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Misc Item Guide (Updated 8/12/08)

 
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9/24/2006 19:00:27   
h dog
Member

Fun with Temporary Items.
H-Dog's Guide to the least used equipment in the game.


Amulet of Drakonnan
AQupcake
Azru Stone Gen 1
Azru Stone Gen 2

Bad Medicine
Bar of Soap
Battle Muse
Beleqwaya's Gift (Diamond of Body, Ring of Magic, Gauntlet of Might)
Black Root
Book of Love
Bronze Sign
Claw of Tarphon
Dark Orb
Dragon Spirit Totem
Energy Orb
Epheel's Gift
Everfrozen Shard
Evil Eyeglasses
Fireworks
Fire Orb
Fire Sign
Father's Day Sock
Father's Day Tie
Four-Leaf Clover
Gift Box
Golden Goblet
Granemor Captain's Helm
Granemor Lieutenant's Helm
Head of Raydius Dragon
Helm of Drakonnan
Helm of Drakonnas
Hero's Charm
Ice Orb
Ice Orb Essence
Ice Orb Fragment
Intellect Scroll
Iron Sign
Larsham Flower
Leech Head
Leprechaun Gems
Leprechaun Gold
Light Orb
Love Potion #730
Love Potion #731
Lucky BURP's Foot
Lucky Wild Bingo's Foot
Mage Globe
Magma Leaf
Mermazon Kelp
Mogga Idol series
Mothers Charm Earrings
Mothers Charm Necklace

Necronomoron
No Vote
Paxia Award Trophy
Pearapplos Basket
Pet Whistle
Quest Muse
Ring of the Dark Wood
Ring of the Shaded Grove
Ring of the Twilight Copse
Rogue's Charm
Seven Leaf Clover
Stone Sign
Taladosian Charm
Time Cookie
Treasure Box
Urn of Daryngord
Warriors Edge
Water Sign
Wind Orb
Wood Sign
Yes Vote




From levels 0-29, X = +2 per sign in your inventory(Cannot be in storage).
From levels 30-59, X = +4 per sign in your inventory(Cannot be in storage).
From levels 60+, X = +5 per sign in your inventory(Cannot be in storage).

Azru Stone (Gen 1 and 2): 10% Damage Bonus against Carnax, 5% Damage Bonus against Leprechauns. 25 MP
Dark Orb: 20% Base and Random Bonus against Light Enemies. 50 MP.
Energy Orb: 20% Base and Random Bonus against Water Enemies. 50 MP.
Fire Orb: 20% Base and Random Bonus against Ice Enemies. 50 MP.
Ice Orb: 20% Base and Random Bonus against Fire Enemies. 50 MP.
Light Orb: 20% Base and Random Bonus against Darkness Monsters. 50 MP.
Lucky Wild Bingo's Foot: 10% Base and Random Bonus against Spider, Insect, and Worm type monsters. 50 SP.
Necronomoron: 10% Base and Random Bonus against "Undead" or "Zombie" Monsters. 50 MP.
Time Cookie: 10% Base and Random Bonus against Metallic and Drakel monsters.
Wind Orb: 20% Base and Random Bonus against Earth Enemies. 50 MP.



Beleqwaya's Gift
Diamond of the Body(50):
- When equipping the item, you will gain an HP boost to the amount of: 10 + Level / 2
- Regenerates 5 HP per turn.
Ring of Magic(50):
- Regenerates MP based on the damage you deal per hit according to the formula of: Damage/20, excludes damage from spells.
Gauntlet of Might(50):
- 105% Base, Random and Stat boost

Diamond of the Body(75):
- When equipping the item, you will gain an HP boost to the amount of: 0.75*Level + 15
- Regenerates 7 HP per turn.
Ring of Magic(75):
- Regenerates MP based on the damage you deal per hit according to the formula of: Damage*7 /100, excludes damage from spells.
Gauntlet of Might(75):
- 107% Base, Random and Stat boost

