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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 12.5% 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, 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 +0 bonus to save.

Hatchet - Deals full damage of a standart skill. Against Zombies and Skeletons this deals light 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 [100*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 (+19% fire or light damage for one round per each hit) on trigger monsters. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

This costs 15% 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 and hp cost of a Bloodmage armor.


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 15% 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 -- 6/17/2018 15:19:41 >
AQ  Post #: 51
6/18/2018 2:12:59   
Primate Murder
Member

Nighthunter
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 humans 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 Donovan to learn how to become the ultimate Darkovian predator! This version is for levels 105+ only.


Level 0: Aura of Twilight - 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: Hunter's Strike - Toggle
Your NightHunter 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 12.5% sp of a standart skill.


Level 2: Bloodsucker Strike - Active
Steal some of your enemy's health!

This is a weapon-based skill. Deals 50% damage (100% melee) of (weapon element) and heals hp equal to damage done. Costs sp of a standart skill.


Level 3: Slayer's Secrets - Passive
Your training with Donovan has taught you to study your enemy before striking. You take less damage from each attack.

Lowers the damage trigger monsters do to you by 10%. This only affects attacks of the standard eight elements.


Level 4: Summon Essence - Active
Let you blade taste the blood of your foe and summon an essence inimical to your enemy. It will guide your strikes for the next 10 rounds.

This is a weapon-based skill that deals 50% damage (100% melee) of (weapon element). If the target is a trigger monster and you deal above 0 damage, afterwards you become Possessed for ten rounds.

Note: The possessing essence is chosen automatically based on the foe you face. If the foe fits into more than one category, the essence is chosen randomly.

Panther - You gain 10% chance to deal +100% damage on all attacks against werewolves.

Snake - All your attacks against vampires attempt to Daze (25% chance of inacting for one round) the monster. The monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Dog - All your attacks against zombies and skeletons have a 20% chance to paralyze them for one round. The monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Bump in the Night - All your attacks against humans attempt to terrify the monster (25% chance of inaction for one round). The monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus 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: Cloak of Darkness - Active
Cover yourself in a cloak of Darkness that will punish your enemies if they hurt you!

Darkness element version of Samukematsuri Caltrops. Ele-seeks among the 8 standart elements if your enemy is a trigger monster.


Level 7: Combat Training - Passive
You have learned to recover SP after defeating an enemy of the NightHunter 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 [100*MonsterPower]*SPCostOfStandartSkill. This only works if the mob is ItemLvl-10 or higher.


Level 8: Raptor's Gaze - Active
Like a true predator, hold the enemy in place by will alone!

This is a quickcast skill. It doesn't take a turn, but can only be used once per turn.

Pay sp equal to 50% of a standart skill and inflict Entangled (level-approporiate Dex loss until str save to break free). Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Using this against a trigger monster that is successfully Entangled causes the monster to loose the Entangles status and become Paralyzed for one round instead. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.


Level 9: Dragon Essence - Active
Call on the spirit of the mighty Dragon!

This is a spell-type skill that costs sp of a standart skill and deals fire damage. Deals +50% damage for an hp cost.

Against trigger monsters it ele-seeks among the 8 standart elements.

This costs sp of a standart skill and hp cost of a Bloodmage armor.


Level 10: Embrace Shadow - Toggle
Call on the dark powers for the rest of the battle! Costs HP to power up your attacks and skills. Automatically extends Cloak of Darkness for an hp cost.

You can toggle this on, but you can't turn it off for the remainder of the battle. You also can't switch armours, since that would turn it off. This also disables you from casting Cloak of Darkness.

All your attacks deal *1.5 BR% damage.

Your heal resistance is raised to 0%, so you can't heal your hp or mp. Bloodsucker Strike and Huntragon ignore this.

You regenerate sp normally, but loose hp equal to 50% of sp gained (naturally or from other sources such as Essence Orb).

If you have Cloak of Darkness active, this automatically extends it at the beginning of every turn for one more round until the end of the battle. This costs 25% hp of a standart skill.


< Message edited by Primate Murder -- 6/21/2018 11:01:46 >
AQ  Post #: 52
6/21/2018 10:30:54   
Primate Murder
Member


Shifting Tides
Water mini set with shield and weapons.


Rising Tide

Melee water sword
-3 bth lean
0-proc, so +9% damage

Effect: You start the battle with 2 Tide Charges and gain a new Tide Charge at the beginning of every turn. When your Charges reach 4 (or more), you loose four charges and your next attack with the Rising Tide makes the monster Dazed (100% chance of not acting for one round). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save. Afterwards you loose 6 MRM for four rounds.

Appearance: A single-bladed sword with the end of the blade larger and heavier (a pirate scimitar). Its blows leave behind trails of water, with the force and amount dictated by the amount of Tide Charges you possess.
Description: As the tide rises, so does your power. Daze your foes with the power of the ocean's fury!


Ever-Shifting Tides

100-proc ranged water 'crossbow'
-5 bth lean
No special-special, so +2% damage

Effect (free): This effect is akin to Forest Demon's shield, except that instead of raising and lowering the defences, it affects the damage. +25% damage to -25% damage depending on the timing of the shot.

MC is used to compress a skill like the Morningstar Crosses. 1 hit of water damage at -5 bth lean. Deals 30% damage to compensate for the Daze effect (100% chance of not acting for 2 rounds). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save. Costs sp of a standart skill.

Appearance: A large, heavy-looking crossbow with an iron casing that looks as though it should be attached to the ship as a ballista.
Description: As the tide shifts, so does your power. Your foes would be stunned if you manage to actually hit someone with this unwieldy thing.


Waning Tide

Magic water dagger
+3 bth lean
30% proc, 3 hits

Effect: Special looses 60% melee damage (since I'm not certain how a special's damage is calculated) and attempts to inflict Daze on the monster (100% chance of not acting) for (1 round for every water element spell you have in your active inventory; max of HitsConnected) rounds. The number of rounds decreases by 1 for each subsequent special to a min of 0 (so max of 3 rounds on first special, max of 2 on second and so on). The monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.

The effect doesn't reset if you change weapons, but it does reset at the end of the battle.

Appearance: A dirk. On special, geizers burst from the ground.
Description: As the tide wanes, so does your power. Fortunately, you should have enough stored up so long as you didn't forget to bring the heavy hitters.


Flowing Tide

Water shield with a focus on MRM

Effect: When you're hit by an attack, loose sp equal to 50% of a standart skill and gain 36 MRM for one round. This does not affect the attack that triggered the effect.

