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5/24/2018 12:53:37   
  Rorshach

The Question
(AQ Sugg)


I'm more of a person who prefers 100% chance for 1% extra damage, than 1% chance for 100% extra damage. Both has its pros and cons.

AQ DF MQ  Post #: 26
5/27/2018 6:07:26   
Primate Murder
Member

Some suggestions for subrace mini-classes (only half the skills). It's actually where I originally thought the subrace variants were going.

Starting with Neko ones:


Neko Sniper
Earth/Energy FD armor

Particularly weak to wind (because sniper), somewhat weak to water and ice (because bows)
MRM focuses on Ranged
1-hit attack at +5 bth lean, melee converted to ranged

Trigger: +15% damage with 100-procs
Downtrigger: -10% damage with non 100-procs

Requirements: luna neko, lvl 10 scholar

Appearance: Luna neko basis in urban camouflage (gray and brown).
Descriprion: Calculating and ruthless, this neko kills his enemies with precision strikes and thought-out strategies.


Level 1: Sharpshooter - Passive/Toggle

All your attacks with 100-proc weapons get +8.5 bth. Toggle (sp cost) to double the bonus.

Level 2: Take Aim - Active

You skip the turn. Your attacks on the next turn get +10 bth (on top of the Sharpshooter bonus) and 2x damage. This costs 50% sp of a standart skill.

Note: This can only be used with 100-proc weapons.

Level 3: Strategic Positioning - Passive

As long as you wield a 100-proc weapon at the beginning of the battle, you get +210 initiative.

Level 4: Precision Strike - Active

Pay sp of a standart skill and shoot one of the four targets:

Leg - deals 40% melee damage and inflicts Lame (renamed Offbalanced; -108 Dex for 10 turns). Autoinfliction - monster doesn't get a save.

Shoulder - deals 50% melee damage and inflicts Bleed (power: 0.75). Autoinfliction - monster doesn't get an initial save (though can save against it on later turns).

Head - deals 40% melee damage with all Base converted to Random and inflicts Daze (98.67% chance of not acting, 3 rounds). Autoinfliction - monster doesn't get a save.

Center of the Mass - deals 0.85*200% melee damage with all Random converted to Base and auto-hits.

Note: This can only be used with 100-proc weapons.

Level 5: Tazer Shot - Toggle

All your attacks attempt to paralyze the monster (92.5% chance of paralysing for one turn). The monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save. This cost 50% sp of a standart skill.

Note: This can only be used with 100-proc weapons.


2 Cute 2 Live
Earth/Light FD armor

Weak to fire and water (because that's not cute at all)
MRM average
2 hit attack

Requirements: sol neko, lvl 10 beastmaster

Appearance: light, fluffy fur and large soulful eyes.
Description: How can anybody hurt something so kawaii?


Level 1: 2 Cute 2 Hurt - Toggle

The monster can't handle attacking something so cute. Each turn attempt to inflict Kawaii (renamed Panic, -20% damage until successfully makes a save, this stacks). The monster can resist this (Cha/Luck vs Cha/Luck) with +0 bonus. This costs 20% sp of a standart skill.

Level 2: Call on Woodland Creatures - Active

Call Frog, Hawk or Shark. The appearance and animation of the originals with stats and numbers of an average level-approporiate sp-costing guest.

Level 3: 2 Cute 2 Hit - Toggle

The monster is stunned by your cuteness. 37% chance of attempting to inflict 1-turn paralysis each turn. The monster can resist (Cha/Luck vs Cha/Luck) save with +0 bonus. This costs 20% sp of a standart skill.

Level 4: Kitten Yawn - Active

The battle is too boring for you, so you skip the turn. You pets and guests are inspired by your cuteness and gain celerity. Note: This is a free no-cost skill, since 0.6 guest and 0.4 pet damage is equivalent to 1 turn of player damage.

Level 5: 2 Cute 4 Words - Toggle

Boosts level 1 and level 3 passives. Kawaii gains double the penalty (-40% damage) and paralysis gains double the chance (74% chance). You also gain +20 potency with paralysis and panic effects. This costs 50% sp of a standart skill.


Nightstalker
Earth/Dark FO armor

Weak to light with a secondary weakness to fire (because stalks the night)
MRM focuses on Melee
3 hit attack with +3 bth lean

Trigger (night): +15% damage
Trigger (dusk/dawn): +8.5 bth
Downtrigger (day): -10% damage and -4.25 bth

Note: For the purposes of triggers and skills, the day cycle uses server time. 8pm - 4 am is considered night. 6pm - 8pm and 4am - 6am are considered dusk and dawn. 6am - 6pm is day.

Requirements: neko subrace, lvl 10 assassin

Appearance: Hunched over neko in a dark cloak.
Description: Stalk you prey in the night as the ultimate nocturnal predator.


Level 1: Draw Blood - Passive

If the monster is not inflicted with bleed, your attacks inflict it. Power: 0.01, Dex/Luck vs End/Luck and monster gets -20 to save.

You also get a bonus to initiative. +50 during Dusk/Dawn, +100 during Night.

Level 2: Smell the Blood - Passive

If the monster is bleeding, it looses 6 MRM. The bonus is doubled during Night and halved during Day.

Level 3: Mind Games - Toggle

If the monster is bleeding, all your attacks attempt to inflict the following statuses on the foe: Fear (40% chance of not acting, 3 turns, Cha/Luck vs Cha/Luck), Berserk (-20 bth lean, 3 turns, Int/Luck vs Int/Luck) and Control (100% chance of not acting, 1 turn, VStat/Luck vs Int/Luck). Has an sp cost of a standart skill.

The monster gets bonus to saves: +20 during day, -10 during Dusk/Dawn, -20 during Night.

Level 4: Eviscerate - Passive

When the monster is bleeding, all your atacks have a chance to deal 50% extra damage and inflict a stacking Crippled (-50 str and dex until the end of the battle). The monster can resist the crippling (Str/Luck vs End/Luck with +0 to save).

The chance is 10% during Dusk/Dawn. It is halved during the Day and doubled during the Night.

Level 5: Rip the Prey - Passive

If you win the initiative or the monster is helpless (any status that causes 100% chance of not acting, such as paralyze, control, freeze, etc), you attempt to gain celerity for the turn. VStat/Luck vs Int/Luck with +0 to save.



< Message edited by Primate Murder -- 9/15/2018 1:19:57 >
AQ  Post #: 27
5/27/2018 16:21:42   
Primate Murder
Member

Now for the werewolves:


Emissary of Light
Light FO armor

Overall low resists, similar to Communicant's
MRM average
2 hit attack

Requirements: werewolf subrace, level 10 paladin

Appearance: Basic werewolf form, but with bright light shining out of mouth and eyes, making the rest of the body seem pale and more akin to a background. Motes of Light circle around the body in chaotic patterns. Transcendence causes light to spill over and engulf the entire figure. It also starts hovering.
Description: I have seen the light. And now I will show it to you.


Level 1: Motes of Light - Passive

You gather a Mote of Light every round you deal light damage. Motes last until you either log out or use them. Every Mote deals Light damage to the enemy at the end of your turn equivalent to 1% of the damage dealt. If you didn't damage the enemy, they each damage you for 1% Melee multiplied by your light resistance. The number of Motes you can have isn't limited, but the damage is capped at 25% (for everything, no mods for magical weapons or spells).

Level 2: Radiant Visage - Toggle

Your face is too bright for any enemy to look at. Inflict Blind on the enemy at the start of their turn (-25 bth*LightResist) for one turn. The monster can resist (Cha/Luck vs Int/Luck, +0 to save). This costs 4 Motes of Light per turn.

Level 3: See the Light - Active

One hit, Light. +10 BTH lean. It takes -75% damage. If it connects, the monster becomes a Enlightened (deals only light damage until the end of the battle). The monster gets two saves to resist this (Cha/Luck vs Int/Luck and Cha/Luck vs End/Luck). Both saves are at a penalty equivalent to the number of Motes you have (max -20). This costs skill-level sp.

Level 4: Healing Light - Active

Healing spell. Uses Cha for stats and all healing is multiplied by (YourMotes/20). This uses up all of your motes.

Level 5: Transcendence - Toggle

Transform into your Transcendent form. This causes you to gain 5 Motes of Light per turn in addition to level 1 skill and the damage bonus is now capped at 50%. This costs 50% sp of a standart skill.


The Monster Inside
Earth FO armor

Weak to fire and water
MRM focuses on Melee
2 hit basic attack, becomes 3 hit at Rage 5

Requirements: werewolf subrace, 0 charisma

Appearance: Human in basic armor with your face. As Rage Counter increases, the appearance becomes more bestial - muscular, hunched over, hairy...
Description: You can feel it inside you... It will never let you go... And one day it will break free...


Level 1: Rage - Passive

You gain a Rage Counter that starts at 1 at the beginning of the battle. Your Rage increases by 1 each round. It also increases by 2 when you are lowered to 50% MaxHP and 10% MaxHP. This caps at Rage 10.

Rage gives you the Berserk status with -5 bth lean for each count (so -10 at two, -15 at three and so on). Your Rage count lasts until the end of the battle and doesn't reset from switching armors.

The damage boost you gain from Berserk is doubled.

At Rage Count 5 or more, your Flee button is disabled.

Level 2: Meditate - Active

Spend the turn to decrease your Rage Counter by 3. You also gain +4.25*RageCounter bth on your next round.

Level 3: Killer Instinct - Active

Doesn't take a turn to activate. After activation, you receive +10 bth for your attacks for 4 turns with usual modifiers for magical weapons and spells. Costs 75% sp of a standart skill.

Note: This can only be used with Rage Count 3 or more.

Level 4: Man-Eater - Passive

When the battle ends, you drink blood and feast on the flesh of slain foe. This heals hp equal to 50% of your MaxHP. Note: This is only activated if you end the battle on Rage Count 5 or more.

Level 5: Breaking Free... - Active/Passive

You can let the monster out to play if the Rage Counter is 5 or more. The skill automatically activates if the Rage Counter reaches 10. You are unable to undo the transformation until the battle ends (the armor menu greys out).

When in Monster Form, you can only use basic attack (no spells). You can't use Meditate.