Bronze Sign: -10% Monster Base Damage (Guardian Only)
Fire Sign: Multiplies damage on weapon attacks by:
- Levels 0-29: [2*(Signs in inventory)]/300 + 1
- Levels 30-59: [4*(Signs in inventory)]/300 +1
- Levels 60+: [5*(Signs in inventory)]/300 +1
Iron Sign: -10% Monster Base Damage (Guardian Only)
Stone Sign: Restores HP equal to amount maximum HP was increased by END boost.
Water Sign:
- Restores MP equal to amount maximum MP was increased by INT boost.
- For every succesful weapon attack, you gain HP equivilant to the amount of signs in your active inventory plus one. If you have all signs you gain an extra point of HP making the total 8. (Guardian Only)
Wood Sign: Increases Ranged Combat Defence 2.5*(Number of signs in active inventory) (Guardian Only).

Bar of Soap(1):
- Chase to reduce monsters BTH by 5% (Adventurers) or 10% (Guardians) for as long as the Bar remains equipped (1 Turn to use).
- The monster can avoid soap poisoning. The monster makes a Stat roll, with a bonus equal to (MonsterLevel / 10) + (MonsterEND / 5) + (MonsterLUK / 20). If it rolls higher than 41 + (YourLUK / 4), it resists the poison.
Bar of Soap(40):
- Chase to reduce monsters BTH by 7% (Adventurers) or 15% (Guardians) for as long as the Bar remains equipped (1 Turn to use).
- The monster can avoid the soap poisoning. The monster makes a Stat roll, with a bonus equal to (MonsterLevel / 10) + (MonsterEND / 5) + (MonsterLUK / 20). If it rolls higher than 55 + (YourLUK / 4), it resists the poison.
Bar of Soap(70):
- Chase to reduce monsters BTH by 10% (Adventurers) or 20% (Guardians) for as long as the Bar remains equipped (1 Turn to use).
- The monster can avoid the soap poisoning. The monster makes a Stat roll, with a bonus equal to (MonsterLevel / 10) + (MonsterEND / 5) + (MonsterLUK / 20). If it rolls higher than 68 + (YourLUK / 4), it resists the poison.

Love Potion #730: When activated, you can click on the item. Afterwards, every turn, there is a [CHA/25]% chance of paralyzing the monster for 1 turn. (1 Turn and 4 SP to use)
Love Potion #731: Special: When activated, you can click on the item. Afterwards, every turn, there is a [CHA/20]% chance of paralysing the monster for 1 turn. (1 Turn and 8 SP to use)

Ring Series
Ring of the Twilight Copse: Boosts the Base, Random and Stat damage of Darkness pets by 10%.
CHA/25 chance to attempt to Paralyze Vamp and Were opponents for 1 turn. Costs 35 SP and a turn to attempt.
Ring of the Shaded Grove: Boosts the Base, Random and Stat damage of Darkness pets by 20%.
CHA/22.5 chance to attempt to Paralyze Vamp and Were opponents for 1 turn. 60 SP and a turn to attempt.
Ring of the Dark Wood: Boosts the Base, Random and Stat damage of Darkness pets by 30%.
CHA/17.5 chance to attempt to Paralyze Vamp and Were opponents for 1 turn. Costs 80 SP and a turn to attempt.

Evil Eyeglass Series
By clicking on the glasses, you can infect your enemy with The Cold, based on your Character's Good/Evil Alignment.
All numbers in square brackets [] are rounded down.

Evil Eyeglasses(20): Takes 1 turn and 30 SP.
* Your opponent makes a Save Roll. It gains bonuses equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 53 + [YourINT/5] + [YourLUK/20] - [Alignment/3], it resists The Cold. Otherwise, it becomes infected, and the Eyeglasses become activated.
* While infected, it takes -2 BTH and you gain +2 BTH for as long as the Eyeglasses remain equipped. (If you un-equip the glasses, this effect disappears and the monster stops making saves, for as long as the the item remains unequipped.)
* While infected, at the end of each of your turns, it makes a Save Roll. It gains a bonus equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 53 + [YourLUK/20], it recovers from The Cold and the Eyeglasses return to normal.