Appearance: A wooden shield that more resembles a plank. When you're hit, it throws up a tide, completely covering you.
Description: As the tide flows around the blows of a fool, so do you. But remember that it takes great skill to harness the power of the seas.

AQ  Post #: 53
6/21/2018 15:09:45   
Primate Murder
Member

Saw the trailer for the new ant man, decided to turn the original costume into an actual armor.


Bug Guy

FO wind armor
MRM average
2 hit basic attack

Effect: Click on the chest of the armor to Miniaturize. When Miniaturized, you gain +25 MRM, but also are inflicted with EleVuln (+50% damage from wind). The statuses last until you click again to De-Miniaturize. The skill doesn't take a turn and doesn't cost any sp.

Appearance: Red and gray armor with an extra pair of 'legs'.
Description: Become a bug to truly bug your enemy. No, not a spider.
AQ  Post #: 54
6/22/2018 15:40:56   
Primate Murder
Member

Gorgon Set
Petrification based wind set.


Meduser

FO wind armor
MRM average
2 hit basic attack with +3 bth lean
MC goes into compressing a weapon-based skill.

Gorgon Glare

2 hits of wind element damage at +3 bth lean. Deals 50% damage of a standart skill to inflict Petrify, Stage One. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save. If it fails, it looses 100 Dex until succeeds on an end save. This is considered Petrification for infliction purposes.

If the monster is already inflicted with Petrified, Stage One, it instead becomes petrified until succeeds on an End save.

If the monster is already petrified, the skill deals full damage.

Cost: sp, reduced due to ele-comp


Appearance: Uses Meduso as base, but with weapon, shield, chainmail and togglable cape that uses the colors of your customized no-drops.
Description: Deep in the bowels of Castle Wolvania you find scrolls detailing the transformation of Ordred into the feared Meduso.


Fossilized Dragon's Scales

Wind shield with a focus on MRM

Effect: +20 Petrification Potency

Appearance: An uneven triangle of gray stone with a distinct scale pattern.
Description: This Wind Dragon was captured and locked in an underground vault to protect a wizard's treasure, locked away until it fossilized. The scales still hold the yearning of the dragon to see the sky once more and the despair of slowly being turned to stone.


Stonecrusher

Wind ranged halberd (counts as both spear and axe)
+3 bth lean
0-proc, so +9% damage

Trigger (+MC): +15% damage against petrified foes
Trigger: +10% damage against golems
Downtrigger: -4.25 bth against anyone else

Appearance: An old, somewhat chipped, yet delicate-seeming wind halberd with a wickedly-curved blade of whitish metal.
Description: In ancient times this polearm was used to battle golem hordes of invading wizards. It still works quite well against all sorts of statues, animated or not.

FSB: The trigger damage against petrified enemies is tripled.


Soul-Sealed Spear

Water element pet
2 hits of ranged damage at +5 bth lean

Trigger: +10% damage if you're using a spear
MC goes into no downtrigger

Effect: Instead of normal damage, this pet deals (30*YourCHA/VStat)% of the damage you dealt this round. (The 25% pet damage loss is to account for the fact that you'll use 2-3 skills or spells per battle; with an assumed 10 rounds of combat that's 25%).

Appearance: A floating spear, similar to the Badelaire guest or Haunted Sword.
Description: This spear is magically bound to your weapon, following in the patterns you set.



< Message edited by Primate Murder -- 6/22/2018 16:04:05 >
AQ  Post #: 55
6/25/2018 2:39:06   
Primate Murder
Member


Spectrum Shift

100-proc light element gun
+10 bth lean
No special-special, so +2% damage

Effect: Deals seven hits. First hit is light and deals 40% of overall damage. The next two hits are wind and energy and deal 15% damage each. Then fire and ice - 10% damage. Finally earth and water - 5% of overall damage. The elecomp is used to inflcit light element EleVuln (not certain about the numbers) - and for the purposes of this elevuln all hits of the weapon are considered light (despite dealing damage of different elements).

Appearance: An old-fashioned gun. It shoots lasers that then hit mirrors around the target (invisible until the hit) and reflect in different colors (seven colors of the rainbow).
Description: Your foe relaxes when every shot of your gun misses him - and that leaves him vulnerable to the reflected beams every color of the rainbow!


Pixie

Wind armor with Spellcaster lean
High focus on MRM
3 hit attack at +5 bth lean

Effect: All your weapon attacks deal 1x damage and all monster attacks against you deal 1.25x damage. All your wind spells deal *EleComp damage.

Appearance: A small flying humanoid that zips around at rapid speeds.
Description: This little pixie doesn't look like much - but it can call upon powerful winds to scatter its foes to the four winds!
AQ  Post #: 56
6/26/2018 7:00:06   
Primate Murder
Member

Ill Fortune Set
Defensive darkness set that punishes the enemy and rewards you for failing.


Shield of Ill Fortune

Darkness shield
MRM has a slight focus on Magic
Looses 3 MRM for the second effect

Effect: It can inflict Unlucky on the monster when you block an attack (-214.44*[hits blocked]/[hits attempted] LUK, 1 round). The monster can resist with a save at a +0 bonus (inflict with Luck/VStat, resist with Luck/Cha).

Effect: When the monster fails on a save (against Unlucky or any other effect), it takes harm damage equal to 7.65% melee (10% due to trigger and *0.85*0.9 because autohit and harm).

Appearance: A dark rectangular shield with the shadowy picture of a raven in flight.
Description: At least you're not the unlucky one this time.


Blade of Ill Fortune

Darkness melee/magic dagger
+3 bth lean
0-proc, but instead of +9% damage attempts to inflict Unlucky on the monster. Monster can resist (Luck/Dex vs Luck/Dex) with -10 penalty to save. If it fails, the monster takes -55*HitsConnected Luck for one turn.

Trigger: If monster is Unlucky, deal +10% damage.
Downtrigger: Otherwise, deal -5% damage.

Effect: If the monster is Unlucky, every time you miss with an attack, you 'consume' the Unlucky status and have a chance to make the missed attack an auto-hit. The chance is equal to (LuckLost*0.85). If the chance is above 100%, your autohit attack has a (RemainingLuckLoss/10) chance to be a Lucky Strike.

Appearance: A long, straight dagger with a darkened blade and a guard resembling the wings of a raven.
Description: This blade thrives when fighting those whose luck is lost. And if your foe is facing this blade - his luck just ran out.


Harbinger of Doom

MD darkness armor
MRM is average, slightly weak to Magic
2 hit basic attack at +3 bth lean

Takes -10 penalty to all saves against monster-inflicted effects to pay for the second effect.