Your Rage damage boost is tripled instead of doubled; both strength and dexterity get a boost (+50 at lvl 150) for an hp cost as the monster uses your body with little care. Otherwise, there's no sp, mp or hp cost.


Garou Spiritwalker
Wind FD armor

Secondaries to light and dark
Weak to fire, water and earth
MRM focuses on Magic
3 hit attack with +3 bth lean

Requirements: werewolf subrace, wizard level 10

Appearance: Werewolf basis in flowing robes of light, earthy color. One white stripe across the face.
Description: This wise wolf lives with one foot in the realm of the spirits.


Level 1: Step In-Between - Toggle

You gain 50% chance of reducing all damage taken by 50%. This costs 12.5% mp of a standart spell.

Level 2: Sumon Astral Mirror - Active

Summon an sp-costing guest. Instead of attacking, it reroutes the flow of your energy to spend (25 + 25*YourCha/VStat)% less mp on all spells.

Level 3: Haunting - Active

Cast a spell to make spirits haunt your foe! 7 ice magic hits with +10 bth lean. Sacrifices 90% damage to inflict (HitsConnected) rounds Power 2 ice Burn. Monster can resist this (Int/Luck vs End/Luck with -20 penalty). If the Burn is inflicted, Monster also has a 10% chance of being Frozen (1 round) each turn. Monster can resist this (Int/Luck vs End/Luck with -20 to save).

Costs mp of a standart spell.

Level 4: Infinite Well - Passive/Toggle

You regenerate mp equal to 5% MaxMP each turn.

You can toggle it (sp cost) to regenerate 10% instead.

Level 5: Spirit Harvesting - Active

Quickcast spell. Maximum of two casts per turn. Does no damage, but the monster is inflicted with Fear (25% chance of not acting, 3 rounds). Monster can resist this (Int/Luck vs Cha/Luck, +20 to save). At the end of the fear's duration, you are healed equal to 1.4*0.85*(fear chance) of an expected Melee attack.

This costs mp equal to 50% of a standart spell.



< Message edited by Primate Murder -- 9/5/2018 0:55:55 >
AQ  Post #: 28
5/29/2018 6:52:32   
Primate Murder
Member

Finally, vamp subclasses:


Lifestealer
Darkness FO armor

Weak to ice (slows down the metabolism)
MRM average
3 hit attack

Requirements: vampire subrace, necromancer level 10

Appearance: Vamp basis with red eyes and slightly longer talons. Has a detachable skull helmet.
Description: This vampire takes more than just blood; it takes the mind, the spirit, the soul - everything that makes one alive...


Level 1: Lifesteal - Passive

You partake of your foe's life with every strike. All your attacks deal 75% damage and heal your hp for 33% of the damage dealt.

When your hp drops below 25%, you deal 50% damage instead and heal hp equal to the damage dealt.

Level 2: Skill Thief - Active

Appropriate your foe's hard-earned skills. This is a weapon-based skill that damages the monster's sp instead of hp. It deals 0.5*1.125*0.8 (steal, sp-damage, doesn't cost sp) damage and heals your sp equal to damage dealt.

Level 3: Robbing Resolve - Toggle

You steal your foe's will to fight. Inflicts Aimless (-3 MRM, -4 bth, -10% damage; this stacks). There is no initial save, but at the start of the monster's turn they can resist with a save at a -10 penalty (VStat/Luck vs End/Luck). This cost 50% sp of a standart skill.

Level 4: Ethereal Extortion - Active

Acquire some of your foe's energy. This is a weapon-based skill that damages the monster's mana instead of hp. It deals 0.5*1.5 (steal, targets mana) damage and heals your mp equal to the damage dealt.

Level 5: Phylactery - Passive

You finally achieve immortality. At the end of a fight you have a [RoundsEquipped/TotalRounds*100]% chance to gain 1 Soul. This only works if the mob is ItemLvl-10 or higher.

When you take a lethal blow, heal hp for 5% of MaxHP per each Soul you possess.


Darkbringer
Darkness FD armor

Secondary to wind, weak to light and fire
MRM focuses on Ranged
2 hit basic attack

Requirements: vampire subrace, evil alignment

Appearance: A cloud of darkness with an uncertain humanoid silhouette inside. The shroud's blackness and density reflects the number of Veils.
Description: You don't hide in darkness. You bring your own darkness with you.


Level 1: Shroud of Darkness - Passive

You start the battle with 4 Veils of Darkness. Each round you loose one Veil. Should you loose all Veils, you are burned by the rays of the sun. You loose 10% MaxHP and are inflicted with Power 2 light element burn for two turns. This can kill you.

The monster looses 4.25 bth per each active Veil. This is considered Blind, though the monster doesn't make any saves.

Level 2: Smothering Darkness - Passive

The monster looses 5% damage per each active Veil. This is considered Choke, though the monster doesn't make any saves.

Level 3: Fear the Dark - Passive

The monster has a 5% chance of not acting per each active Veil. This is considered Fear, though the monster doesn't make any saves.

Level 4: One with the Dark - Passive

You have a chance to turn any darkness damage you take into heal damage. This doesn't take the ususal 0.85 (because monster has to hit you) or the 0.9 (because only useful against dark) healing modifiers.

The chance is equal to 5% per each active Veil.

Level 5: Gathering Darkness - Active/Passive

Spend a turn to gain +4 Veils. This caps at 10 Veils.

You also gain a free Veil each time the monster's hp drops below 75%, 50% and 25%.


Daywalker
Darkness FO armor

Has a light secondary and mostly even resists to the rest
MRM focuses on Melee
2 hit attack

Trigger: +10% damage against undead; +15% against vampires, werepyres and dracopyres
Downtrigger: -10% damage against everything else

Requirements: vampire subrace, shadowslayer level 10

Appearance: Combination of Vamp and Shadowslayer
Description: Has all the strengths of a vampire with none of the weaknesses.


Level 1: Dhampir Vitality - Passive

You have Regeneration. The hp heal is doubled if you dealt damage to an enemy this round, and is cancelled if you received light damage this round.

Level 2: Tools of the Trade - Active

Choose and equip one of the following weapons:

Silver Machete - 0-proc melee weapon. Fire element and 10% extra damage against undead. Light element and 25% extra damage against vampires. Against anything else it uses earth element and deals 90% damage.

Crossbow - 100-proc ranged weapon firing Wooden Stakes. Deals -10% earth damage against everything except vampires. Against Vampires deals full light damage and has a 10% chance of hitting the heart and Paralyzing the vampire for two turns. The vampire can resist this (VStat/Luck vs End/Luck) with -10 penalty.

Blessed Water - 100-proc magic light weapon. Deals 50% damage of a regular 100-proc magic weapon. Against undead inflicts Poison (power 3, turns 3), monster can resist with -20 penalty (VStat/Luck vs End/Luck). Against Vampires the poison deals 50% extra damage.

Level 3: Strength of Will - Passive

Vampires don't get hypnotized. +20 to saves against Fear, Control and Daze.

Level 4: Flamethrower - Active

A spell-like skill. 4 hits of fire damage at +10 bth lean (becase nobody dodges a flamethrower) and deals -75% damage. If at least one of the hits connects, the Flamethrower attempts to inflict a Fire element Burn for 5 rounds with Power = HitsConnected. Monster can resist this (Dex/Luck vs End/Luck) with -20 penalty.

Vampires and undead receive 50% extra damage from the Burn.

Costs sp of a standart skill.

Level 5: Daywalker - Toggle

Multiplies the light and dark damage you take by 50%, gives Str and Dex boosts (+50 at lvl 150).

Costs 50% sp of a standart skill.



< Message edited by Primate Murder -- 9/5/2018 1:00:24 >
AQ  Post #: 29
5/30/2018 0:47:28   
Mr. Popo
Member

Dang dude, you are just a wealth of ideas; you push them out like it's nothing! It always takes me at least a whole afternoon to get done with just ONE suggestion.

< Message edited by Mr. Popo -- 5/30/2018 0:49:21 >
Post #: 30
5/30/2018 15:39:03   
Primate Murder
Member

Swordmaster
FO Earth armor using swords.

Mostly even elemental resistances outside of earth
Low resists, high MRM with a focus on Melee
Equal chances of 1-, 2- and 3-hit attack at a +3 bth lean

Deals -10% damage for dual skill compression.
Trigger: When using swords, the penalty is lifted.
Dowtrigger: When using anything except swords, the penalty is -15% damage instead

MC: When using swords, all your weapon attacks and skills inflict Offbalanced (Dex penalty for one round equal to HitsConnected/HitsAttempted*107) on the monster. The monster can resist this (Dex/Luck vs Dex/Luck, +0).

Parry - toggle for sp equal to 35% of a standart skill. Grants +18 MRM.
Ripostre - passive, only activated if Parry is active. When you block an attack, make an auto-attack against the monster. This doesn't take a turn and can be dodged like any other attack.

Appearance: A slightly updated version of Leather Armor.
Description: A master of swordsmanship. Becomes a little more accurate with an emblem marking his skill.

Mini FSB: +4.25 bth on all weapon attacks if used with Sword Master Emblem.


Healer
FD neutral-element armor. Elelocked to heal damage.

Fairly weak elemental resists and MRM (focused on magic)
1 hit attack, heal damage (heals the monster). Deals *0.9*0.85 for auto-hit and 'always-useful'.
Deals -10% damage for double skill compression.

MC is level-approporiate regeneration.

Cardiac Arrest - 1 hit of harm element damage. Deals 0.85*0.9 damage and auto-hits. Takes -50% damage to inflict 1-turn Paralise. The monster can resist this (VStat/Luck vs End/Luck) with a -20 penalty. This is a spell-type skill and costs sp.
Stroke - 1 hit of harm element damage. Deals 0.85*0.9 damage and auto-hits. 95% chance of dealing 90% spell damage. 5% chance of dealing damage equal to the monster's current hp (insta-kill). This is a spell and costs mp.

Appearance: White robe with a red cross.
Description: You can't remember a thing from your attempted infiltration of the Ninja Cleric Academy, but apparently you learned some mad healing skills!


