% chance to deal double damage.
Appearance: A shield with four eyes.
Description: Did that eye just blink? Is it looking at me? It's looking at me, isn't it?

Circle of Doom

Energy shield
Average MRM
Effect: Every second turn this Circle of Doom pulses, dealing 50% melee in harm damage to both you and your foe. If your End is equal to or greater than your MainStat, it deals 100% melee instead.
Appearance: Same as the monster.
Description: This 'shield' is the very definition of a time bomb, but if you are confident in your survival you may shake it up a little.

Axiomatic Chipmunk

Earth shield
Average MRM
Effect: Every turn this chipmunk will decrease MRM of either yourself or the monster by 1. The chance of him targeting the player is 50% - (YourCha/ExpCha*25)%.
Appearance: The same as the monster.
Description: This chipmunk is certainly nutty, but with enough charisma you may persuade him to target your enemy.

Sleeping Pink BrainProdder

Wind shield
Average MRM
Effect: Every turn this BrainProdder has a chance to prod the monster and steal 20 Int, transfering them to you until the end of the battle. The chance is equal to YourCha/ExpCha*80%.
Appearance: A small version of the monster.
Description: Can you awaken this Pink menace without being prodded yourself?

Shellzard's Shell

Ice shield
Average MRM
Effect: Click on the shell to activate Hide Like a Turtle, Strike Like a Zard. Click again to dismiss it. If your Luck is greater than your End, you pay an hp cost to boost lucky strike damage by (YourLuck/4)%. If your end is greater than your Luck, you pay an hp cost to gain MRM equal to YourEnd/10. If both are zero, you don't gain either effect.
Appearance: Shellzard hiding in its shell.
Description: With some luck you may figure out a way to use this shield offensively before it freezes your arm off. Alternatively, you can endure the cold and hide in the shell.

< Message edited by Primate Murder -- 5/15/2018 17:06:04 >
AQ  Post #: 18
5/16/2018 16:00:22   
Primate Murder

With all these Artix quests and wars, I figured we are due an updated Artix armor...

Artix Redemption Armor
FO light armor. Gets downtriggers against undead.

Elelocked light armor with approporiatly high elecomp
MRM focused on Melee with a Magic secondary
2 hit attack
MC goes into a skill compression:
Gratitude of the Spirits
2 hits of light damage. Elecomp goes into boosting damage.
This is treated as a spell.
Costs sp.
Appearance: A column of light with hints of spirits inside.

Trigger: When posessing a Good Alignment and not fighting undead, all your light attacks from weapons and spells (including the armor skill) attempt to leave your foe starstruck for 2 turns. The monster can resist this with a -10 save on str/luck vs end/luck. If it fails, it becomes starstruck (renamed elevuln with +20% light damage). Starstruck statuses stacks with each other.
Downtrigger: When fighting undead, you are inflicted with following statuses:
This grey morality thing is tough! You have a 10% chance of becoming paralyzed for a turn.*
Light Lady's... Favor? Your attacks have a 10% chance of healing the monster instead.**
Censure, Surrender, Abandonment and Doubt. You take 10% extra damage from undead.
*This bloodthirsty homicidal undead is evil... isn't it?

Appearance: Legendary Paladin Armor.
Description: Now that Artix went through his spiritual quest, he's once again ready to save people's lives, restore justice and establish peace - just don't ask him to fight any undead.
AQ  Post #: 19
5/17/2018 10:41:03   
Primate Murder

Neutral ice armor. Can accelerate and stagnate time.

Ice armor with energy secondary
MRM focuses on Magic
4 hits in Accelerated Time
1 hit in Stagnated Time
Effect: Toggle between Accelerated Time* and Stagnated Time**. In Accelerated Time, Chronogeist gets celerity every turn, but deals 50% damage with all weapon and spell attacks. In Stagnated Time, Chronogeist looses every second turn (paralysis with 100% chance of not acting), but deals 200% damage with all weapon attacks and spells. Neither status affects pets and guests.
*Everything around you slows down to a snayl's pace; you feel more insubstantial and illusionary than ever...
**Everything around you speeds up to a barely perceptible level and you feel as though you're the only real thing left in this world...