Effect (Passive): Master of Ill Fortune. If you fail on a save (against any effect inflicted by monster), your next attack gets a bonus to damage. The bonus is equal to (YourLuck - MonsterLuck)/10%.

Effect (Passive): Unlucky Presence. Inflict Unlucky on the monster at the beginning of your every turn - and before the initiative bonus is counted. Monster can resist (Luck/Dex vs Luck/Dex) with -10 penalty to save. If it fails, the monster takes -120 Luck for one turn.

Appearance: A tall figure in a dark cloak resembling raven's wings. A few symbols of luck hang from the waist - rabbit's foot, horseshoe, etc.
Description: The very look of this armor warns your foes that nothing good awaits them.

< Message edited by Primate Murder -- 6/27/2018 14:27:43 >
AQ  Post #: 57
6/26/2018 11:00:37   
Primate Murder
Member


Scaled Up
An earth element SPell that turn your enemy into a dragon.

1 hit of earth element damage at +10 bth lean. Deals 45% damage of a regular skill (90% melee) and attempts to Enscale your foe. Monster can resist (Str/Luck vs End/Luck) with -20 penalty to save.

If it fails:
-If the monster is already a dragon, then nothing happens.
-If the monster is dragonkin, then it gets tagged as a full dragon (and is no longer dragonkin).
-Otherwise, the monster gets tagged as dragonkin.

Cost: 60% sp of a regular skill.

Appearance: Scales creeping up your foe.
Description: The Wicked Witch of Cabbleton turned Galanoth into a dragon. You liked the idea.
AQ  Post #: 58
6/30/2018 4:06:08   
Primate Murder
Member

Sorcerous Assassin
FO class armor.

Resistances are somewhat bad (to accomodate for Shroud of Shadows), with a slight focus on wind, ice and darkness.
MRM is fairly high
1 hit basic attack at +5 bth lean

Requirements: lvl 105/120/135/150, lvl 10 wizard, lvl 10 assassin

Appearance: Based off of Whispering Raiment, but with a bit of an arcane lean. When using Shroud of Shadows, a dark veil surrounds him, somewhat like that of Nith the Shadow Dragon.
Description: You took the art of assassination a step further by dabbling in the arcane. Buy this if you want to learn forbidden techniques like Assassin's Mark, All Men Must Die and No Mercy.


Level 0: Shroud of Shadows - Passive
Call upon a veil of shadows to hide you from the enemy's gaze!

When you win initiative, but don't kill the enemy during the first round, you gain Shroud of Shadows at the end of your turn.

While affected by the Shroud of Shadows, your armor becomes FD and you gain +24 bonus to all combat defences (MRM).

You loose Shroud of Shadows if you attack the monster or change armors.

Please note that you deal full damage of an FO armor on the round when you loose your Shroud of Shadows. Basically, you just gain the defences of FD, but not the damage unless you use a power that keeps the Shroud.


Level 1: Assassin's Mark - Active
As you stalk your target, seek out its weak points so that your next blow against it is fatal. This takes a turn.

You take a turn to inflict up to four Assassin's Marks on the target. Monster can resist each mark (Int/Luck vs Int/Luck) with -20 penalty to save. If it fails, your next attack against it deals +25% damage per Mark. Marks stack with each other.

Cost: 25% sp of a standart skill.

Note: This can only be used if you're under a Shroud of Shadows.

Note2: This doesn't dismiss the Shroud of Shadows.

Note3: The Mark lasts until you use it or until the end of the battle.


Level 2: Diversion - Active
Create a distraction for your foe so you can slip back under the cover of shadows.

10 hits of light, fire and wind at +10 bth lean. Deals 20% damage of a standart spell and you attempt to recover the Shroud of Shadows. Monster can resist this (Int/Luck vs Int/Luck) with a penalty to save equal to HitsConnected. If you're already under a Shroud of Shadows, the attack has no other effect (and doesn't dismiss the Shroud).

Cost: 25% mp of a standart spell.


Level 3: Assassination - Passive
The true skill in assassination is in ending the enemy before he even knows you're here.

If you win initiative, the enemy is inflicted with your Assassin's Mark at the beginning of the battle. If you loose initiative, you take 25% more damage from all sources during the first round.

Additionally, if you kill the monster during the first round, in your next battle you place two Assassin's Marks on the enemy (assuming you win the initiative). If you loose initiative, you still take 25% more damage from all sources and loose the benefit.

Note: The monster needs to be ItemLvl-10 or more for you to gain this bonus.


Level 4: Clinging Shadows - Passive
Did that shadow just move?

When a monster misses you with an attack, it's tagged with the shadows that surround you. Gain (4.25/0.15*0.9) or just 25.5 bth to your next attack. The *0.9 is due to lasting until you attack or until the end of the battle (if you don't use it).

If the monster misses while the bth bonus is active, inflict an (additional) Assassin's Mark on it.

Note: This skill is only active when you are under a Shroud of Shadows.


Level 5: Arcane Imbuement - Active
Calm your mind and let your magic flow freely into your armament. After all, in the hands of a true assassin even a fork is a deadly weapon.

Your next attack with your current weapon deals *3 damage and becomes a magical weapon (but without the *0.75 multiplier). The bonus is multiplicative to take advantage of Assassin's Mark and extends to one attack only. This takes a turn.

Cost: mp of a standart spell.

Note: The bonus is lost if you switch your weapon or at the end of the battle.

Note2: The skill's damage bonus doen't stack with itself.


Level 6: All Men Must Die - Active
All it takes to kill a man is one well-aimed blow.

This is a quickcast skill; duration doesn't stack. Inflict Mortality on the monster. Monster can resist (Int/Luck vs End/Luck) with a bonus to save equal to (20 - #ofAssassin'sMarks). If the monster fails, it's End is reduced to zero for one round. If End is already a zero or less, the skill auto-fails.

Cost: 50% sp of a standart skill.


Level 7: Foreplanning - Passive
Because no assassin relies purely on luck.

Gain + 105 Initiative.

In addition, at the beginning of the battle you attempt to inflict Initiative Penalty on the monster. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save. If it fails, it looses 105 Initiative.


Level 8: Going All Out - Toggle
For those that don't like to wait.

If you win initiative, you gain +100% damage to your first attack in the first round of the battle (bonus /2 for spells and *4/3 for magical weapons). At the end of your turn you don't get the Shroud of Shadows and the monster gains celerity.


Level 9: Improved Shroud of Shadows - Passive
Your skill with shadows lets you make the most out of your luck and misfortune.