The Guiding Winds Bow

100-proc wind bow
Has a secondary 10%-proc 'true' special
1 hit at +5 bth lean

Effect: Gain +1.5 bth on each consecutive hit (so +1.5 to second hit, +3 at third, +4.5 at fourth and so on). The bonus automatically resets to 0 if you miss.

Appearance: basically a wind clone of Robina's longbows.
Description: Let the wind guide your shot.


Frozen Soul Set
An Ice set with Freeze infliction.


Frostborne

FO Ice armor with water and wind secondaries
average MRM
2 hit basic attack with -3 bth lean

Effect: Frostbite. As long as you attack your opponent with a player attack, weapon special, or spell, the armour attempts to Freeze your enemy*. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save**. This costs 80% sp of a standart skill each turn.

*Winter Is Coming!
**The cold never bothered (MonsterName) anyway.


Appearance: Bulky blue and black armor with winds howling around.
Description: Born in the harsh Northlands, you bring your winter with you!


Coldbringer

Melee Ice Axe, -3 bth lean
0-proc, so +9% damage

MC goes into compressing a weapon-based skill:

Bringing the Cold
1 hit of Ice damage, deals 75% damage of a regular skill. Pays 80% melee (so leaves 70% melee damage total) to inflict Hypothermia (renamed Freeze) for one turn. Monster can resist this (Str/Luck vs End/Luck) with +0 bonus to save. The skill deals 75% damage and costs 60% sp of a standart skill.


Appearance: A double sided axe with a bluish tint.
Description: Bringing the party to you.


Quinzhee

Ice shield with wind secondary
average MRM

Effect: You gain Freeze potency +20.

Appearance: A shield of snow.
Description: Use this snow shelter from the Frigid Northlands to enhance the potency of all your Freezing effects!




< Message edited by Primate Murder -- 9/5/2018 4:21:40 >
AQ  Post #: 31
5/31/2018 8:08:08   
Primate Murder
Member

As it's long since become a meme, I figure I can make my version of archmage fairly OP without anyone complaining, though I'm limiting myself to 10 skills.


Archmage's Mantle
Neutral element FO armor

No particular preferences in elements, very high Magic defense

2 hit basic attack with melee and ranged converted to magic (with that 25% penalty); deals 33% extra damage for an mp cost (similar to Shadow Templar). This is treated as a spell.
If you lack the necessary mp, you automatically spend the turn to Draw Mana (75% mp of a standart spell). This is treated as a spell and gets the benefit of Blood Magicks.

Requirements: 200 int, lvl 10 wizard, lvl 10 scholar and lvl 10 necromancer

Appearance: There is one already, I think, I just can't find it for a link.
Description: Unleash the true power of magic!


Level 0: Master of Magic - Passive
Your pool of mana is greater than that of any ordinary mage.

If your Class Title is Archmage, your MaxMP increases by 25%.

Level 1: Elemental Attunement - Active
Your vast knowledge of the elemental realms allows you to attune your magics to any natural element.

Choose one element out of eight standart ones. All your spells will now deal damage of that element until you log out or use Elemental Attunement again. You need to wear Archmage's Mantle to receive the benefits. This costs a turn.

Note: You can also choose Harm element once you unlock level 9.

Level 2: Blood Magicks - Passive
There's power in blood. As a student of the arcane you know that better than anyone.

All your spells deal +50% damage. This costs hp (akin to Bloodmages).

Level 3: Invisibility - Passive
Nobody gets a drop on you now.

You get initiative bonus equal to your Intellect. This costs mp equal to 50% of a standart spell at the beginning of the battle.

Level 4: Blood Rites - Passive
As you further your research on the arcane properties of the blood, you learn to offload a part of a spell's cost with a little bloodletting.

25% of a spell's mp cost is instead paid with hp.

Level 5: Divination - Toggle
You peer into the future and flawlessly predict your enemy's every move.

All your spells deal *0.85 damage and autohit. This costs sp equal to 50% of the spell's mp cost.

Level 6: Counterspell - Toggle
You know the counter to every spell.

Each time you take magic damage, you make an attempt to counter the spell, lowering the damage you take to 0. Int/Luck vs Int/Luck with +0 bonus to save. Each use of Counterspell costs 50% mp of a standart spell.

Level 7: Akashic Records - Passive
Access the repository of all human knowledge to find the answer to any question.

You gain a bonus to all your inflictions and saves equal to YourInt/20.

Level 8: Ambient Mana - Active
Everything in the world gives off some kind of magical energy. It is Archmage's second nature to gather and manipulate that energy.

Use sp equivalent of a standart skill to regain mp worth 120% of a standart spell. This doesn't take a turn, but can only be used twice per turn.

Level 9: Uncanny Intellect - Passive
As a high-level archmage you've long since passed the threshold of sanity.

The physical world is no longer capable of holding the entirety of your mind and you're forced to hold a small pocket dimension to offload some of the strain off your mind. You gain +100 Int, but loose mp equal to 10% of standart spell cost every turn. If you lack the mp to do so, you experience a crippling headache - loose YourInt*10 hp (so 3k w/o other int boosts).

Level 10: Gravitational Singularity - Active
The Ultimate Nuke.

Gravitational Singularity is actually composed of two skills, like Kindred.

Spacetime Compression - spend 50% mp of a standart spell and gain 15 ST Charges. This costs a turn.

Unleash the Singularity - 1 hit of (ElementalAttunement) damage. If Ele-Att isn't activated, default to darkness. This uses up all of your ST Charges (to a max of 30) and deals *(1 + Charges/15) damage of a standart spell. Costs mp of a standart spell.




Whew, that was long. But fun.

At least now I know I'll never create anything more OP than this.


< Message edited by Primate Murder -- 8/29/2018 2:11:50 >
AQ  Post #: 32
6/2/2018 4:33:11   
Primate Murder
Member

Mage Slayer Set
Energy set designed against mana-users.


Mage Slayer

FO energy armor with fire and ice secondaries
MRM focuses heavily on Magic
2 hit basic attack with +3 bth lean

Effect: Against monsters with Int above 0, all your weapon attacks and specials attempt to Poison the monster (1 round, 1.25*09 or 1.125 Power, harm damage). The monster can resist this (Dex/Luck vs Int/Luck) with -20 penalty if it has mana, or +0 bonus if it has no mana remaining.

Appearance: Based on Witch Hunter.
Description: Turn your enemy's magic against them!


Mana Destabilizer

Energy melee/magic sword with +3 bth lean
20% proc

Effect: All weapon attacks and specials deal harm damage to the monster's mana (with *0.5*0.9*1.5 multipliers). The monster then looses hp equal to the amount of mana lost, and you loose 15% hp of a standart skill to pay for the effect. If the monster has no mp remaining, the blade instead deals energy damage with -5% penalty.

Appearance: A long slender sword with a purplish glow. Gives off purple flashes when destabilizes mana, and looses the glow when there's no mp remaining.
Description: Destabilize your foe's arcane energies to make them explode!


Magus Trapper

Energy shield with fire and ice secondaries.
MRM focuses on magic, looses 3 MRM to increse the power of the effect

Effect: Inflict Mana Burn on the enemy when you get hit; 1 round, Burn's power is equal to MonsterInt/100. The monster can resist this (Dex/Luck vs Int/Luck) with +0 bonus if it has mana, or +20 bonus if it has no mana remaining.

Appearance: A wooden buckler with metal spikes pointing at the enemy, use this for reference. Add in a subtle purpleish glow.
Description: Bait the enemy, then burn them for their arrogance.


Summon Mana Hunter

Summons a Harm guest with standart mp guest upkeep.

Effect1: If monster has mp, Mana Hunter deals Harm damage and additional damage equal to (BurnPower + PoisonPower)*10%. So if the monster is inflicted with Mana Burn Power 2 and Poison Power 1.5, Mana Hunter will deal 35% extra damage.
Effect2: If the monster has no mp remaining, Mana Hunter will instead attack the player (as long as the player has mp remaining).
Effect3: If neither the player nor the monster have any mp remaining, Mana Hunter leaves to hunt for other sources of aman.

Appearance: Little winged creature of crimson and violet, cross between a lizard and a bird.
Description: Summon a Mana Hunter to fight for you, but beware if the monster has no mana left for them!




< Message edited by Primate Murder -- 8/31/2018 15:24:21 >
AQ  Post #: 33
6/2/2018 5:25:16   
Primate Murder
Member

Packmaster Set
Beastmaster earth set. Requires werewolf subrace.


Lycanthrope

FD earth armor with water and wind secondaries
MRM focuses on Melee
2 hit basic attack with -3 bth lean

MC goes into secondary armor compression. Click in the wolf pelt to change (this doesn't take a turn, but costs 20% sp of a standart skill per turn).
Transformation
Armor becomes FO with a 3-hit claw attack.
Pets and guests deal +25% damage, but you are unable to cast any spells in this form.
Appearance: A large wolf (not a humanoid one).


Appearance: A more feral-looking version of the basic werewolf form with a wolf pelt cloak.
Description: This werewolf is more wolf becoming a man than man becoming a wolf.


The Howling Staff

Melee/Magic earth staff
0-proc

Effect is the same as Foam Finger's, but only works on those with a Wolf or Dog tag. This stacks with Transformation's bonus.

Appearance: A hollow wooden staff with holes at the top.
Description: This staff howls like a true wolf when wielded, inspiring your canine allies to greater viciousness and savagery.


Spirit Bells

Earth shield with water and wind secondaries
MRM is somewhat lowered to pay for resists, but has a focus on Ranged

Effect: Click on the bells to call two Spirit Wolves, a guest with a standart sp-upkeep.
Spirit Wolves
Attack is two Magic hits, one water and one wind. Deals *1.1 damage to compensate for this. Both hits are at +5 bth lean.
Appearance: Semi-transparent large blue and violet wolves.

Appearance: A pair of bells made from bleached bone, hanging on a thread in the off-hand.
Description: These bells call on spirits to protect you from hunters and can be used to Call a pair of Spirit Wolves to fight alongside you!



< Message edited by Primate Murder -- 8/31/2018 15:25:28 >
AQ  Post #: 34
6/2/2018 12:39:55   
Primate Murder
Member

Hexlord Set
Status infliction darkness set capable of transforming into an offensive fire set.