Appearance: A monochrome version of yourself in chara page set-up. In Accel Time the player is constantly in rapid motion, blurry and nearly transparent. The attack is four rapid strikes from different directions. In Stagnated Time the player is more sold and greyed out, but seems to move in slow-motion. The attack is a single slow hit.
Description: This poor soul got stuck in a time anomaly and is no longer capable of moving with the corect timestream.

Adept of Blood
Fire set utilizing bleed.

Adept's Robe

Neutral fire armor with water secondary
MRM with a strong focus on Magic
2 hit attack
Bloodletting Effect: You start the battle inflicted with Bleed (power 1). You can't cure or save against bleed as long as you wear Adept's Robe. If you change into Adept's Robe after battle starts, you are inflicted with Bleed. Bleed's Power passively increases by 1 each turn.* As long as you're bleeding, you gain a bonus to all weapon and spell damage equal to (100*BleedPower/4)%. This gets the approporiate spell and magic weapon modifiers.
*You can feel the power burn through your veins.
Appearance: Red robes with arcs of blood flying around the player. Attack is two slashes with blood whips.
Description: Adept of an ancient cult that uses their own blood to empower attacks.

Ritual Dagger

Magical/Melee fire dagger
+3 bth lean
20% proc, 6 hits with a +5 bth lean
Special sacrifices 90% damage to inflict bleed (dex/luck vs end/luck with -10 to save, power: 0.12 per hit). The bleed stacks with each other and other sources.
Effect: Click on the dagger to Extract Blood. This is a fire skill that removes bleed from the enemy for damage. This is treated as a player attack and calculates damage the same way Terror Eater does.
Appearance: A dagger with a wavy blade and a reddish tint resembling rust. Special creates bleeding wounds on the enemy.
Description: This blade was used to inflict a thousand tiny cuts - then extract all the blood from them with a single thought.

Bleeding Shield

Fire shield with a secondary to water
MRM focuses on Magic
Effect: All your bleed effects deal +25% damage to both you and the monster. This also gives a +12.5% damage boost to Bloodletting and Extract Blood.
Appearance: A rectangular wooden shield with red 'wounds' that drip blood.
Description: This shield seems to be... bleeding?

Create BloodHound

A summoning spell that creates a temporary guest for three turns
Cost: A single time hp cost equivalent of a skill (like Time to Burn).
Appearance: Player cuts his arm and from the blood drops a large blood-red dog-like monstrocity forms.
Description: Create a temporary companion from your own blood. With a little extra blood it even could rip your foe bleeding wounds of their own.
2 hit attack, deals magic fire damage
Can be toggled to inflict stacking Bleed (cha/luck vs end/luck, -10 to save, power: 0.15 per hit) for an additional hp cost.

FSB (Robe, dagger, shield): At the start of your every turn, you attempt to make your foe Bleed (dex/luck vs end/luck, -10 to monster's save, Power equal to 1/2 power of your own Bleed).

Cain's Knife
Darkness dagger with a trigger against player's subrace.

The First Blade

Melee/Magic toggle
+3 bth lean
0-proc, so +9% damage
Trigger: Against the player's subrace, the dagger ele-seeks among the 8 standart elements and harm and deals +10% damage.
Downtrigger: Against everything else it deals -10% damage.
Appearance: A hunting knife with inscribed runes.
Description: This malevolent blade incites its wielders to murder their own kin.

Mark of Cain

Darkness misc
Does nothing normally, but when paired with the First Blade:
Effect: The trigger deals +50% damage instead of +10%, but sacrifices 50 cha and 50 int (to a min of 0). It automatically unequips itself if you lack either int or cha. It also deals (YourMaxHP/20)% damage to you if you do not deal damage this turn.
Appearance: just google mark of cain.
Description: Mark of Cain drives its wielders into a murderous rage that greatly increases one's power at the expense of a little wisdom and sanity.

