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RE: Primate Murder's Suggestion Thread

 
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1/13/2019 12:59:59   
l0rdn00b
Member
 

Kind of late but I really like the terrain suggestions.

I think it could be cool to take some cues from Pokemon as well!

Buffs/Nerfs to damage depending on the terrain:
Example: Volcano/Fire terrain: Fire does X% more damage, Ice does X% less damage etc. Applies to monster and player!

Weapons/Spells/Skills doing more damage depending on the terrain:
Solar beam on a sunny day?

Pets/Guests/Skills/Spells that can change the terrain!
Against certain bosses where fights take place on disadvantageous terrain, it may be important to bring one of these to the fight.

Post #: 151
1/14/2019 15:58:23   
Primate Murder
Member

Void Templar
Mecha class armor.

FO earth armor with darkness and energy secondaries.
Below average MRM with a focus on Melee.
3 hit attack at +5 bth lean.

Appearance: A tall slender mecha covered by a black cloak. Has a gun mounted on one shoulder and a utility belt with pouches and grenades.
Description: Dare you don this armor that dropped out of an unknown portal? Its AI promises to teach you how to use the armor's great power, but what are its true motives?


Level 0: Void Attunement - Active
Draw upon the interdimensional fabric of the Void to imbue your wapon with unnatural energies!

Pay sp of a standard skill to gain Imbue (Void) for two rounds and deal *0.9 damage. While the status is active, all your weapon attacks deal Void damage.

Doesn't cost a turn, but can't be cast if the status is already active.


Level 1: Optic Camouflage - Toggle
Over the course of its travels, Void Templar has learned how to become one with its surroundings - granting you incredible stealth capabilities!

At the beginning of the battle, pay sp of a standard skill to gain +210 Initiative. If you lack sp, the toggle turns off.

You can also click again to turn off the toggle manually.


Level 2: Thermal Grenades - Active
Press the timer and throw this grenade at your foe! It will bombard them with radioactive particles, leaving your monster Shocked and vulnerable to temperature changes!

Pay 90% sp of a standard skill to inflict Thermal Shock on the monster for one round. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Quickcast, but can only be used once per turn.


Level 3: Dark Energy Generator - Toggle
Use this futuristic machine to gain enormous amounts of energy every turn! Just make sure not to run out of fuel.

At the beginning of every turn, you loose an hp potion and gain sp of a standard skill.

If you lack an hp potion, the toggle turns off.


Level 4: Manifest Warp Lance - Active
Use a void portal to summon an ultimate weapon of the future - a lance that warps the very space around it to thrust with unmatched power!

Gain and equip a temporary weapon - Warp Lance. It's a ranged earth weapon that pays sp of a standard skill and 80% mp of a standard spell at the beginning of every turn to gain +200% damage with all Warp Lance attacks.

If you lack the sp or mp to sustain it, the weapon automatically unequips itself.


Level 5: Manifest UltraGun - Active
Summon a plasma turret that is so efficient that it requires no energy input at all! You'll need to pay it some attention to keep it in working order, though.

Summons a standard earth guest. It doesn't cost sp or mp, but the player takes +(25/1.4)% damage from enemy attacks while Plasma Turret is active.


Level 6: Rapid Repairs - Active
Call upon the power of the Void to make some quick repairs to your armor. They are more effective than is normal, but tend to fall apart quickly.

A healing skill that uses Int for stats. Heals *1.5 hp, but you loose 24% of hp healed for the next 5 turns (120% damage total).

Costs sp of a standard skill.


Level 7: Ion Cannon - Active
Unleash a powerful EMP blast to take out your foe's electronics!

Deal (200*0.9*0.85*1.125) or 86% damage of a standard skill to the monster's sp.


Level 8: Power Overload - Toggle
Put your Dark Energy Generator into overdrive, giving you the power to move twice as fast as before!

At the beginning of every turn, loose an mp potion and gain celerity. Monster can resist (Dex/Luck vs End/Luck) with -20 penalty to save.

if you lack an mp potion, the toggle automatically turns off.


Level 9: Freezing Ray - Active
Just as the name says, this ray cannon drastically slows the movement of your foe's molecules, leeching them of all warmth!

Pay 90% sp of a standard skill to inflict Freeze on the monster for one round. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Quickcast, but can only be used once per turn.


Level 10: Newton's Field - Toggle
Newton's Third Law states: "For every action, there is an equal and opposite reaction." In other words - every time the monster hurts you, it is hurt just as much!