If you started the turn with Shroud of Shadows, your Lucky Strike Damage is doubled.

Additionally, if you started the turn with Shroud of Shadows and missed the monster with every hit of your attack, you regain the Shroud of Shadows at the end of your turn.


Level 10: No Mercy - Passive
Assassin's don't leave their targets on the verge of death - they never forget to make that finishing blow.

If your attack reduced the monster to below 10% of their MaxHP, but didn't kill them, the monster makes a save (Dex/Luck vs Dex/Luck) with a penalty to save equal to (10 - %ofHPRemaining). If the monster fails, its hp is immediately reduced to zero.



< Message edited by Primate Murder -- 8/12/2018 10:37:21 >
AQ  Post #: 59
7/3/2018 16:04:09   
Primate Murder
Member

This is a suggestion for the Aracknight revamp, but can be used independently as Arachnomancer (drider-like in appearance) if the staff has other plans for that set.


Aracknight Set
FO wind set that uses poison for increased damage.


Reclusive Aracknight

FO wind armor with very good dark and earth secondaries
MRM somewhat low to pay for resists, focus on Ranged
50/50 chance to make either a 2 hit attack or a 4 hit attack (with tarsal claws).

MC goes into skill compression, so takes -3 MRM to pay for the effect:

Effect: +20 Poison Potency.

Endless Swarm
Quick-cast skill. Does not use a turn, but maximum of 2 casts per turn. Pay 50% sp of a standart skill to inflict the monster with Harm element poison (3 rounds of 4*0.9=3.6 power). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save. This stacks.


Appearance: Uses Aracknight as basis, but has four claws and a somewhat sleeker look.
Description: Equip this exoskeleton to call an endless swarm of poisonous brown recluse spiders down upon your foe.


Widow's Fang

Wind melee dagger
+3 bth lean
0-proc

Trigger:

When used against Entangled foes, the Fang attempts to poison the monster (1 round; 1.7 power; harm element). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

When used against Poisoned foes, the Fang attempts to enhance the poison (1 round; 1.7 power; same element as existing poison). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

When used against foes that are both entangled and poisoned (harm element), the effects stacks to 3.4 power poison.

MC goes into no downtrigger.

Appearance: Uses Tarsal Talon as basis, but with an updated and sleeker design.
Description: This evil-looking blade holds the spirit of a vicious black widow spider. Particularly effective against foes that are tangled up in you webbing and infused with poison.


Wandering Buckler

Wind shield with an earth secondary
MRM has a slight focus on Ranged

MC effect has three modes. 'Free' mode has no sp cost and you deal +25% damage with all Poison statuses. Second mode has the player pay sp equal to 5% melee per turn to deal +50% damage with all Poison statuses. Final mode has the player pay sp equal to 15% melee and deal +100% damage with all Poison statuses.

Appearance: The shield resembles the body of a spider with the legs connected to player's forearm. Occasionally twitches and moves up and down the player's arm.
Description: Enhance the power of all your poisonous effects with this spidery shield!


FSB: If the monster is poisoned, there's (2.5/7 * HitsConnected/HitsAttempted) chance of Paralysing the monster on all normal player attacks and weapon specials at the end of you turn. Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save. If the monster is also Entangled, it takes -20 penalty to the save.


Giant Arachnid

Wind element pet
2 hits of ranged damage at +3 bth lean

Effect: Sacrifices 50% damage to inflict a stacking Entangled (-60*WindResist Dex). Monster can resist (Cha/Luck vs Dex/Luck) with +0 bonus to save.

MC goes into giving the pet +20 Entangle potency for one round if it fails to inflict.

Appearance: A giant spider as tall as the player. Weaves a web around the monster.
Description: This intelligent predatory spider considers you its kin. Make sure it stays that way.



< Message edited by Primate Murder -- 8/5/2018 6:05:54 >
AQ  Post #: 60
7/4/2018 21:11:26   
Uskius
Member

I really like the Giant Arachnid pet, and it's mastercraft effect. The Soul-seal Spear is neat too- I don't think there's anything quite like it in the game right now, so it'd be interesting to see.
AQ Epic  Post #: 61
7/10/2018 15:35:27   
Primate Murder
Member

Shaman of Ragnarok Set
PO earth set.


Fenrir

Earth pet
2 hits of Melee damage at -3 bth lean

Effect: Akin to VBG. Has a 20% chance of biting the player instead of the monster and deals 55/34 damage with all attacks to compensate.

Appearance: A giant white wolf.
Description: This wolf isn't quite large enough to swallow the sun, but it wil certainly rip you apart if you treat it like a pet.


Shaman of Ragnarok

PO earth armor with fire and ice secondaries
MRM average
2 hit basic attack

PO lean: Pest offensive. You deal 1x damage and receive 1.25x damage. Your pets and guests deal 1.25x damage.

Effect: Compressed skill - The Great Serpent.
3 hits at +5 bth lean. Deals 130% damage of a standart skill and your guest doesn't attack this turn. Uses Cha as main stat. This is treated as a guest attack (with approporiate modifiers) and uses the element of your guest. If you don't have one out, it uses your weapon element instead.
Costs sp of a standart skill.

Appearance: A tall figure in armor and brown robes. Has a glowing runic circle at the back that acts as a gate - with a giant white serpent emerging from it, circling the player (the head ends up above the player). The serpent has seven eyes and its maw is circled with chains which lead to the palyer's shield hand.
Description: Spirit Caller who is unafraid to call upon the forces that should only be unleashed at the end of the world.


Summon Hugin and Munin

Summons an mp-costing double guest (like Shogun&Ansatsu or Doomquake Minions)

Hugin is Earth element. Uses a standart guest attack, but has an additional hp cost which pays for celerity (just for itself and Munin). Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Munin is Wind element. Uses a standart guest attack, but has an additional hp cost which boosts the damage of your guests by 50% for one round.

You can use either one or both of the guest attacks. If you use the double attack, you pay one mp cost, but both hp costs, and Hugin and Munin each deal 55% damage of a standart guest to pay for opposing elements.

Appearance: Two black ravens sitting on a tree, each with one eye closed.
Description: Thoughts of distant past and a Memory of what would never be.


Algiz

Earth shield with average MRM

Effect: You gain +105 initiative, but if you win initiative, all your weapon attacks and spells deal 0 damage during the first round. This doesn't affect pet and guest attacks or healing of any sort.

Appearance: A shimmering Algiz rune.
Description: Invoke a rune of protection, letting yourself rest and recuperate while your allies hold off the enemy.