Evil Eyeglasses(40): Takes 1 turn and 40 SP.
* Your opponent makes a Save Roll. It gains bonuses equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 55 + [YourINT/5] + [YourLUK/20] - [Alignment/3], it resists The Cold. Otherwise, it becomes infected, and the Eyeglasses become activated.
* While infected, it takes -4 BTH and you gain +4 BTH for as long as the Eyeglasses remain equipped. (If you un-equip the glasses, this effect disappears and the monster stops making saves, for as long as the the item remains unequipped.)
* While infected, at the end of each of your turns, it makes a Save Roll. It gains a bonus equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 55 + [YourLUK/20], it recovers from The Cold and the Eyeglasses return to normal.

Evil Eyeglasses(60): Takes 1 turn and 50 SP.
* Your opponent makes a Save Roll. It gains bonuses equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 57 + [YourINT/5] + [YourLUK/20] - [Alignment/3], it resists The Cold. Otherwise, it becomes infected, and the Eyeglasses become activated.
* While infected, it takes -6 BTH and you gain +6 BTH for as long as the Eyeglasses remain equipped. (If you un-equip the glasses, this effect disappears and the monster stops making saves, for as long as the the item remains unequipped.)
* While infected, at the end of each of your turns, it makes a Save Roll. It gains a bonus equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 57 + [YourLUK/20], it recovers from The Cold and the Eyeglasses return to normal.

Evil Eyeglasses(80): Takes 1 turn and 60 SP.
* Your opponent makes a Save Roll. It gains bonuses equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 59 + [YourINT/5] + [YourLUK/20] - [Alignment/3], it resists The Cold. Otherwise, it becomes infected, and the Eyeglasses become activated.
* While infected, it takes -8 BTH and you gain +8 BTH for as long as the Eyeglasses remain equipped. (If you un-equip the glasses, this effect disappears and the monster stops making saves, for as long as the the item remains unequipped.)
* While infected, at the end of each of your turns, it makes a Save Roll. It gains a bonus equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 59 + [YourLUK/20], it recovers from The Cold and the Eyeglasses return to normal.

Evil Eyeglasses(100): Takes 1 turn and 70 SP.
* Your opponent makes a Save Roll. It gains bonuses equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 61 + [YourINT/5] + [YourLUK/20] - [Alignment/3], it resists The Cold. Otherwise, it becomes infected, and the Eyeglasses become activated.
* While infected, it takes -10 BTH and you gain +10 BTH for as long as the Eyeglasses remain equipped. (If you un-equip the glasses, this effect disappears and the monster stops making saves, for as long as the the item remains unequipped.)
* While infected, at the end of each of your turns, it makes a Save Roll. It gains a bonus equal to [ItsLevel/10] + [ItsCHA/10] + [ItsEND/10] + [ItsLUK/20]. If it rolls equal to or higher than 61 + [YourLUK/20], it recovers from The Cold and the Eyeglasses return to normal.

Mark of Hope Series
The Mark of Hope Series will allow a player to summon a Light Melee, Ranged, or Magic weapon of their choice. When activated, a player can choose between the Executioner of Despair, Fork in Life's True Path, or Razor's Edge of Clarity. Their level is dependent on the level of the Mark of Hope Misc Item.

Pearapplos Basket Series
Pearapplos Basket(25): +3 Pet Bonus to Hit
Pearapplos Basket(50): +6 Pet Bonus to Hit
Pearapplos Basket(75): +9 Pet Bonus to Hit


To keep things simple, I group Temp Items into three groups, offensive, defensive, and market items. I won't be covering the market items (Duma Sunstone, Kaga Moonstone, Nobu Emerald, and Raaz Sapphire).