Hexer

FD darkness armor with fire secondary
MRM focuses on Magic
1 hit basic attack with +5 bth lean, See Effect (primary).
Looses 3 MRM to pay for compression.

Effect (primary): all your weapon attacks deal 50% damage and randomly inflict one of the following statuses*. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.
Afraid - 25% chance of not acting for three rounds.
Blind - looses 30 bth for three rounds.
Defence Loss - MRM -20 for three rounds.
Disease (hp) - equal to DamageDealt*1.75.
Disease (sp) - equal to DamageDealt*2.
Choked - looses 20% damage for three rounds.
Unlucky - looses 100 Luck for three rounds.
Offbalanced - looses 100 Dex for three rounds.
Weakness - looses 100 Str for three rounds.
Warts and Boils - looses 100 Cha for three rounds.
The Cold - looses 10 bth and blocking for three rounds.
Burn - Power 3 for three rounds.
Poison - Power 2 for three rounds.

Effect (secondary): Click on your chest to turn into Warlock form (this disables the primary effect). Click again to change back.
Warlock
Armor becomes fire element FO with a 2-hit attack.
You deal additional darkness damage equal to (Number of Statuses on monster)*5%.


Appearance: Black and brown cloak atop leather armor in Hexer form. Dark red armor covered by a black cloak in Warlock form.
Description: Hex your foes to hell and back, then rain demonic wrath down upon them!


Hexing Rod

100-proc darkness magic weapon, +5 bth lean
Looses 5% damage for compression

Effect (Primary): deals -10% damage (on top of the above penalty) to give you Status Infliction Potency (+10 on all infliction saves). This effect is disabled in Haxe form.

Effect (Secondary): Click on the Rod to transform it into Haxe, a fire element 10%-proc magic axe with -5 bth lean. It deals additional fire damage equal to (Number of Statuses on monster)*5%. This stacks with Hexer's Warlock form damage boost.

Appearance: A black metal rod with ominously glowing red runes in basic form. In Haxe form - large double-headed axe covered in soot with ominously glowing red runes on the edge.
Description: Curse your foes with blackest magics or smash the enemy with all the fury of hell.


Hexagram

Darkness/Fire simultaneous resistance shield with a focus on MRM

Effect: Inflict Hex of Primal Bloodlust on the monster when you block an attack. Monster can resist (Int/Luck vs Cha/Luck) with +0 to save. If it fails, the monster becomes Hexed (renamed Berserk, -25 bth lean until lands a blow and deals damage).

Appearance: Six-pointed star form, black with miniature red runes crisscrossing it.
Description: Hex your foe with the unquenchable bloodlust of a demon!



< Message edited by Primate Murder -- 8/29/2018 3:38:31 >
AQ  Post #: 35
6/4/2018 8:29:03   
Primate Murder
Member

The Great Cloning Set


Alter Ego

Wind FO armor with light/dark secondaries
Water and earth neutral, weakness to fire, ice and energy
MRM average
2 hits (each when Split)

Effect: Click on the armor's chest to Split yourself. Click again to Reconnect to your other half. This doesn't take a turn.

While Split, you loose half of your hp and gain a second hp bar with hp equal to amount lost. All hits that land on you randomly damage one of your hp bars. If hp in either bar reaches 0, you die. Any effects that affect you affect both parts of you. Any damage from burn, bleed or poison causes damage to both hp bars. (Basically, you split yourself in two and if either half dies - so do you).

While Split, you also literally have two bodies (basically celerity) with each dealing 55% total damage of weapon attacks and specials. You apply all effects from your weapon and misc (sp cost doubles, of course). You can't cast spells in this from.*

When you Reconnect, you loose the second hp bar and regain hp equal to (hp remaining in second hp bar). You regain the ability to cast spells.

*You find yourself unable to remember the other half of the spell...

Appearance: Flowing light-grey cloak with leather armor underneath. When Split, the player literally splits into two versions of player - one wearing a white cloak, the other black.
Description: It's not the same as Dissociative Identity Disorder...


Hard Light Shield

Wind shield with a light secondary

Effect: Click on the shield to create 5 Hardlight Clones. This takes sp of a regular skill, doesn't take a turn (but can only be cast twice per round) and can stack. Each clone gives +3 MRM. Each time you block a hit, one Hardlight Clone is automatically dispelled.

Appearance: A small rectangle on your arm thar expands into a glowing semi-transparent rectangle (randomly blue, green, red or purple).
Description: This shield is no illusion.


Minion Maker

Ranged/Magic wind spear
20% proc, but instead of extra damage creates 5 Minions

Effect: On all weapon attacks and specials inflicts Minions on the monster; this can stack. Monster can resist (VStat/Luck vs Cha/Luck) with +0 bonus to save. If it fails, the monster looses hp equal to NumberOfMinions*5% of damage the player dealt this round at the end of the player's turn until it successfully hits and inflicts above 0 damage on the player. (not much different from the basic 5% damage bonus)

Appearance: A combination of Tombogiri and a pencil.
Description: Who doesn't want to have an army of disposable minions?


< Message edited by Primate Murder -- 8/29/2018 3:43:02 >
AQ  Post #: 36
6/4/2018 15:29:51   
Primate Murder
Member

Dreams of the Azure Sky
Neutral quickcast spell, puts both parties to sleep.

Cost: about the same as Purple Rain, I figure.

Effect: Sacrifices all damage to inflict Sweet Dreams* (renamed variation of Asleep). Monster can resist this (Cha/Luck vs Cha/Luck) with +0 bonus to save. If it fails, both the monster and the player fall asleep. The monster makes a save at the beginning of every turn, and if it succeeds, both the monster and the player wake up. Player doesn't make any saves against Sweet Dreams.

*Dream a Little Dream with Me

Appearance: A brief flash of a wide blue sky.
Description: Give yourself and the monster some much needed sleep.


Bio Set
Water weapon and shield affecting End.


BioBreaker

Melee water sword with +3 bth lean
0-proc, but instead of extra damage enhances the effect

Effect: On all weapon attacks and specials, the monster looses 5 End until the end of the battle. Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Appearance: A sword pulsing with blue-green light.
Description: This blade makes sure to squeeze a little extra life from your foe with every blow.


BioBooster

Water shield with average resistances
MC: hp-costing Endurance Drive

Appearance: A circlular shield that pulses with blue-green light.
Description: This shield pulses with unnatural vitality. When wielding it, you can tap into that vitality for as long as your body can withstand the strain.


Voltage Set
Energy club and shield


Cattle Prod

Melee/Magic energy club
0-proc, but instead of extra damage enhances the effect

Effect: All your weapon attacks and specials inflict Twitching (renamed Entangle; stacking -63 Dex) on the monster. Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A short club with two prongs sticking out at the end.
Description: Leave your foe twitching and jerking!


Charging Station

Energy shield with average MRM

Effect1: Once per turn, you can spend sp worth 50% of a standart skill to store a Charge in the shield. This stacks and doesn't cost a turn.

Effect2: When you block an attack, the shield will Discharge. This deals (33.3 + 33.3*#ofCharges)*0.9% harm damage to the monster.

Appearance: Somewhat bulky asymetrical rectangular shield with sparks occasinally flying out.
Description: This charging station doesn't look very safe. Better point it at the enemy.


Legionnaire Set
Defensive fire set.


Legionnaire Shield

Fire shield with focus on MRM, particularly Ranged

Effect: Shield Wall. At the end of your guest's turn, if it attacked and dealt damage, you gain +6 MRM for one round.

Appearance: Ancient roman Scutum. Large, rectangular and semi-cylindrical.
Description: Form a defensive phalanx with your guest!


Limiter

Fire melee sword with +3 bth lean
0-proc

Effect: Enforces a hard cap on all damage dealt (weapon attacks and specials, spells, pets, guests and monster attacks) equal to 90% melee. This is not subject to save and the effect lasts for one round after the sword is unequipped to deal with potential exploitation.

Appearance: A roman gladius, short and wide.
Description: Even a god can be killed. With this sword from an ancient warrior empire, you can force any being into a hack-n-slash melee of a regular man.


Legionnaire

MD Fire armor with earth secondary
MRM focuses on Melee with a Ranged secondary
Randomly uses one hit (+3 bth lean thrust) or two hits (-3 bth lean slash)

MC goes into compressing the following skill*:
Pilum Throw
1 hit of (weapon element) damage at +5 bth lean. Sacrifices 50% damage (100% melee) to inflict a defence loss (-6 MRM) until the end of the battle. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
This costs sp of a regular skill.

*Throw a javelin to disrupt your foe's defences!

Appearance: Roman Lorica Segmentata.
Description: Garb yourself in the armor of an ancient legionnaire!

FSB (weapon, shield and armor): Gain +10 to all saving throws against enemy effects.


Sagum

Neutral element misc
Costs moderate amount of sp

Provides moderate elemental defense against Water, Wind and Ice
Toggle to double the resistances provided for an sp cost.

Appearance: A simple red cloak fastened on one shoulder.
Description: This sturdy cloak was used by ancient warriors to protect themselves from the elements.



< Message edited by Primate Murder -- 8/29/2018 5:22:47 >
AQ  Post #: 37
6/6/2018 2:34:28   
Primate Murder
Member

I noticed a lot of support for Dracomancer revamp on the forums, so here's my take on 105+ tiers of the Dracomancer armor.

Please note that most of it is based on the original skills of the actual Dracomancer armor.


Evolved Dracomancer

FO fire armor with wind and energy secondaries
MRM has a slight focus on Ranged
1 hit basic attack

Requirements: lvl 105/120/135/150, lvl 10 scholar, fighter and mage

Appearance: The same
Description: Evolve with every strike and every battle as as a mighty Dracomancer! Find Lord Cyrus in the Dragonspine Mountains and learn abilities such as Dragon's Heart, Dragon's Fury, and the ultimate Half-Dragon Transformation! This is the tier four Dracomancer armor variant.


Level 0: Evolve - Passive
Your soul burns brightly, evolving you into something beyond humankind with every blow you strike.

Gain +1% damage with all weapon attacks, specials and spells every turn (*4/3 for magical weapon and /2 for spells). Doesn't have a cap, but resets back to 0 at the end of the battle.