Gungnir

Earth element ranged/magic spear
+3 bth lean
0-proc; instead of yourself your pets and guests deal +9% damage

Effect: All your weapon attacks deal *0.85 damage. All your pet and guest attacks autohit.

Appearance: A wooden spear with some feathers sticking out near the blade in resemblance to the rune Ansuz.
Description: Spear of a true ruler. When you point it at the enemy, your subordinates cannot miss.


< Message edited by Primate Murder -- 7/11/2018 5:08:37 >
AQ  Post #: 62
7/15/2018 15:33:53   
Primate Murder
Member


Drone Master

FO energy armor
MRM lowered due to triple skill compression
2 hit basic attack at +5 bth lean

Drone Command: Kill - quickcast energy skill, can only be used once per turn. 1 hit of (weapon element) at +5 bth lean, deals 60% damage and uses Cha for bth. This is considered a guest attack, costs sp equivalent to a standart guest's upkeep and your guest doesn't attack this round.

Drone Command: Stun - quickcast energy skill, can only be used once per turn. Attempts to inflict Paralyzed on the monster for one round. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save. This is considered a guest attack, costs sp equivalent to a standart guest's upkeep and your guest doesn't attack this round.

Drone Command: Shield - quickcast skill, can only be used once per turn. Generates a Chi Shield for *0.6*0.85*0.9 Melee damage. Uses Cha for stats. This is considered a guest attack, costs sp equivalent to a standart guest's upkeep and your guest doesn't attack this round.

Appearance: Mecha armor with three drones hovering around the player. Two attack normally, the third attacks on skills (or creates a triangular semitransparent shield in front of you with them).
Description: This mecha commands a swarm of drones to stun and kill the enemy - or shield you from harm.


Sunder Essence
An earth element spell that deals increased damage at the cost of lowering the monster's resistance.

3 hits at +5 bth lean. Deals 200% damage of a standart spell and the monster's earth resistance has a HitsConnected/HitsAttempted chance of being reduced to zero.

Appearance: Monster is ripped apart and put back together.
Description: This spell is based on Entropy's research into Uncreation. While nowhere near the true skill of The'Galin, it's still immensely powerful, rending apart the very essence of your foe. The world pulls itself back together, countering such fake uncreation, but a rather important part remains missing.
AQ  Post #: 63
7/17/2018 15:45:48   
Primate Murder
Member

We have class armors, so I looked at Father Time and thought - why don't I make a class shield?


Chronomancy
Light element class shield

Secondaries to ice and darkness

Requirements: lvl 10 scholar

Appearance: A round shield akin to a greek aspis. The face is completely dark with a multitude of blue, purple and white stars slowly rotating around the center.
Description: Train yourself in chronomancy and control the fabric of time itself using this ageless shield.


Level 0: Chronometer - Passive
Keep track of time - it pays to always have some in reserve.

You gain one Chronocharge on each Lucky Strike. You keep chronocharges if you switch shields or start a new battle, but loose all of them when you log out.

Chronocharges are used to power up the shield's chonomantic abilities. You can only use Chronocharges if you have celerity.


Level 1: Temporal Resonance - Toggle
Destabilize your foe's time flow with each strike until the chronons flow back, causing the time to violently stabilize itself.

Inflict Spiritual Seed (power equivalent to (10% melee * Hits Connected), 3 rounds) at the end of every turn. The power stacks, not the duration. Monster can resist (VStat/Luck vs End/Luck) with +0 bonus to save.

Costs 25% sp of a standart skill per turn.


Level 2: Time Alter: Double Accel - Toggle
Accelerate your personal time flow, making your foe's attacks move as though in slow-mo.

Gain +18 to all defences. Costs 25% hp of a standart skill per turn.


Level 3: Deja Vu - Active
Spend a Chronocharge to draw on the memories of a future attack. Now you know exactly where to strike.

All your weapon attacks, specials and spells auto-hit for one round. Quickcast. This costs one Chronocharge (and thus can only be used during celerity).


Level 4: Chronostasis - Active
Spend a Chronocharge to isolate your foe from the river of time, allowing you to prepare for the confrontation. Costs a turn.

Inflict Stasis on the monster. Monster can resist (VStat/Luck vs Int/Luck) with -20 penalty to save. If it fails, it's inflicted with Stasis - paralyzed (or put to sleep) until it takes any damage from any source.

Costs a Chronocharge (and thus can only be used during celerity).


Level 5: Summon Aeon - Active
Summon this timeless hourglass to turn back the time of your foe.

Summons an mp-costing guest that looks like an hourglass. Sacrifices damage to inflict LevelLoss effect, akin to Granny.


Level 6: Temporal Regression - Active
Spend a Chronocharge to regress your personal time stream by one round. This costs a turn.

Restore your hp, mp and sp to what they were at the beginning of last round. Unlike Purple Rain or Father Time, this affects only you, costs a turn and can be used as many times per battle as the number of Chronocharges you have.

Costs a Chronocharge (and thus can only be used during celerity).


Level 7: Borrow Time - Active
Gather a moment from your future to use right now.

All your weapon attacks, specials and spells deal 2x damage for one turn (with the approporiate modifiers for magical weapons and spells). Quickcast. After the end of this turn, you're paralyzed for one turn.

Costs 50% sp of a standart skill.


Level 8: Flow of Time - Passive
'Time is a game played beautifully by children.' - Heraclitus.

Whenever you're inflicted with a status that has duration (not one that ends on save), reduce that duration by an extra 1 each round (in addition to the natural countdown). This does not affect statuses that only last one turn.

Whenever you inflict a status that has duration (not one that ends on save), increase that duration by 1.


Level 9: Accelerated Aging - Toggle
Hasten your foe's travel to an early grave.

Inflict Fragile (-5 End, 9999 turns) at the end of every turn. Monster can resist (VStat/Luck vs End/Luck) with +0 bonus to save.

Costs 25% sp of a standart skill each turn.


Level 10: Chronicle - Toggle
Draw upon the full power of chronokinesis to envelop yourself in a cloak of compressed time.

You gain celerity at the beginning of every round, but deal 50% damage with all weapon attacks, specials and spells.

Costs 25% sp of a standart skill.



< Message edited by Primate Murder -- 7/29/2018 1:26:20 >
AQ  Post #: 64
7/20/2018 10:41:33   
Primate Murder
Member


Holy Night Set
Blocking-based FD darkness (and light) set.