For the defensive path.
It is difficult to use the Temp Items that sacrifice a turn offensively. Looking at an item like Everfrozen Shard, it offers an extra 1.875 random damage per hit and an extra 2 B2H when using melee attacks. Take a weapon that offers 7-27, 5 B2H with a player with 200 Str/Dex against a monster with 45 Melee Defence. In Nightmare(90) you'd be doing 96.069 Average Damage without Everfrozen Shard, 100.587 with Everfrozen Shard. That would be an extra 4.52 damage per turn after the sacrifice of one turn. The battle would have to last 22 turns for this to start offering an offensive bonus.
So anyway, I won't be looking at Stat Bonus when it comes to the defensive items. Ultimately, a player will want Everfrozen Shard (Melee, Water, and Ice defense) , Head of Raydius Dragon (Ranged, Earth, and Darkness defense), Urn of Daryngard (Magic, Fire, and Energy defense), The Diamond of Body(75) (Wind defense), and Golden Goblet (Light defense) if you want a fully defensive Temp Item inventory. Earning the 6000 Z Tokens required for each of the Prime Treasures, of Everfrozen Shard and Urn of Daryngard, is a daunting task for many players. For them, I'd suggest Head of Raydius Dragon (Ranged, Earth, and Darkness defense), Mage Globe (Magic defense), Warriors Edge (Melee defense), Magma Leaf (Fire defense), Mermazon Kelp (Water defense), and Golden Goblet (Light defense), and The Diamond of Body to cover the other elemental resistances.


For the offensive.
Now then, offensive this is pretty easy, there are only a handful of offensive Misc items. We have Fire Orb, Wind Orb, Ice Orb, Energy Orb, Light Orb, Darkness Orb, Azru Stone's Gen 1 and 2, Necronomoron, Fire Sign, and The Gauntlet of Might. Optimally, you'd only have one of the Azru Stone's, you most likely won't need both Necronomoron and the Orb's, and Fire Sign isn't very impressive without the other five, giving you room for a defensive Temp like Head of Raydius Dragon.
There are some amazing combinations you can make with these offensive items. Nothing says incredible quite like Triggered Light Orb combined with Undead Mutant and Triggered Golden Axe and Ultimus.


A slightly more balanced path. Because you can't really fill all your Misc Items slots with just offensive or defensive Items.
Now then, let's say you want a good mix of both offense and defense. Ultimately, you'd probably want Head of Raydius Dragon, and the two Prime Treasures. That leaves five slots for Orb's and six orbs available. What one should you pass on? Well, there are several difficult Darkness Monsters in the game so Light Orb is a must. From level 70+, I count 13 Fire, 8 Water, 16 Earth, 7 Ice, 8 Light (Not including Hybee Scout), and 17 Darkness RA encounters. I'd suggest Ice Orb, Wind Orb, Light Orb, and Darkness Orb. For me it comes down to Fire Orb or Energy Orb. Unless you can meet ArMegoggon, Fire Orb doesn't seem very useful unless Supreme Iceshifter's give you trouble. You could also pass on Energy Orb, the only high level Water monsters in RA is Adult Battle Whale.


New Breed of Temp Item
There is a new type of Temp Item that allows you to gain certain bonus's when clicked.
Ice Orb Essence: Clicking on this item will grant you the Temp Blade of Peace. This weapon offers 10-20 Ice Damage with -40% B2H at level 0 and gains power as you level, offering 20-20 Ice Damage with -15% B2H at level 130.

Pet Whistle: When clicked, this item will allow you to switch pet without sacrificing a turn. This is a Beastmasters dream come true. A must if you're going down this path.

Muse Items: The Battle and Quest Muse both play music. If the music is activated, it'll stay with you after the battle is over. It's nifty but can get a little irritating if you don't like music on a loop. Fun to play with but the bonuses themselves aren't very good for the price.

Helm Items: The first Misc items to actually change your characters appearance.