Level 1: Dragon's Heart - Active
Call upon the inherent nobility of a dragon to strike with increased accuracy and maybe restore some MP!

Effect: If your End is equal to or above 0.5*VStat, you restore MP (using Kindred shield for numbers) with *YourEnd/VStat modifier. Regardless of whether the effect took place or not, you then make the following attack:

1 hit of melee (weapon-element) damage at +10 bth lean. Looses 50% damage (100% melee) to pay for the effect. This is treated as a weapon-based skill.

Costs hp of a standart skill.


Level 2: Dragon's Claw - Active
Imbue your arm with the might of a dragon's claw!

1 hit of melee (element) damage at +5 bth lean, where Element is the element of the armor - so fire in basic form and ice when Elemental Shift is active. This is treated as a weapon-based skill.

Costs mp, reduces due to elecomp.


Level 3: Elemental Shift - Active
Draw upon the resistances of a different set of dragons.

Your armor's resistances shift to Ice element with Water and Earth secondaries. Click again to disable the shift and return to Fire with Wind/Energy secondaries.

Cost: Free


Level 4: Dragon's Wings - Active
Enhance the winds created by your wings with mana for blasting power or accuracy!

3 hits of ranged Wind damage. Each hit randomly gets one of the following two benefits: +10% damage or -5% damage and autohit. Each hit deals 33% total damage w/o modifiers. This is treated as a spell and gets a little elecomp to damage.

Costs mp of a standart spell


Level 5: Summon Bob - Active
Summon High Dracomancer Lord Cyrus's loyal pet wyvern Bob!

Summons an mp-costing guest of the element opposite the element of your armor (so ice for basic form and fire for EleShift). The guest gets +5% damage if your Class Title is Dracomancer.


Level 6: Dragon's Fury - Active
The dragons are known for their temper. Draw on that power, but beware - anger is a double-edged sword.

2 hits of melee (weapon element) damage. Deals +50% damage for an hp cost. This is treated as a weapon-based skill.

Costs mp of a standart spell + hp of a standart skill


Level 7: Dragon Brood - Active
Call forth an entire brood of young dragons to lay waste to your enemies!

8 hits of magic damage (one hit of each element). Deals *132/109 (1.21) damage to pay for multi-element. This is treated as a spell.

Costs mp of a standart spell


Level 8: Great Dragon - Active
Summon the Great Dragon, Kethorat, for help. He might say no, or he might assail your foe with element X if you're charismatic enough!

5 hits of magic Harm damage. Waives the *0.9 damage penalty due to 90% chance of activation. Gets a bonus (up to staff) to compensate for using a 4th stat. This is treated as a spell.

Chance of attacking: 60% + (YourCha/200)*30%

Costs mp of a standart spell


Level 9: Dragon Scales - Toggle
Garb yourself in the impenetrable scales of a true wyrm!

+12 MRM boost

Costs 1/6 mp of a standart spell.


Level 10: Half Dragon Transformation! - Toggle
Focus all your skills and magical powers to give yourself massive power as a part-dragon hybrid! Increases in power with every battle won.

Toggle to Transform into a powerful hybrid. If you have the listed mp, all attacks deal increased damage. Starts at 1.5x damage and gains another 2.5% damage with each battle won. Caps at 3x damage and resets to 0 once you log out.

You retain all of your armor skills in this form.

Randomly does one- or two-hit attacks (deal 100% damage either way).

Cost: mp equal to 60% of a standart spell each turn.

< Message edited by Primate Murder -- 9/4/2018 2:55:48 >
AQ  Post #: 38
6/6/2018 14:33:09   
Primate Murder
Member

Burning Rock Set
Offensive earth and fire set with burn infliction.


Vulcanus

FO Earth armor with fire secondary
MRM average
4 hit basic attack at -3 bth lean

MC goes into skill compression:

Eruption
10 hits of magic fire damage. Sacrifices 40% damage (80% melee) to inflict (elecomp) Power fire burn for (HitsConnected) turns. This gets a little bit elecomp, as fire is aligned element to earth, that goes into the Burn's power. Monster can resist this (Str/Luck vs End/Luck) with -20 penalty to save. This is treated as a spell and costs sp of standart skill. Afterwards, you summon Ash Cloud guest.


Ash Cloud
Costs sp of a standart guest, but deals no damage. A status effect in form of a guest.
Effect: Each turn, Ash Cloud attempts to inflict fire Burn (Power 3) and Choke (-27% damage) for one turn. Monster can resist each status effect with a separate throw (Cha/Luck vs End/Luck) with -10 penalty to save.


Appearance: Resembles Fire Golem, but larger and with magma glowing through the cracks.
Description: Do you dare to wake this dormant fire mountain?


Blazing Resonance

Melee/Magic Fire mace with -3 bth lean
20% proc that Burns the monster

Effect: All weapon attacks and specials deal additional damage equal to (BurnPower*10)%. So a 0.5 Power Burn would deal 5% extra damage.

Appearance: A mace of black rock with red cracks glowing with magma. The proc attack causes lava to overflow.
Description: This mace resonates with the flames surrounding your foe.


Liquid Rock

Earth shield with a fire secondary
MRM average

Effect (Passive): This shield burns both the player and the monster each turn (fire element, one round, power 0.5). Both can resist it (VStat/Luck vs End/Luck) with +0 bonus.

Effect (Active): Click on the shield* to activate Magma Explosion. This is a spell-type fire skill that sacrifices 70% damage to inflict Defence Loss (-24 MRM for 5 turns). Monster can resist this (VStat/Luck vs End/Luck) with -20 penalty to save. This costs sp of an standart skill.

*Click on the shield to explode with molten magma that eats through your opponent's defences!

Appearance: An uneven roughly triangular (as though it melted down a mountain in this form) shield of black rock with an ominous red glow.
Description: This slab of molten rock looks rather hot to touch. Are you sure the inner part has cooled down?



< Message edited by Primate Murder -- 9/5/2018 1:16:41 >
AQ  Post #: 39
6/7/2018 2:07:36   
Primate Murder
Member

Ninja Smash Set
Earth element axe and 'shield'


Ninja Bash

Earth 'shield' with focus on Melee
Looses a little earth resistance to enhance the effect

If your Class Title is Ninja, you gain Hard Counter passive ability:

When an enemy attempts to inflict any kind of stun on you (fear, daze, control, paralyze), it makes a saving throw (Dex/Luck vs Dex/Luck) with +0 bonus to save. If it fails, you automatically succeed on a save against the status effect and inflict a Daze* on the enemy (33% chance of not acting for one turn).

*BAM! In your face!

Appearance: A large and heavy-looking warhammer.
Description: Who says ninja don't use warhammers?


Ninja Slash

Earth melee axe with -3 bth lean
0-proc, so +9% damage

If your Class Title is Ninja, all your axe attacks inflict Defence Loss (-6 MRM *HitsConnected) on the enemy for one round. Monster can resist this (Dex/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A large battleaxe.
Description: Who says ninja don't use axes?

FSB (axe and hammer/shield): If your Class Title is Ninja, you gain access to the following weapon-based skill:

Ninja Smash

10 hits of earth melee damage at +10 bth lean. For all purposes, 5 hits are done by the axe and 5 by a temporary earth hammer weapon with -5 bth lean. Ninja Smash looses 50% damage (100% melee) for the following effects:

Daze (10% chance of not acting for one round per each hit of the hammer) - Monster resists (Str/Luck vs End/Luck) with -10 penalty to save
Bleed (0.1 power per each hit of the axe) - Monster resists (Dex/Luck vs End/Luck) with -10 penalty to save.

This costs sp, reduced due to elecomp (shield same element as weapon).




< Message edited by Primate Murder -- 8/29/2018 4:33:24 >
AQ  Post #: 40
6/9/2018 15:44:38   
Primate Murder
Member

Since it seems like it'll be a while until the release of revamped necromancer (and I expect an extended in-depth storyline quest to go along with it too, and that's not a bad thing), I figure I might as well create my own high level version of the class.

Please note, that unlike the Dracomancer, I'm only superficially drawing from the existing Necromancer class.


Onyx Cloak
FD darkness beastmage class armor

Resists pretty much even to everything else
MRM focuses on Magic
1 hit basic attack (See Necromantic Aide)

Requirements: Level 5 Wizard, level 105/120/135/150

Appearance: Similar to the original Necromantic/Obsidian Cloak, but without the skeleton (at least when Necromantic Aide isn't toggled).
Description: If you want to practice the dark arts of the undead, you need one of these. This cloak is for levels 105+ only.


Level 0: Adept of the Necromantic Arts - Passive
Harvest the subtle, but potent energies of life from fallen enemies and use them to enpower your Undead soldiers. Make haste, for the energies of life fade swiftly.

You gain another energy source - Prana. At the end of a fight you have a [RoundsEquipped/TotalRounds*100]% chance to gain [100*MonsterPower] units of Prana. This only works if the mob is ItemLvl-10 or higher.

You loose 10 units of Prana every round.


Level 1: Raise Undead - Active
A necromancer classic - summon an Undead to fight by your side. New minions become available as you level up. This costs a turn.

Basically summon an Undead guest (choose one of those below). This costs a turn and a spell's worth of mp. The guest costs mp of a regular guest and 10 Prana every turn (in addition to the regular prana loss). The guest deals 33% extra damage (20% melee) to make up for the turn and mana loss, and has no other effects (source monster used only for animation).

If you lack prana for one turn, it does nothing; if you lack prana for two consecutive turns, it is dismissed. The guest is automatically dismissed at the end of the battle.

Level 1: Undead Knight - Darkness, melee

Level 2: Undead Soldier - Earth, ranged

Level 3: Undead Braken - Water, melee/ranged

Level 4: Frost Moglin Ghost (from Date Night) - Ice, magic

Level 5: Undead Mage - Fire, magic

Level 6: Ghost - Wind, magic

Level 7: Mecha Zombie - Energy, ranged

Level 8: Undead Paladin - Light, melee.


Level 2: Master of the Dead - Active
You control all things undead.