< Message edited by Primate Murder -- 5/21/2018 11:05:33 >
AQ  Post #: 20
5/21/2018 15:57:49   
Primate Murder

Since it seems the werepyre subrace is going to be postponed for a while yet, I thought I'd share my own ideas. Since it requires lvl 10 in both were and vamp, it is rather OP in the ultimate killing machine kind of way. Not entirely serious, mind you...

Earth/dark subrace armor

Weak to fire and light, average to other elements
MRM focuses on Melee
Note: This armor doesn't have a 'base' form, equipping it automatically turns you into ultimate form. This is because a werepyre is already the equivalent of the ultimate form of vampires and werewolves.

Basic attack deals 3x damage with approporiate modifiers for magical weapons and spells.
This costs sp and mp corresponding to vamp's evolve, and deals damage to you equivalent to 33% of damage dealt. This can kill you.
If you lack resources, your transformation fails.* If you run out of them, you receive damage equal to (YourMaxHP/20)% and automatically equip your no-drop equipment. This doesn't take a turn.**

*A weakling like you doesn't have what it takes to be a Werepyre.
**You can feel your muscles tearing and your bones breaking as you fail to keep up the transformation.

Description: You have become - a mighty Werepyre!

Level 0: Outcast - Passive
As a werepyre, you aren't welcome among vampires, werewolves or humans. You are an outcast - and you're stronger for it.

When you have neither pet nor guest equipped, you deal +28.725% damage with your attacks (approporiate modifiers for magic weapon attacks and spells).

Level 1: Master of the Night - Toggle
You draw upon your vampiric heritage and use your victim's life force to supplement your own.

You sacrifice 25% damage to heal an equivalent amount of hp.

Level 2: Accursed Power - Toggle
As a werepyre, you're stronger than anybody else out there.

Boosts Strength (up to 75 at lvl 150) for an hp cost double the sp equivalent on Werewolf's Lycan Strength.

Level 3: Aura of Terror - Passive
As a werepyre, you inspire terror in all who see you.

All your attacks attempt to inflict Fear (25% chance of not acting, 3 turns) on the enemy. STR/LUCK vs CHA/LUCK and monster gets +20 to save.

Level 4: A Gift and a Curse - Active
You bite your victim and attempt to inflict them with your curse.

One hit, Darkness. +10 BTH lean. It takes -44% damage. If it connects, the monster becomes a werepyre. The monster gets two saves to resist this. Both saves are at a -20 penalty. First inflicts with INT/LUK and resists with CHA/LUK; the second inflicts with STR/LUK and resists with END/LUK. If the monster fails both saves, it becomes tagged as a werepyre and target for the level 5 skill.
This costs sp.

Level 5: Master of All Werepyres - Passive
The weak live only to obey. As a stronger werepyre, you can enforce your will upon the lesser werepyres, particularly the ones you've turned.

If your opponent is tagged as a werepyre, all your attacks attempt to inflict Control (100% chance of not acting, 1 turn) on the enemy. INT/LUCK vs INT/LUCK and monster gets +10 to save. If the foe is tagged as a werepyre due to A Gift and a Curse, it instead gets -10 to save.

Level 6: Accursed Knowledge - Toggle
As a werepyre, you have instinctive knowledge of many forbidden secrets.

Boosts Intellect (up to 75 at lvl 150) for an hp cost double the equivalent on Vamp's Ancient Wisdom.

Level 7: Lord of Twilight - Toggle
A werepyre is an unnatural being. The virus coursing through your veins slips in between the cracks of reality and makes your claws sharper than is naturally possible.

All your weapon attacks deal harm damage. You no longer suffer the 0.9 penalty for harm.
This costs hp.

Level 8: Guardian of the Moon - Active
You draw on your lycan heritage and free yourself from all shackles and ailments with a burst of life force.

You attempt to remove every hostile effect from yourself. END/LUCK vs DEX/LUCK with -20 to save. If you succeed, you remove all hostile effects from yourself and gain +20 immobility resistance and regeneration for 2 turns. This doesn't take a turn.
This costs double skill-level hp.

Level 9: Wings of the Night - Active
As an apex predator, you fly into the air and strike your target with overwhelming force.