Pay sp of a standard skill at the beginning of each round to gain the Backlash status. When you take damage, monster makes a save (End/Luck vs End/Luck) with -20 penalty to save. If it fails, the mosnter takes damage equal to the damage it dealt.

If you lack the sp necessary, the toggle automatically turns off.

< Message edited by Primate Murder -- 2/25/2019 3:36:05 >
AQ  Post #: 152
1/25/2019 4:58:50   
Primate Murder
Member

Summon Laplace's Demon

Summons an mp-costing dark guest.

Effect: The guest deals 26.5% damage of a standard guest, but inflicts the Predetermined* status on the monster for 1 turn. Predetermined monster is incapable of dodging - all attacks against it automatically hit. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. (calc: 60 - 30*1.4*0.7*1.2/0.8)

*The Demon calculates (MonsterName)'s future position!

Appearance: A small flying imp surrounded by green flames.
Description: Summon an otherworldly intelligence capable of observing the location and momentum of every atom in the universe. Its demonic insight ensures that your attacks never miss!

< Message edited by Primate Murder -- 1/25/2019 13:25:53 >
AQ  Post #: 153
2/13/2019 7:09:53   
Primate Murder
Member

Well, since challenge Wolfwing doesn't seem to be coming out, I figure I might as well create my own version.


Wolfwing (Challenge)

Dark/earth monster with weakness to fire and light.
Attacks randomly with earth or darkness.

Stats: 50% End, 25% Str and Int.
Has very high hp. Something like maxed out PWD (32k*5 = 160k).

Guardian of the Blood Moon. Passive. Has level-approporiate Regeneration.

Lord of Twilight. Passive. When Wolfwing attacks, he heals HP based on the damage dealt.

Master of the Night. Passive. If the player is a vampire or a werewolf, Wolfwing attempts to inflict Panic each turn. If the player is a werepyre, Wolfwing attempts to Control them each turn.

A Gift and a Curse. Active. If Wolfwing has enough mp and the player is not a werepyre, Wolfwing attempts to inflict them with his curse, changing their subrace to werepyre.

Appearance: Wolfwing in his werepyre form.
Description: Lord of all Werepyres.
AQ  Post #: 154
2/14/2019 11:23:14   
Primate Murder
Member

Purify

1 hit of light damage at +10 bth lean. MC goes into a trigger: when used against Undead, the spell deals +50% damage and removes the 'undead' tag.

Costs mp of a standard spell.

Appearance: A flash of light.
Description: Cleanse the taint of undeath from your foe!
AQ  Post #: 155
2/18/2019 2:51:26   
Primate Murder
Member

Inspired by Fresh Astracenae from the latest GGBs.


'Command' type weapons

I suggest another weapon type (in addition to melee/ranged/magic) that uses Cha as MainStat instead of Str, Dex or Int. It will, of course, take the same damage penalty as magic weapons to compensate for the fact that Cha grants you an extra 20% damage via pets.

Thematically, they are living weapons, such as an darkness axe inhabited by an undead spirit that needs to be persuaded to help or an earth whip from a still living vine.

Preferably, they would be 100-procs that sacrifice damage for effect, or not 100-procs, but with an effect toggle akin to the Khainsword.
AQ  Post #: 156
3/12/2019 11:32:56   
Primate Murder
Member

After Martial Artist and Knight, I've decided to do a branching class of my own, and this one is meant to fill the only niche left untouched by the neko subrace - that of FD beastmages.


Shaman's Coat
Shaman class armor.

FD earth with water and wind secondaries
MRM average, slightly weak to magic
2 hit standard attack

Appearance: A garb of hides and beast pelts, decorated with feathers and skulls. Has a togglable mask resembling the head of a crow.
Description: With the Ley Lines destroyed, the attention of those seeking power has turned to the realm of the spiritual. But the spirits are not limited to humans or demi-humans, and their power does not belong to paladins and necromancers alone. Draw upon the primal power of the spirits of nature, of beasts and plants and storms, and become one with the world around you!


Level 0: Spiritual Guidance - Toggle
You no longer have to rely on luck - spirits shall guide the attacks of your companions.

Your guests use Int in place of Luck for status inflictions.


Level 1: Ancestral Knowledge - Passive
Draw upon the memories of your ancestors to strike with unerring aim!

+4.25 bth to all normal player attacks, specials, and spells.


Level 2: Trusted Summoner - Passive
Your knowledge of the spirits lets you summon them at reduced cost!

The upkeep of all your guests is reduced by (5/22) or 22.7%.