Quickcast control against Undead. Monster can resist (Int/Luck vs Cha/Luck) with -20 penalty to save. This can be cast as many times per turn as you wish, but doesn't stack - one turn control only.

Costs 50% sp of a standart skill.


Level 3: Necromantic Aide - Toggle
You cast your first necromantic rites upon this simple skeleton; it's been with you through every experiment and every battle. You know every bone of it so well now, that you can use the skeleton as a focus for your magic.

You gain and equip a temporary Skeleton pet. While it is equipped, all your weapon attacks and specials deal 10% damage (apply 0.8 FD multiplier and any other modifiers afterwards), your spells deal 55% damage and your pet deals 300% pet damage (120% melee). Any non-necromacer boosts to pet damage (from spells or miscs) are /3.

This costs 10 units of Prana every turn, but has no other costs since 40% pet damage and 90% of 100-proc weapon damage should end up with the same 130% melee.

The prana cost is to pay for Skeleton using the element of your weapon.


Level 4: Soul Mark - Active
Stimulate the soul of your enemy to reap greater rewards upon its demise.

Inflict the Soul Mark on the monster. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save. If it fails, it is Marked and regenerates hp equal to 5% melee at the end of each round. When the monster dies, you gain twice the units of Prana that you would have gotten otherwise.

Cost: 5% mp of a standart spell and 5 Prana. This doesn't take a turn.


Level 5: Rigor Mortis - Toggle
Chemical changes in muscles stiffen the body in death; you know enough about death to induce those chemical changes prematurely.

Your pet attempts to inflict Paralysis for one turn. Monster can resist (Cha/Luck vs End/Luck) with +0 to save. This is only available if Necromantic Aide is active.

Cost: 10 units of Prana and 22% mp of a standart spell each turn.


Level 6: Katabasis - Active
You take a quick trip to the Underworld to replenish your Prana supplies. This takes a turn.

You gain 200 units of Prana.

Costs hp of a standart skill.


Level 7: Necromanteion - Toggle
Let your blood spill upon the circle of power and raise a Temple of Bone and Sinew to infuse your Undead with great skill.

You don't attack this turn (too busy chanting). Your guests summoned by Raise Undead or Raise Greater Undead, as well as the Skeleton pet gain celerity. This also affects Undead Army guest, Undead Archer pet and any other pets and guests with 'Undead' in the name.

Costs 75% hp of a standart skill and 20 prana each turn.

Note: This replaces your basic attack when toggled.


Level 8: Spectre of the Looming Death - Passive
You can feel when your foe is close to death. Your foe can feel it too.

When the monster's health drops below 25%, both you and the monster gain EleVuln (+25% damage from all elements). This has no save.


Level 9: Raise Greater Undead - Active
As your knowledge of necromancy increases, you become capable of summoning stronger and more exotic undead.

Adds more Undead to the list for you to choose from.

Level 9: Death Dog, deals harm damage (with 0.9 modifier).

Level 10: Death Knight, deals an extra 50% damage (on top of the 33%) for an hp cost.


Level 10: Master of Undeath - Passive
Become a powerful Lich when you die!

When your hp is lowered to 0, you heal hp equal to (Units of Prana / 100)% of your MaxHP without dying. If you have no Prana remaining, the skill does nothing. This uses up all of your Prana (to a max of 10k).

Your subrace is temporarily changes to Lich with a Lich Transformation armor in your 9th slot. This lasts until you either drink the Cure or Log Out.

Lich Transformation

FO Darkness armor with Ice secondary. You gain a greatly increased weakness to Fire and Light.
MRM focuses on Magic.
Appearance: The existing one works.

Choose one of three basic attacks:

Undead Assault - 3 hits at +3 bth lean of (weapon element) damage. This is treated as a weapon-based skill and costs hp.

Chill of the Grave - 3 hits of Ice damage. Sacrifices elecomp (and some damage if necessary) to inflict Freeze on the monster for one turn. Monster can resist (Int/Luck vs End/Luck) with -10 penalty to save. This is treated as a spell-type skill and costs mp.

Leech - 2 hits of Darkness damage. Gain hp equal to (Elecomp - 1)*0.85*100% of DamageDealt. This is treated as a spell-type skill and costs sp.



< Message edited by Primate Murder -- 8/29/2018 4:55:29 >
AQ  Post #: 41
6/10/2018 5:52:42   
Primate Murder
Member

And some accessories for the revamped necro in the necromancer shop.


Necromantic Foci
Miscs that affect your Skeleton pet.


Banshee's Anguish

By itself, the misc does nothing. When you toggle Necromantic Aide, your Skeleton deals (20/1.2)% extra damage (50% regular pet damage) and this replaces your Skeleton's attack:

3 hits at +3 bth lean. First deals 33% damage to hp, second deals (33*1.5)% damage to mp and third deals (33*1.125)% damage to sp.

Cost: mp. See Azamay Runestones for reference.

Appearance: A glowing murky white vial.
Description: Infuse your Skeleton with the anguish of a banshee!


Zombie's Hunger

By itself, the misc does nothing. When you toggle Necromantic Aide, your Skeleton deals (20/1.2)% extra damage (50% regular pet damage) and sacrifices 50% of all damage dealt to heal you for (0.85*0.9)% of damage dealt.

Cost: mp. See Azamay Runestones for reference.

Appearance: A glowing murky green vial.
Description: Infuse your Skeleton with a zombie's hunger for life!


Spectral Chill

By itself, the misc does nothing. When you toggle Necromantic Aide, your Skeleton gains 50% chance to inflict one round Freeze on the monster every turn. Monster can resist (Cha/Luck vs End/Luck) with +0 to save.

Regardless of whether it succeeds or not, the Skeleton also attempts to inflict ice element Burn on the player (Power 2, Rounds 2). Player can resist (VStat/Luck vs End/Luck) with +0 to save.

Cost: mp. See Azamay Runestones for reference.

Appearance: A frosted-over vial of glowing white-blue.
Description: Channel the cold of undeath through your Skeleton, but be wary - as a mortal, you too are subject to the power of death!


Mana Battery

By itself, the misc does nothing. When you toggle Necromantic Aide, your Skeleton deals no damage and heals your mana instead (*1.5*0.85*0.9*1.17 for mana, heal and bonus damage).

Cost: mp. See Azamay Runestones for reference.

Appearance: A red eye.
Description: Infuse your Skeleton with the mana-gathering skill of the Evil Eyes!


Contagion Set
Darkness/Water set that inflicts conditions on player to inflict them on monster.


Epidemic

Darkness shield with water secondary
MRM focuses on Melee

Effect: Click on the shield to toggle Rampant Plague. Player is inflicted with EleVuln (+25% to all elements, 1 round; resist with End/Luck vs VStat, +0) and the monster makes a save at the end of each round (Int/Luck vs End/Luck) with +0 bonus to save. If it fails, it becomes Enfeebled (-15 Str, Dex and End, -10 to all saving throws) for one round.

Appearance: A circular shield that's dripping green ooze.
Description: This doesn't look very healthy...


Flesh Golem

Neutral darkness armor with water and earth secondaries
MRM focuses on Melee and Ranged, weaker to Magic
Takes -3 MRM to pay for skill compression
3 hit basic attack at -3 bth lean

Trigger: +10% damage if your Class Title is Necromancer.
Downtrigger: -5% damage otherwise.

Effect (Passive): You bring your own stench of death and decomposition, poisoning the air. At the beginning of every turn you're poisoned (Power 2, 2 Rounds; resist End/Luck vs VStat, +0) and the monster makes two saves (VStat/Luck vs End/Luck) with -10 penalty. Failing one randomly inflicts the monster with either Offbalanced (-100 Dex for one turn) or Weakness (-100 Str for one turn). Failing both saves inflicts both conditions.

Effect (Active): Click on the armor to use the following quickcast skill:

Necrotic Pact - Inflict Bleed (Power 1.4) on the Player and Paralyse the monster. Monster can resist (Int/Luck vs End/Luck) with -20 penalty to save. This doesn't take a turn, but has a maximum of two casts per turn.

Appearance: A bulky humanoid mountain of flesh and bone. Has three arms.
Description: Garb yourself in armor of undead flesh and spare body parts for protection. Just be wary of blood poisoning!


The Cycle of Life

Melee Darkness sickle (scythe) with +3 bth lean
0-proc, so +9% damage

Effect: Click on the sickle to activate Necrotic Cleansing skill:

3 hits of magic water, earth and darkness damage at +5 bth lean. Deals 25% damage to pay for the effect. Transfer up to (HitsConnected) Status Conditions from yourself to your foe. Monster can resist each condition (VStat/Luck vs End/Luck) with +0 bonus to save. This doesn't affect conditions with 20+ round duration.

Trigger: Gain +10 to Necrotic Cleansing saves if your Class Title is Necromancer.
Downtrigger: Gain -10 to Necrotic Cleansing saves otherwise.

Cost: Divided equally between sp and hp.

Appearance: A dull bronze sickle with dark emerald and crimson veins subtly running through it.
Description: All things are born from the dark, and to the dark they return. But with a little skill in necromancy, you can make your foe return what you owe.



< Message edited by Primate Murder -- 9/16/2018 5:40:20 >
AQ  Post #: 42
6/11/2018 11:05:46   
Primate Murder
Member

Well, since I did necromancer as a beastmaster, I figure I might as well do a revamp of the original Beastmaster class.

Note: Like with Dracomancer, I'm mostly updating the skills (except lvls 2, 8 and 10) up to current standart. Otherwise they should remain functionally the same.


Wyllt Garb

FO earth armor (See Bestial Skin)
MRM average (See Bestial Skin)
2 hit basic attack, uses Cha in place of Dex for stats

Requirements: Lvl 105/120/135/150, lvl 5 rogue, fighter and scholar

Appearance: Similar, but with more feathers, horns and bark patterns on armor
Description: This totemic armor allows you to unlock your inner beast. Buy this armor if you wish to go on the Beastmaster Quests and unlock skills such as Beast Claw, Internal Beast, and Spirit of the Wyllt! This is level 105+ version.


Level 0: Alertness - Passive
You can immediately tell when your beastial companions sense danger, giving you a forewarning in every encounter.