Holy Night

FD darkness armor with a slight secondary to light
Focus on MRM
2 hit basic attack

Effect: Unseen Radiance. When fighting against necromancers or undead, your soul glows with your steely determination, blinding your sworn enemies. Monster can resist (End/Luck vs End/Luck) with +0 bonus to save. If it fails, it takes -15 * HitsConnected/HitsAttempted * MonsterLightResistance bth for one round.

Appearance: A sleeker, black version of Golden Holy Armor with a skull helm.
Description: Some betrayals can never be forgotten. When the Lady of Light abandoned this knight, he clenched his teeth and took the power offered by the Lord of Darkness in order to continue fighting the good fight; to protect innocents from the evils of necromancers and undead.


Night's Pride

Light element ranged bow
+3 bth lean
0-proc

If fighting necromancers or undead, 1 hit with +10% damage.
If fighting anything else, 2 hits with -5% damage.

Effect: Riposte. If you blocked an attack, deal +5/0.15 (or +33)% damage for one round.

Appearance: A sleek black crossbow with raven wings on the sides.
Description: Strike back against the undead! Especially powerful if you blocked your enemy's attack.


Night's Aegis

Darkness shield with an MRM focus

Effect: Gain +3/0.15 (or 20) MRM for one round when you block a hit.

Appearance: A semi-transparent veil of darkness. The form resembles Shield of Rennd.
Description: Darkness helps those who help themselves.

AQ  Post #: 65
7/21/2018 5:57:20   
Primate Murder
Member


Symbiote
A healing pseudo-guest misc.

Neutral element misc with a fairly high hp cost (since misc+guest upkeep).

Effect: Heals (DamageDealt * 0.8 * 0.9 * 0.85) hp at the end of your turn (with the usual multipliers for magical weapons and spells) and your guest doesn't attack this turn. Uses Cha for stats. Basically, uses your misc and guest slots for lifesteal (0.2 for misc, 0.6 for guest, *0.9*0.85 for healing).

Appearance: A cloth-like being similar to a Lethifold.
Description: This semi-sentient parasite can grant you high-speed regeneration as long as you feed it blood, both of your enemy and yourself.


Sphinx Form
A wind element armor with multi-element skill.

FO wind armor with a secondary to light.
Looses 6 MRM for the effect.
2 hit basic attack

Effect: All your weapon attacks and specials attempt to daze the monster (20% chance of not acting for one round). Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

Guardian of the Tombs. A standart spell-type skill that uses several elements and deals increased damage to compensate.

Appearance: Similar to the sphinx monster or pet.
Description: A magical creature of great power, a sphinx might ask you to solve a riddle... or it might just finish you off without a second thought.


Gogg
Multi-element pet with celerity chance.

7 hits at +3 bth lean of ice, water, earth and energy.
Gains elecomp for multi-element attack.

MC: Player takes +(25/1.4)% damage from monster attacks, and the Gogg has a 60% chance of gaining celerity (just for itself). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK; resist with CHA/LUK).

Appearance: There already is a Gogg pet (rare), this could be a revamp.
Description: This gogg is big, ugly, powerful and capable of hitting your enemy again and again.
AQ  Post #: 66
7/23/2018 5:37:15   
Primate Murder
Member

Alchemist's Belt
A class misc.

Requirements: lvl 10 scholar, lvl 5 mage

Note: All active Alchemist skills are quickcast and can be used once per turn, as you spend the time mixing the ingredients. You can only use one Alchemist skill per turn, unless you have Combine Potions toggled.

Note2: Alchemist active skill effects do not stack (except Alkahest), though duration does where it's applicable.

Appearance: A belt with several vials, flasks and pouches.
Description: Study the subtle science and exact art that is potion-making.


Level 0: Brewmaster - Passive
As an alchemist, you have inside knowledge of all the little tricks to enhance potency and effect of your concoctions.

Gain +10 Potency with all Alchemist class infliction skills.


Level 1: Alchemist's Fire - Active
Throw together some random ingredients to achieve a nice big BOOM!

At the end of your attack, throw a vial at the enemy, dealing (weapon element) damage equal to 50% melee. This is considered a bow attack and can be dodged.

Costs 1 hp potion.


Level 2: Alkahest - Active
A universal solvent, capable of dissolving any armor.

Inflict stacking DefLoss (-6 MRM until the end of the battle) on the monster. Monster can resist (VStat/Luck vs Dex/Luck) with +0 bonus to save.

Costs 1 mana potion.


Level 3: Potioneer - Passive
Get the most from your potions.

All your health and mana potions heal an extra 25% hp/mp.


Level 4: Napalm - Active
Increase the flammability of your opponents.

Inflict fire-element EleVuln (+25% damage) and Flammability (if damaged by a fire attack, becomes Burnt (like Deadwood), power 3 for three rounds) for one round. Monster can resist both effects with a single save (VStat/Luck vs Dex/Luck) with +0 bonus to save).

Costs 1 hp potion and 1 mp potion.


Level 5: Ground Lich Bones - Active
Infuse your foe with a corrupted aura of Undeath.

Tags the monster as Undead. Monster can resist (VStat/Luck vs Dex/Luck) with +0 bonus to save.

Costs 2 mp potions.


Level 6: Elixir of Life - Active
One of the fundamental goals of any alchemist.

Gain damage resistance equal to 5% melee until the end of the battle.

Also, heal hp equal to 5% melee at the end of every turn until the end of the battle.

Costs 2 hp potions.


Level 7: Chrysopoeia - Passive
Since the dawn of time, alchemists searched for a way to turn matter in to gold.

Gain 1% of the monster's gold rewards at the end of each round. This does not affect the gold you receive at the end of the battle.


Level 8: Liquid Nitrogen - Active
This colorless and odorless liquid can freeze anything.

Inflict Freeze and Fragile (-50 End) on the monster for one round. Both effects can be resisted with a single save (VStat/Luck vs Dex/Luck) with +0 bonus to save.

Costs 3 mp potions.


Level 9: Panacea - Active
A remedy to cure all ills.

Removes all hostile status conditions you're inflicted with.

Costs 3 hp potions.


Level 10: Combine Potions - Toggle
Mix and combine your concoctions - and hope it doesn't blow up in your face!

You can use two active Alchemist skills per turn. 90% of the time you get the effects of both skills. 10% of the time it explodes, dealing 50% melee damage to you. Like any attack, this can be dodged.

This costs sp equal to 50% melee per turn.



< Message edited by Primate Murder -- 7/23/2018 5:38:43 >
AQ  Post #: 67
8/4/2018 15:40:36   
Primate Murder
Member

Another class armor. As the knight class is mid/full defensive, this one is based on defensive offence.