Note: This also includes shaman's combination attacks with guests.


Level 3: The One Between - Passive
As a shaman, you live with one foot in the realm of the spirits. As a result, your soul is always open to renewal and rejuvenation.

Lowers Heal Resistance by 10%.


Level 4: Spiritual Assault - Passive
Your companions step into the spirit realm and phase through the monster's defences, striking where it hurts the most.

Your guests have a 10% chance to deal (50/0.6) or 83% bonus damage with an attack.


Level 5: Totem - Active
Summon a totem to enhance your spiritual powers! (New abilities unlock when you choose your Path)

Equip a temporary Totem pet. It deals no damage, but enhances the effectiveness of your spiritual passives (shaman abilities 1-4) by *(2 + Cha/VStat).

When you reach lvl 6 and choose your Path, the Totem gains a toggle between original form and a Path-specific form.

Serpent Totem: All your poison statuses deal *(2 + Cha/VStat) damage.

Storm Totem: All your guest attacks inflict an additional (4 + 4*Cha/VStat) Tempest Charges.

Gnarled Bough Totem: Inflicts Offbalanced (-120 Dex, 2 turns) on the monster at the beginning of every turn. Monster can resist (Cha/Int vs Dex/Luck) with +0 bonus to save.


Shaman of the Great Serpent

FD water armor with earth and wind secondaries
MRM average, with a slight focus on Ranged
3 hit attack at +5 bth lean

Appearance: Dark leathers with a greenish tint, with a large ghostly serpent coiling around the player.
Description: Since ancient times, snakes have been symbols of poison and medicine, of death and rebirth. Follow the Path of the Great Serpent and draw upon the abilities of powerful snake spirits such as Jormungandr and Quetzalcoatl!


Level 6: Summon Jormungandr - Active
Summon a legendary sea serpent with venom so potent it can slay even a god!

Choose one of the following options:

Summon Jormungandr - summon a water guest that deals 50% damage and inflicts Poison.

Eitr Venom - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). If it connects, the monster is poisoned (Power: 12, element follows weapon) for one round. Monster can resist (Cha/Int vs End/Luck) with +0 bonus to save. Note: Only usable if Jormungandr guest is out, and the guest doesn't attack this turn.


Level 7: Spirit Venom - Passive
Your poison doesn't just attack the body - it assaults the very spirit of your opponent.

+20 Poison Potency.


Level 8: Skin Shedding - Active
Shed your skin like a snake, shrugging off physical ailments.

Quickcast skill. Pay sp to cure all burns and bleeds that you're inflicted with.


Level 9: Neurotoxin - Passive
Snake venoms often contain neurotoxins that attack the nervous system. If such a poison reaches vital organs, death is assured.

Every time the monster takes damage from a poison status, the damage has a (PoisonPower/4)% chance of being equal to the monster's current hp (insta-death).


Level 10: Summon Quetzalcoatl - Active
Summon a mythical feathered serpent that can heal you - or swallow your enemy whole!

Choose one of the following options:

Summon Quetzalcoatl - summon a wind guest that deals 50% damage and heals you for damage dealt.

Serpent Swallow - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). Afterwards, the monster is Swallowed. While Swallowed, the monster is paralyzed until succeeding on a save (similar to Sleep), and takes -(50/1.4)% damage from weapon, spell, pet and guest attacks (DoTs are unaffected). Infliction happens automatically, but monster can shrug it off at the beginning of the turn (Cha/Int vs Str/Luck) with -7 penalty to save. Note: Only usable if Quetzalcoatl guest is out, and the guest doesn't attack this turn.


Shaman of the Primordial Storm

FD wind with water and energy secondaries; others are fairly bad in order to increase MRM and EleComp
Fairly high MRM with a slight weakness to Ranged
2 hit attack at +3 bth lean

Appearance: Loose dark-blue robes. The player is constantly surrounded by strong winds, torrential downpour and the occasional flash of lightning.
Description: It is only from chaos that order can arise. Follow the Path of the Primordial Storm to enhance your spells with the spirits of thunder and lightning, or give speed to your guests with tempestuous winds!


Level 6: Summon Thunderhawk - Active
Summon a vicious bird of prey that circles above your enemy, waiting for the right moment, or can strike with blinding speed to gouge out the monster's eyes!

Choose one of the following options:

Summon Thunderhawk - summons an mp costing wind guest. The guest doesn't attack naturally, only making an attack when you block a hit. The attack deals damage worth (Blocks/Attempts)/0.15% of a standard guest.