Gain +40 initiative if your pet is out and active at the beginning of the combat. Gain +60 initiative if your guest is out and active at the beginning of the combat; gain another +24 intiative if you have both guests out.


Level 1: Beast Claw - Active
Call upon the savagery of the beast to make a powerful strike! You have a 20% chance of a critical strike for even more damage!

1 hit of Melee (ArmorElement) damage. This is treated as a weapon-based skill with most of the elecomp going into doubling the chance of Lucky Strikes. The rest goes into lowering the skill's sp cost.

Cost: sp of a standart skill, lowered by remaining elecomp.


Level 2: Beast Trainer - Passive
You've taught your beasts to act as an extension of yourself, flanking the enemy and striking from unexpected angles.

Your pets and guests gain +4.25 bth if you've attacked and dealt damage this turn. You gain +2.125 bth if either your pet or your guest attacked and dealt damage this turn, and +4.25 bth if both attacked and dealt damage.


Level 3: Call Forth Beast - Active
Summon a wild beast to aid you in battle! New beasts become available as you level up.

Call a basic sp-costing guest. I link guests from original BM armor with the understanding that they'd be updated to modern standarts - basically zard guests with different looks and animation.

Level 3: Bat
Level 4: Dragon
Level 5: Frog
Level 6: Hawk
Level 7: Shark
Level 8: Snake
Level 9: Tiger
Level 10: Wolf


Level 4: Beastial Skin - Active
Embrace the power of the beast to adapt to your enemies' strengths!

Your armor element and resistances shift to monster's element. If the element is Harm, Void or can't be determined (basically a question sign), the skill defaults to earth.

Your armor gains +10 to monster's highest defence and looses 5 in other two. If monster has two equal defences, you loose 10 in the third category and gain +5 in these two. If all of monster's defences are equal, you defences are unaffected.

This doesn't take a turn.

Cost: sp of a standart skill.


Level 5: Wild Force - Toggle
Draw on the primal and wild side of your beasts for increased damage!

Your pets and guests deal +50% damage. This costs 50% sp of a standart skill each turn; 62% if both guests are out.


Level 6: Beast Lore - Active
Use your knowledge of beasts to flawlessly strike your enemies' weaknessess!

1 hit of (EleSeek) damage. This is treated as a weapon-based skill.

Cost: 125% sp of a standart skill to pay for ele-seek.


Level 7: Internal Beast - Toggle
Unleash your inner beast to boost your strength and charisma!

Combined Str and Cha drive. Costs sp.


Level 8: Beast Latch - Active
Distract your opponent long enough for your beasts to latch on, hampering your foe's movements!

Make a regular attack, but deal 50% damage. If you hit the monster, it gets -20 penalty to the following saves. If you miss, the penalty 0.

Your pet and guest don't make an attack; instead the monster makes a save (Cha/Luck vs Str/Luck) on each of their turns (max 2).

If the monster fails the pet's save, it is inflicted with Entangled (-180 Dex until save with the abovementioned penalty). The pet doesn't attack until the monster saves from Entangled.

If the monster fails a guest's save, it is inflicted with Entangled (-270 Dex until save with the abovementioned penalty). That guest doesn't attack until the monster saves from Entangled.

If you have both guests out, the guest Dex penalty is increased to 378.

If you have Wild Force toggled, the monster is also Bleeding until it saves from entangled. Power 0.2 for pet and 0.3 for guest; 0.42 if two guests are out.

You can't cast Beast Latch if another Beast Latch is already active.

Cost: Free. If my calculations are correct, the effects are equivalent to the damage lost, so has no costs above basic guest upkeep.


Level 9: Beast Mastery - Active
Call forth two beasts to help you at once!

Calls a double guest (akin to Shogun & Ansatsu or Ninja Lawyer Assassins). Each guest deals 70% damage of a standart guest and a little bit more due to elecomp. Has 1.5x upkeep cost of a standart guest.


Level 10: Spirit of the Wyllt - Passive
Draw upon the Wild that exists in all living things with every passing battle.

Gain (RoundsHeld/TotalRounds*MobPower/25) Wild at the end of each fight (as long as the mob's level is at least BuyLv-10).

Your pets and guests will deal bonus damage equal to +(Wild*10)%, and this'll remain until you log out.

This bonus caps at +10% damage (25 power 1 monsters), and stays until you log out.



< Message edited by Primate Murder -- 8/31/2018 15:26:14 >
AQ  Post #: 43
6/13/2018 10:49:28   
Primate Murder
Member

Just saw on Discord Sleepy Qrow Khaiin suggest an orc revamp in form of a year long war with no estates. He meant it as a joke, but it got me thinking.


So here's what I'm suggesting - a revamp of the orc monsters and a war with 4x the normal waves. It is meant to be a background war, a sustained effort for prolonged periods of time rather than a short burst and burn out. It will allow all those people that like seeing big numbers get their 5 or even 6 digit kill numbers.

The war would also feature a separate bar every week, where the orcs gather their armies in numbers too large to fight normally. This is where estate wins go - the players need to match the output of the orcs with their estates. If the players exceed the orc output, they can use their estates for wins on the normal war bar. If the players fail to match the orc output, the remaining orc armies spill out to regular warring - up to an extra 50k orcs every week.


Here's an example of potential war rewards, inspired by D&D:


Orc Battlerager Set
An earth FO set granting temp hp and damage.


Orc Battlerager

FO earth armor, focus on resistances
MRM goes into melee; looses 3 MRM for the double effect
2 hit basic attack

Effect1: Raging Vitality. When you are hit, gain (Monster's HitsConnected/HitsAttempted)*15 End for one round, 'healing' hp for one round and loosing them when the effect's over. This stacks with each other and Raging Vitality from other sources.

Note: for balance reasons, the bonus end does not activate if your hp is reduced to 0 (to avoid being immortal due to healing fatal damage).

Effect2: Battle Rage. Deals bonus damage equal to ((bonus End gained from Raging Vitality)/5)%. So if monster hits you with every blow, you gain 15 End from RV and deal 3% extra damage for one round. This stacks with Battle Rage bonus from other sources.

Appearance: Based on Orc Gladiator, but updated to more modern standarts.
Description: You may not be an orc, but with this armor you can rage like one.


Bracer of Raging Vitality

Earth shield
MRM has a focus on Melee
Looses 3 MRM to strengthern the MC effect

Effect: Raging Vitality. When you're hit, gain (Monster's HitsConnected/HitsAttempted)*30 End for one round, 'healing' hp and loosing them once the effect ends. This stacks with each other and Raging Vitality from other sources.

Note: for balance reasons, the bonus end does not activate if your hp is reduced to 0 (to avoid being immortal due to healing fatal damage).

Appearance: A grey metalic bracer.
Description: Rage at your foe, growing stronger and tougher whenever you're hit.


RageCrusher

Melee earth mace at -3 bth lean
0-proc, but doesn't get +9% damage (goes into the secondary effect)

Effect: Battle Rage. Deals bonus damage equal to ((bonus End gained from Raging Vitality)/5)%. This stacks with Battle Rage bonus from other sources.

Effect: Raging Vitality. When you're hit, gain (Monster's HitsConnected/HitsAttempted)*27 End for one round, 'healing' hp and loosing them once the effect ends. This stacks with each other and Raging Vitality from other sources.

Note: for balance reasons, the bonus end does not activate if your hp is reduced to 0 (to avoid being immortal due to healing fatal damage).

Appearance: Similar to the mace from Orc Gladiator, but updated to current standarts.
Description: Gain a burst of adrenalin whenever your foe hits you and hit back - with all the power of a raging orc!


FSB: The End bonus from Raging Vitality is doubled!



< Message edited by Primate Murder -- 8/29/2018 5:46:40 >
AQ  Post #: 44
6/14/2018 3:59:00   
Primate Murder
Member

In remembrance of the 2018 Dragon War, here's some Dragon Slaying items. They aren't really a set, except in the loosest sense of word, but can be useful depending on your playstyle.


Dragon Down Ballista

Ranged 100-proc earth 'crossbow'
1 hit attack at -5 bth lean
No special-special, so +2% damage

Trigger: Against Dragons gains +8.5 bth and ele-seeks (8 standart elements)
Trigger: Against Drakel/Dragonkin gains +5% damage
Downtrigger: Against anything else looses 4.25 bth and 5% damage

Effect (free): FO weapon. According to the current balance standarts this means dealing +15% damage and taking +(15/1.4)% damage.

Effect (MC): You can click on the ballista to play a mini game like the Secret Mission in this war and gain bonus bth and damage according to the dragons you shot down in 30 seconds. Bth boost is DragonsShot/BoltsUsed*4.25 (lower bonus in lower accuracy) and damage bonus is DragonsShot/25 * 5% damage. This doesn't take a turn.

Note: Playing the game again changes the bth and damage bonus rather than adding them up.

Appearance: A large wooden ballista standing by your side.
Description: This ballista is large and unwieldy - but that's not much of a problem against giant reptiles. And it certainly packs quite a punch!


Blood to the Void

Neutral element shield
MRM focuse on Ranged

Effect: Deal +50% damage with all weapon attacks and spells utilizing Void element, for an hp cost.

Note: You pay the hp cost each turn regardless of whether or not you used the effect.

Appearance: A twisted bracer with cracks faintly glowng black.
Description: The sharp edges inside the bracer cut you up, but the blood seems to mysteriously disappear with no visible effect...

< Message edited by Primate Murder -- 6/15/2018 6:51:17 >
AQ  Post #: 45
6/14/2018 8:19:44   
Primate Murder
Member

And now that the dragon war's over and I got some free time, here's some weapons for you hybrids:


Spellbow

100-proc ranged Ice bow
no special-special, so +2% damage

Effect: When you attack with this bow, you loose 60% mp of a standart spell and deal (100/90*150)% damage. This is treated as a weapon-based skill and deals 2 hits of Ranged damage.

If you lack the mp necessary, then it does a regular bow special.

Appearance: A gnarled oaken bow. When using the effect, you gather motes of white-blue light into arrow shape and shoot it.
Description: Is this a staff or a bow? Either way you can focus your magic through this weapon to shoot arrows of hardened mana.