ArchKnight
Earth FD class armor.

Has tertiaries to darkness, light and fire
MRM has a light focus on Melee
2 hit attack at +3 bth lean

Requirements: lvl 10 knight, lvl 105+

Note: The archknight has several effects that activate on block. It can inflict several effects from one block - but requires equiping a shield for any of them to work.

Appearance: A bulky steel armor with a four-color cloak.
Description: Transcend the feuds and conflicts of regional knights and rise as the ultimate protector of Lore!


Level 0: Knight's Fortitude - Passive
Nothing can put this knight down for long.

You gain +5 Status Resistance.


Level 1: Mastery of the Shield - Toggle
Songs are sung and legends are told about this knight's skill with his trusty shield.

Defence Boost (+24 to MRM). Costs 33% sp of a standart skill.

Note: You need to have a shield equipped to use this skill.


Level 2: Dramatic Comeback - Passive
Leave your foes gaping as you shrug off what would make a lesser man fall.

When you successfully save against an effect, you have a 50% chance to Daze the monster (100% chance of not acting, 1 turn). Monster can resist (End/Luck vs Cha/Luck) with +0 bonus to save.


Level 3: Unbalancing Parry - Passive
That swing went too wide!

Inflict DefLoss (-20 MRM for 2 rounds) when you block a hit. Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save.


Level 4: Push the Advantage - Toggle
...And was rather telegraphed, too.

If the enemy is inflicted with DefLoss, inflict EleVuln (weapon element, +56% damage for one round). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

Costs sp about 20% melee (elevuln is 7 (or 5%melee) *4 and doubled due to being a trigger).


Level 5: Avenging Strike - Passive
Your friends will not stand by when you're so heinously attacked.

When you block a hit, your guest gains celerity (just for itself). Monster can resist (Cha/Luck vs Int/Luck) with +0 bonus to save.


Level 6: Enfeebling Strikes - Passive
Strike at your foe's spirit, leaving it weak and defenceless.

You have a HitsConnected/HitsAttempted chance to inflict Status Weakness (-10 to saves vs all effects) on the monster for one round. Monster can resist (Dex/Luck vs Str/Luck) with +0 bonus to save.


Level 7: Knight's Pride - Passive
Protecting others is your sworn duty and your soul sings every time you block an enemy's hit.

Heal sp every time you block a hit (akin to Horo Show or UltraGuardian shields).


Level 8: Armor of Skill - Active
Even when your foe manages to land a hit, you can minimize the damage through sheer guts, experience and skill.

A quickcast Chi Shield.


Level 9: The Best Defence... - Passive
...Is Offense.

When you block a hit, inflict Fragile (-33 End for one round) on the monster. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.


Level 10: No Strike Unpunished - Toggle
Make your enemy pay for every drop of your blood that it dared spill.

Each time the monster hits you, it receives (weapon element) damage equal to HitsConnected * 50% melee (+100 /0.85 for on-hit condition * 0.85 for autohit /2 for average # of hits).

Costs sp of a standart skill every turn.



< Message edited by Primate Murder -- 8/5/2018 12:00:53 >
AQ  Post #: 68
8/6/2018 6:14:33   
Primate Murder
Member


Wizard's Implements
A set of three guests for beastmages.


Summon Floating Staff

Summons an mp-costing guest.

Fire element magic guest. Deals 75% damage of a standart guest with all attacks normally, but when you cast a spell the Floating Staff deals 200% damage for one turn.

Appearance: A floating staff with a ruby on top. Regular attack is a thwack with the staff, spell attack is a fireball.
Description: This wizard's staff reflects the ebbs and flows of your power.


Summon Floating Tome

Summons an mp-costing guest.

Standart ice element magic guest. Compresses a tome:

Click on the guest to select one of four spells (Standart damage spell, Efficient spell, Freeze infliction spell and Draw Mana). The spell takes a turn and is cast by yourself; this doesn't affect the guests's attack. Basically, an extra tome in form of a guest.

Appearance: A floating book with occasionally turning pages. Attack is 3 spears of ice.
Description: A wizard's notebook with a handful of spells.


Summon Floating Orb

Summons an mp-costng guest.

Standart earth magic guest attack.

Effect: (50 + 50*YourCha/VStat)% chance of gaining a Spellcharge each time you cast a spell, rounded scholastically. If you have at least 10 Spellcharges, click on the orb to spend them and make your next spell deal +50% damage.

Appearance: A floating orb with green mist inside. Attack is stones falling from above.
Description: Store arcane energies within this wizard's orb to empower your future spells.

AQ  Post #: 69
8/8/2018 4:01:48   
Primate Murder
Member

I've been thinking about this for a while. Trying something new here. Instead of skills and maxed out damage, human subrace armor is a return to the basics, emphasizing effects, versatility and survival. Usable by any build, but best for those that dabble in everything.

To compensate for the fact that human subrace requires no quests, as well as due to being thematically approporiate, this armor requires you to level up different classes. You gain the scaled no-drop armor when you reach level 10 in fighter, rogue, mage and scholar classes, but can only use the level 0 ability. You gain one level of armor every time you level one of the tier 2 classes to 5, as there are conveniently 10 of those classes.


Traveler's Garb
Human subrace armor.

Neutral armor; element follows your Clan (or neutral if clanless)
MRM are average
3 hit basic attack

Requirements: level 10 fighter, scholar, rogue and mage; as well as level 5 Beastmaster, Berserker, Dracomancer, Dragonslayer, Knight, Martial Artist, Ninja, Pirate, Wizard and Shadowslayer/Nighthunter.

Appearance: A chainmail underneath a worn cloak with a togglable hood (uses no-drop colors). There's also a quiver of arrows on the back, a double scabbard with a sword and a magical rod on the belt, and a set of potions on a harness diagonally crossing the chest. Attack is a strike with a fireball, followed by a weapon slash, followed by a crossbow bolt from the shield arm as you retreat.
Description: You've been there and done that. This armor is only usable by players that have properly unlocked it by travelling across all of Lore.


Level 0: Mastery of the Craft - Active
You have mastered the craft of battle. Once per battle you can call upon one of the aspects of battle that you've mastered. Doesn't take a turn.

You have one Mastery at the beginning of every battle. Regardless of whether you use it or not, or if you gain more Masteries, you reset to one Mastery at the beginning of every new battle. You can use your Mastery to gain one of the following effects:

Aspect of Power - your next attack deals +100% damage. (/2 for spells, *4/3 for magical weapons).