Go for the Eyes! - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). If it connects, the monster is blinded (-12 bth) until the end of the battle. Monster can resist (Cha/Int vs End/Luck) with +0 bonus to save. Note: Only usable if Thunderhawk guest is out, and the guest doesn't attack this turn. Note2: The monster gains a Tempest Charge.


Level 7: The Rising Storm - Passive
Surround your guest with dozens of minor storm spirits that jump at your foe in preparation for the coming tempest!

Whenever your guest attacks the monster (hit or miss), the monster gains a Tempest Charge (not subject to save). When you cast an energy spell, it deals bonus damage worth (#ofTempestCharges * 9.375 * EleComp)%. Doing so dispells all Tempest Charges.


Level 8: StormSpeed - Passive
Wild and tempestuous wind spirits flow through your spells, granting inhuman speed to your allies!

Whenever you cast a spell, your guest has a (50/0.6) or 83% chance to gain celerity. Monster can resist (Cha/Int vs Cha/Luck) with +0 bonus to save.


Level 9: Summon Spirit Roc - Active
Summon a spirit bird so massive, it creates thunderclaps with each beat of its wings!

Choose one of the following options:

Summon Spirit Roc - summon an mp costing energy guest that deals 50% damage and Dazes the monster.

Thunder Clap - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). If it connects, the monster is Dazed (100% chance of inaction for one turn). Monster can resist (Cha/Int vs End/Luck) with +7 bonus to save. Note: Only usable if Spirit Roc guest is out, and the guest doesn't attack this turn. Note2: The monster gains a Tempest Charge.


Level 10: Take Flight - Active
Call upon the spirits of the wind and storm to raise you high into the air, out of your foe's reach.

Pay 25% melee in sp and gain +60 MRM for one round. This takes a turn.


Shaman of the World Tree

FD earth with good overall resists; weak to fire and lightning
Average MRM with a slight weakness to magic
2 hit attack at -3 bth lean

Appearance: A green cloak, resembling moss, over brown hides. There are ghostly trees in the background and the attack leaves behind a trail of autumn leaves. If the Gnarled Bough Totem is active, the ground is also covered in roots and shrubs.
Description: Rather than worshipping one of the many calamities that befall your people, you chose to pay respects to the oldest protector of all. Follow the Path of the World Tree, receiving the resilience and renewal powers of the nature itself!


Level 6: Summon Blood-drinking Vines - Active
Summon these spiritual vines to entangle your enemy! You can even feed them the blood of your foes to receive a little healing in return.

Choose one of the following options:

Summon Blood-drinking Vines - summon an mp costing earth guest that deals 50% damage and Entangles the monster.

The Circle of Life - If the monster is entangled, you can pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). Afterwards, you heal hp equal to (30 + 30*Cha/VStat)*0.85 of damage dealt. Doesn't have the always-useful penalty, because the monster needs to be entangled. Note: Only usable if Blood-drinking Vines guest is out, and the guest doesn't attack this turn.


Level 7: Nature Finds a Way - Passive
Like water and wind wear down solid stone through but a single crack, your spirits can seek out any weakness in your foes defences!

At the beginning of your every turn, monster makes a save (Cha/Int vs End/Luck) with +0 bonus to save. If it fails, its MRM is set to the lowest of its defences for one round.


Level 8: Spirit Berry - Active
Infuse several berries with primal power so that they may provide a much needed pick-me-up when you're in a pinch.

Choose one of the following options:

Berry Infusion - pay 25% melee in sp and gain one Spirit Berry. This costs a turn.

Consume Berry - Quickcast, only usable once per turn. Heal hp worth 100% melee. This costs one Berry.


Level 9: Wellspring of Renewal - Active
Summon a mystic spring from beneath the roots of the Great Tree to replenish everybody's mana reserves.

Summons an mp-costing guest. Rather than deal damage, the guest heals monster's mana for (30 + 30*Cha/VStat)% melee. Afterwards, the player regains mp worth 2x of what the monster did.

Warning: If the monster's mp bar is full, the guest will heal the monster's hp instead!


Level 10: Verdant Transformation - Active
Assume the form of an ancient Oak Tree. While it is hardly suited for attacking your enemies, the sturdy trunk will shield you from swords and arrows of your foes.

Pay 25% melee in sp and gain earth element EleShield worth (100/1.4)% damage reduction. This costs a turn.



< Message edited by Primate Murder -- 3/17/2019 14:10:50 >
AQ  Post #: 157
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