You gain dex and MRM for 1 turn (75 dex and 45 MRM at lvl 150), this takes a turn. If you are hit before next turn, the skill does nothing. If you aren't, then your next attack deals 2x damage (for a total of 6x damage) with a +10 bth lean.

Level 10: The Darkest Night - Toggle
Embrace your inner darkness and become... a mighty Werepyre!

Your armor becomes ele-locked to darkness. You deal *Ele-comp (1.84 at level 150) damage in this mode (for a total of 5.52).

< Message edited by Primate Murder -- 5/21/2018 16:04:45 >
AQ  Post #: 21
5/22/2018 11:02:20   
Primate Murder

Decided to offer some experimental monsters as well...

Undead Paladin Artix

Stats and skills: The same basic layout and skill as Mythical Warrior.
Appearance and Resists: Undead Paladin (axe version) with a custom Undead Artix face.
Description: Artix went on a spiritual quest and returned a little... different.

Gray Boy

Wind element monster with all-around low resists. MRM is stronger against melee.
Attack is creating a 'time bubble' around the player with delayed (3 turns, perhaps) harm damage as long as he has mp. This can stack. If he lacks mp, he instead creates a controlled time loop for himself only and gets mp equal to the amount he posessed at the beginning of last turn.
If player attempts to gain celerity from any source (SFP, Overlord, etc), the attempt automatically fails and Gray Boy gets celerity instead.*
If Gray Boy looses more than 10% of his MaxHP between the end of one turn and the beginning of the other, he uses a self-inflicted time loop at the beginning of his turn. His hp, mp and sp automatically regress to the amount posessed at the beginning of his last turn.** This does not affect the player and doesn't take a turn. This is used even if his hp drops below 0.
Stats: Max int, dex and luck. I suggest putting the rest into end, so that it's possible to deal more damage against him without him auto-resetting everything.
Appearance: Monochrome boy.
Description: A tribute to wildbow's excellent work, Gray Boy posesses the greatest power of all - that of being immune nuking.
*Using time manipulation against Gray Boy... not very smart.
**Gray Boy's form flickers and is restored to pristine
AQ  Post #: 22
5/22/2018 14:59:37   
Primate Murder

Malleus Maleficarum
Darkness magic hammer

-5 bth lean
20% proc, but instead of damage the hammer inflicts Jinx for ten turns. Cha/Luck vs Cha/Luck with monster getting -20 to save. This stacks up to three times, further stacking increases duration instead of effect.
-15% damage, -5 MRM, -5 bth
-30% damage, -10 MRM, -10 bth
-60% damage, -20 MRM, -20 bth
Appearance: A large hammer with writing on the side.
Description: Is this weapon a hammer used by witches or a hammer used against them? Either way, you can draw a little dark magic out of it to jinx your foe!

Eldritch Portal

Dark/light simultaneous resistance shield
MRM focuses on magic
Effect: You can click on the shield* to activate the Shadow Tentacles skill. This doesn't take a turn and can be cast up to 2 times per turn.
Shadow Tentacles
2 magical hits at +5 bth lean, 1 light and 1 dark. This gets 1.2 modifier for opposite elements, but no elecomp, since quickcast. This is treated as a spell.
The spell deals 20% melee damage for 50% sp cost. It uses cha instead of int for modifiers.

*Click on the shield to coax the tentacles of your eldritch monstrocity to assault your foe.
Appearance: Smaller version of the Shadow Vortex monster from the Ultimon Saga.
Description: Open the portal to a mysterious shadowy world with evil tentacles. Lots and lots of tentacles.
AQ  Post #: 23
5/23/2018 8:16:41   

The Question
(AQ Sugg)

Interesting nerf weapon, that Malleus is. Although I never depended on proc-chance weapon for any effects. I would rather it be active-able or as a 100% passive.
AQ DF MQ  Post #: 24
5/23/2018 13:53:13   
Primate Murder

Understandable, I generally prefer activatable weapon skills on my main myself. Just thought it might be a little to strong here.

As for passives, I don't really see a difference. Would it have been better if I put: "0-proc, but instead of +9% damage has a passive 20% chance to sacrifice damage to inflict Jinx"?
AQ  Post #: 25
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