Aspect of Salvation - cure yourself of one hostile status condition. If you're affected by several, cure the strongest one.

Aspect of Knowledge - gain +20 potency with all effect inflictions for one round.


Level 1: Skilled Fighter - Toggle
Draw upon the skill of a thousand battles and combat styles of a dozen martial schools to attack with increased damage!

Deal +25% damage with all weapon attacks and skills.

Note: This also affects 100-proc weapons.

Note2: You cannot have both this and Arcane Potency active at the same time.

Costs 12.5% sp of a standart skill.


Level 2: Shield Optimization - Toggle/Passive
Draw upon your knowledge of the enemy for increased defense against it's attacks.

Gain a defence boost to Melee, Ranged or Magic (switchable via toggle) at the beginning of every turn. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to saves. If it fails, you gain +18 to the defence of your choice.

Has no cost, as 6 MRM is equal to 5% melee on a 50/50 save, making it a passive skill.


Level 3: Mage's Warding - Toggle
Draw upon your mastery of magic to decrease the damage you take!

Gain an Elemental Shield (0.8 damage from all elements).

Costs 12.5% mp of a standart spell.


Level 4: The Power of Friendship - Passive
A heartwarming display of camaraderie.

Gain an extra Mastery every time you use Ally Assist.


Level 5: Center Mass / Headshot - Toggle/Passive
Hit the Center Mass of your foe for certain damage. / Boom, Headshot!

Toggle is used to switch between the Headshot mode and Center Mass mode; one is always active.

In Headshot mode all Base damage of your weapon attacks and spells is converted into Random. You also gain -5 bth lean.

In Center Mass mode all Random damage of your weapon attacks and spells is converted into Base. You also gain +5 bth lean.


Level 6: Comes with Experience - Passive
With enough experience, you can scrounge some gain even from the worst of losses.

When you miss with a weapon attack or skill, deal (5/0.15*0.85) or 28.33% damage of that attack to the monster.

When you miss with a spell, you have a HitsMissed/HitsAttempted chance to regain (5/0.15*0.85*0.9*1.5) or 38.25% mp spent on that spell.


Level 7: I've Got an Eye for This - Toggle/Passive
Attack the weakest link in your enemy's defences.

Lock your weapon type to Melee, Ranged or Magic (via toggle); one is always active.

You deal *0.75 damage if you switch to magic.


Level 8: Arcane Potency - Toggle
Draw upon your understanding of the arcane to empower your weapons and spells.

Power Cascade: If you're wielding a staff or a magical 100-proc (such as a wand or a tome), then you deal +25% damage on consecutive spells (basically, casting a spell makes you deal +25% damage with spells for one turn).

Sorcerous Infusion: If you're wielding any magical weapon that isn't a staff or 100-proc (and this includes type-shifted weapons from Eye for This skill), then you deal +(25/0.75) or +33% damage with all weapon attacks and skills when your mana is below StandartSpellCost (less than 653 at lvl 150, for example). This should bring your damage up to that of a standart melee weapon.

Note: You cannot have both this and Skilled Fighter active at the same time.

Costs 12.5% sp of a standart skill.


Level 9: Element Lock - Active/Passive
Strike at the enemy's weakest resistance.

Choose Fire, Water, Wind, Ice, Earth, Energy Light or Darkness. All your weapon attacks and spells are locked to that element. A passive that uses a quickcast sp-costing skill to switch elements.


Level 10: Resource Usage - Active
An experienced traveller can use every resource at his disposal with maximum efficiency.

Drink a health or a mana potion. This is a quickcast skill that doesn't take a turn.

Costs a small amount of sp.



< Message edited by Primate Murder -- 8/8/2018 4:09:31 >
AQ  Post #: 70
8/10/2018 12:28:45   
Primate Murder
Member

Taladosian Psionics
FO energy set utilizing backlash.


Psion of Talados

FO energy armor, has a wind secondary
MRM has a focus on Magic; looses 6 MRM to strengthen the effect
2 hit basic attack at +5 bth lean (because attacks the mind)

Psychic Backlash: If you're hit by an attack, you have a HitsConnected/HitsAttempted*22.29% chance to Control the monster (100% chance of inaction for 1 round). Monster can resist (VStat/Luck vs Cha/Luck) with +0 bonus to save. This is considered both a Backlash and a Control status, so applies any modifiers that affect either of the statuses. (numbers for control taken from Akriloth's Command).

Appearance: Elaborate robes and four metallic spheres circling the player's head similar to a halo. The shield goes on the back and the player is half turned with the left hand out, using it for a psionic attack.
Description: These combat robes are a sign to those in the know that you've mastered the art of Psionics, once considered lost with the fall of Talados.

FSB (armor, weapon and shield): The chance to inflict control becomes 37.15% instead.


Mind Over Matter

Energy shield with a focus on resistances.
MRM focuses on Magic; looses 3 MRM to enhance the effect.

Empty Mind: Deal damage to the enemy whenever you save against a mental effect (Berserk, Control, Fear, Panic, Sleep or The Cold). Not certain about the numbers, but since top miscs deal 20% damage w/o modifiers, this should be around 1/2 damage of Mana Trap.

Appearance: A medium-sized sphere rotating around the player's body (or just around shield arm if the animation is too difficult).
Description: It's the thought that counts.


Mental Recoil

Magical energy staff
+5 bth lean (since you're attacking the mind)
0 proc, but instead of +9% damage:

Psionic Feedback: All your attacks inflict Psionic Feedback on the monster. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save. If it fails, it takes Harm damage equal to 15.3% of damage dealt for one round. Basically, a different way of doing Backlash. Also, this is considered Backlash for infliction purposes. (numbers taken from Osiris armor).

MC: +20 Backlash potency.

Appearance: A slender crystalline staff made from dozens of smaller crystal shards that constantly move, detaching from and reattaching to the main body.
Description: This will hurt you more than it hurts me.



< Message edited by Primate Murder -- 8/10/2018 14:40:06 >
AQ  Post #: 71
8/12/2018 2:09:55   
Primate Murder
Member

Chain Lightning
Anti-Mob energy spell.

4 hits of Energy at -3bth lean. When used against a Mob:

-Has a number of hits equal to the number of monsters in the mob. (does not affect overall damage)
-Hits every monster in the mob once
-Deals +5% damage for each monster in the mob.

Costs mp of a standart spell.

Appearance: Lightning strikes raining down on the monsters from above.
Description: Smite hordes of monsters with this anti-army spell.

< Message edited by Primate Murder -- 8/12/2018 2:11:46 >
AQ  Post #: 72
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