Spellblade

Melee energy sword
0-proc, so +9% damage

Effect: Spell Infusion. Click on any spell in your spell slots to infuse it into your blade. This deals no damage and the spell has no other effects; this ends your turn. On your next turn the spell is infused into the blade and your attack unleashes it - you cast the spell at no mp/sp cost and it counts as a weapon attack.

Note: This also leaves the blade uninfused. You now have to choose another spell (or the same one) that you spend a turn infusing.

Appearance: Long and slender akin to rapier.
Description: This sword has neither blade nor a sharp point. How do you use it again?




< Message edited by Primate Murder -- 6/14/2018 8:22:27 >
AQ  Post #: 46
6/14/2018 13:17:09   
Primate Murder
Member

And here's some more, but not for hybrids:


Resolver

100-proc ranged earth gun
2 hits at +3 bth lean
No special-special, so +2% damage

Effect: The first six attacks (3 turns) of the Resolver deal +15% damage each (30% total per turn). The seventh (4th round) causes you to loose a turn reloading. Changing a weapon doesn't automatically reload the Resolver, but a new battle does since it's presumed you reload in between the fights.

Appearance: A big shiny revolver similar to the six-ton gun.
Description: This Resolver will resolve all of your problems. Permanently.


Spellcharger

Energy shield with MRM focusing on Magic
Looses 3 MRM to enhance the effect

Effect (passive): Gain 0.1 Spell Charge each round.

Effect (active): When you have at least 2 Charges, you can use a spell from your spell slots as if it were quickcast. This causes you to loose 2 charges. You can only cast one Charged spell each round.

Appearance: Inspired by the runic circles used by Dr. Strange
Description: Recharge your spell batteries.


Master Wand

Technically, 100-proc neutral magic wand

Effect: When you cast a spell with the Master Wand equipped, that spell becomes imprinted unto the arcane fabric of the Wand. Until the end of the battle or until you cast a different spell, the wand's attack is that spell, except it uses 125% sp of a standart skill to pay for the spell instead of mp.

Note: Attempting to attack without a spell imprinted or when you lack sp would give out an error message and not cost you a turn.

Appearance: Finely crafted wooden wand with a gemstone in the handle. The gem glows the color of the imprinted spell's element.
Description: For we have transcended the petty standarts of limited spell use...

< Message edited by Primate Murder -- 8/29/2018 5:53:55 >
AQ  Post #: 47
6/15/2018 7:07:23   
Primate Murder
Member

Manic Shielder Set
Water armor and shield focused around Mana Shield


Manic Safeguard

Water shield
MRM is slightly weak to Magic
Looses 3 MRM to strengthen the effect

Effect: Click on the shield to toggle on an efficient Mana Shield. This will automatically renew every turn until you toggle it off.

Appearance: A swirl of gathering magical energy.
Description: Reminding people that even a magus can be a tank.


Living Mana Collector

FO water armor
MRM is slightly weak to Magic
2 hits basic attack
MC goes into compressing a skill

Mana Collector
3 hits of (weapon element) damage. Deals 50% damage of a standart skill (100% melee) and regains mp equal to (50*1.5*0.85*0.9) or 57.375% of damage dealt.
This is treated as a weapon based efficient skill and costs 60% sp of a standart skill.

Appearance: A bulky, stone-colored armor with greenish tendrils of energy flowing up and outward at shoulders, waist, knees and elbows. Inspired by this.
Description: Absorbs and stores magical energy from the surrounding area. What, you didn't think we could craft a building into an armor?


Zweihander

Melee earth sword at -3 bth lean (and also a shield)
0-proc, so gets +9% damage

Effect: When you equip Zweihander, you also automatically equip 'Zweihander' temporary shield. You can't unequip it or equip any other shield while the Zweihander is equipped. The shield has no resistances (+0 to all) and a Melee oriented MRM with -3 MRM to pay for its own compression.

Effect: You deal +45% damage and take +(15/1.4)% damage. This is 15% damage from FO weapon, 20% damage from the shield acting as misc (with +0 resists) and 10% from the MCs of both weapon and shield.

Appearance: A sword as large as the player is tall, with a large guard and handle, and a slightly undulating style of blade.
Descriprion: Proudly wield this enormous Flamberge. Now you can certainly say that yours is bigger.

< Message edited by Primate Murder -- 8/11/2018 15:25:02 >
AQ  Post #: 48
6/15/2018 7:44:53   
John Apple
Member
 

I like your Zweihander suggestion. Especially with the 'forced' unequipping of the usual shields.
Post #: 49
6/17/2018 11:23:16   
Primate Murder
Member

Was fighting some Darcovian monsters the other day and decided to do a Shadowslayer high-level revamp. It's surprisingly easy, requires only minor tweaking.

I'll do the nighthunter some time later.


Shadowslayer
FO earth/dark class armor

Even resists to earth and dark, the rest according to the elemental wheel
MRM somewhat weak to ranged
2 hit basic attack

Trigger: Against Darkovian creatures (vamps, weres and any combination thereof) gain +15% damage.
Trigger: Against undead, zombies and werecreatures (other than werewolf) gain +5% damage.
Dowtrigger: Against anything else, deal 90% damage.

Requirements: lvl 105/120/135/150, lvl 10 rogue, lvl 10 scholar

Appearance: The same.
Description: Train with Cenara to learn how to combat the things that go bump in the night! This version is for levels 105+ only.


Level 0: Evilproof Aura - Passive
If your Class Title is "ShadowSlayer", your Statuses affect enemies of your class more easily!

Gives you the Shadow Potence status, with a potence equal to your class level.


Level 1: Slayer's Strike - Toggle
Your ShadowSlayer training has taught you to strike with more power!

All your attacks deal +25% damage (with approporiate modifiers for magical weapons and spells). This costs 25% sp of a standart skill.


Level 2: Healing Light - Active
Call upon the Light that opposes your enemies to heal yourself!

Ranged Healing spell. Costs SP. Uses DEX/4 for damage. Healing is multiplied by the monster's Light resistance. It gets the *0.85 penalty for auto-hitting, but not the *0.9 "always useful" penalty.

Basically, a clone of Your Body Heals at the Speed of Light, but without celerity.


Level 3: Slayer's Secrets - Passive
Your knowledge of your enemies lets you get the most out of specialized gear.

All your weapon attacks, specials and spells that have a trigger against were, vamp, zombie or undead, deal +10% extra damage. This stacks with the armor's triggers and is also applied to all Shadowslayer's active skills (Throw Weapon, Hallowed Grenade and Turn Shadow).


Level 4: Throw Weapon - Active
Select the weapon appropriate for your enemy for an extra effect!

This is considered a weapon-based skill and gets ele-comp as though it is earth element. The elecomp goes into decreased sp cost (that of a standart skill). Select one of the following:

Silver Knife - The skill deals 75% damage of a standart skill. Against were-creatures it deals fire damage. Against anything else, it deals earth. Against werecreatures, if the attack connects, then the monster can become Poisoned (Fire element, power: 1.25, 10 rounds). Monster can resist (Dex/Luck vs End/Luck) with -10 penalty to save.

Ash Stake - The skill deals 75% damage of a standart skill. Against vampires, this deals Light damage. Against anything else, it deals Earth damage. Against vampires, if the attack connects, then the monster can become Paralysed for (MonsterLightResist/100) rounds. Monster can resist (Dex/Luck vs End/Luck) with -10 penalty to save.

Hatchet - Deals full damage of a standart skill. Against Zombies and Skeletons this deals light damage and 10% extra damage. Against anything else, it deals Earth damage.

Blessed Water - The skill deals 75% damage of a standart skill. Against mummies and ghosts, this deals Light damage. Against anything else, it deals Water damage. Against mummies and ghosts, if the attack connects, then the monster can become Burnt (Light element, power: 2, 5 rounds). Monster can resist (Dex/Luck vs End/Luck) with -10 penalty to save.


Level 5: Call Huntragon - Active
Call on the help of your loyal Huntragon!

Calls an updated sp-costing Huntragon guest. Cast again to dismiss it.


Level 6: Mantle of Light - Active
Cover yourself in a mantle of Light that will punish your enemies if they hurt you!

Light element version of Samukematsuri Caltrops. When fighting a trigger monster, gain ele-comp to damage as though the skill is of darkness element.


Level 7: Combat Training - Passive
You have learned to recover SP after defeating an enemy of the ShadowSlayer Order!

At the end of the battle, if you were fighting a trigger monster, you have a [RoundsEquipped/TotalRounds*100]% chance to gain sp equal to MonsterPower*SPCostOfStandartSkill. This only works if the mob is ItemLvl-10 or higher.


Level 8: Silver Dusting - Toggle
Cover your weapons in silver dust, leaving the enemies of your Order vulnerable to future strikes.

All of your weapon attacks attempt to inflict EleVuln (+28% fire and light damage for one round) on trigger monsters. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

This costs 20% sp of a standart skill each round.


Level 9: Hallowed Grenade - Active
Spill your blood to prove your dedication to the cause and throw this mighty Hallowed Hand Grenade at your enemy!

This is a spell-type skill that gets elecomp bonus to damage as though it is earth element. Deals +50% damage for an hp cost.

Against trigger monsters it ele-seeks between light and fire.

This costs sp of a standart skill + hp cost of a standart skill.


Level 10: Turn Shadow - Active
Paralyzes enemies of your Order! Consumes Mantle of Light for extra paralysis potency and a chance to destroy weak enemies!

A quickcast spell-type skill that doesn't take a turn, but can only be used once per turn. Costs full sp of a standart skill and deals autohit darkness damage equal to 30% of a standart skill.

Against trigger monsters this ele-seeks between fire and light and attempts to paralyse the monster for (MonsterLightResist/100 or MonsterFireResist/100) rounds. Monster can resist (VStat/Luck vs End/Luck) with -10 penalty to save.

If you have Mantle of Light active, this turns it off and the paralysis duration is extended by (RoundsRemaining/2). If your opponent is a trigger monster and 20 or more levels below the ItemLvl, you have a (RoundsRemaining)*20% chance to insta-kill it.



< Message edited by Primate Murder -- 8/31/2018 15:27:25 >
AQ  Post #: 50
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