Claw of Tarphon: This Misc can be used to power up the weapons Bladestinger, Seaquake Staff, and Volt Cutter. This has a lot of potential but I'd pass on this one, it makes a weak, though low level Z Token weapon, into a weapon you'd expect to spend 3900 Z Tokens on with the addition of the sacrifice of a turn to activate and takes away your freedom to combine the weapon with a more useful Misc Item.

The Signs: Six in all, each has the potential to raise a single stat by +30 and once you've collected 4, you gain access to a new Temp Weapon. If you're willing to give up six slots to them and are a Guardian, they can prove quite useful for the price.

Beleqwaya's Gift: Each offers a powerful and unique bonus and can quickly simplify your Misc Item inventory. Though weaker, then the Orbs, The Gauntlet of Might can cover all 8 elements in one item, something you cannot do with the six orbs currently available. For Mages who find themselves running out of MP, The Ring of Magic can restore MP in less favorable conditions. The Diamond of Body is the ultimate resistive Misc Item, covering all elements, though it isn't as good as Everfrozen Shard, Head of Raydius Dragon , Urn of Daryngard combined, it is much cheaper and can cover all elements when against a mob that attacks with multiple elements.

Bar of Soap: Offering both active defenses in the form of Magic defense and Earth and Ice resistance and the potential to decrease Monster B2H creates a potential for the best defensive Misc in the game. This turns a 1 turn investment into a two or more turn investment which should only be used on an extremely difficult blockable monster. Its Earth resistance also overlaps with HoRD and its Ice resistance overlaps with Everfrozen Shard and its Magic defense overlaps with Urn of Daryngord so it creates a difficult choice for characters with the Prime Treasures. I personally wouldn't switch out any of the Prime Treasures for Bar of Soap, if you've got room it's worth it but if you don't, its gimmick doesn't make it more useful then having more covered with HoRD, Everfrozen Shard, and Urn of Darygord.



Final Notes
There are a few Temp items I view as absolutely useless. Mainly the ones that only boost Stats. These would include Intellect Scroll, Larsham Flower, Lucky BURP's Foot, and Seven Leaf Clover. Not exactly worth sacrificing a turn or a Misc Item slot for any of these items.
We still do not know the the potential of Epheel's Gift.
Helm of Drakonnan and Draoknnas items are quite impressive if you don't have Urn of Daryngard. Pick them up while they are still available. If they don't go rare, I'll update the above section.


Updates
November 20, 2006: Added Lucky BURP's Foot.
November 24, 2006: Added Ice Orb Fragment.
December 1, 2006, Added Paxia Award Trophy, messed with the images settings to see if I could cram it onto a page, and Fixed the Yes Vote's entry.
January 4, 2007: Added Ice Orb Essence, Pet Whistle, and added Lucky BURP's Foot (50) Boost.
January 15, 2007: Added Dragon Spirit Totem.
March 19, 2007: Added Leprechaun Gems and Gold
May 22, 2007: Added Hero's Charm and Mothers Charm items. Fixed Leach Head entry.
June 17, 2007: Added Father's Day Items.
June 21, 2007: Added Muse Items.
July 3, 2007: Added Helm of Drakonnan and Drakonnas.
July 4, 2007: Added Fireworks Item, fixed Helm item's update.
September 22, 2007: Added Bad Medicine, Bronze Sign, Iron Sign, and Iron Sign.
September 23, 2007: Updated Pet Whistles entry.
November 11, 2007: Added Fire, Wood, Water, and Stone Sign, Claw of Tarphon, Book of Love, Necronomoron, and AQupcake.
December 29, 2007: Added Beleqwaya's Gift items and Gift Box items
April 27, 2008: Added Time Cooky Series, Bar of Soap Series, and Love Potion Series.
August 12, 2008: Added Ring Series, Evil Eyeglass Series, Mark of Hope, Lucky Wild Bingo's Food, Granemor Helm Series, and Pearapplop Series.

< Message edited by h dog -- 8/12/2008 16:16:37 >
AQ DF MQ  Post #: 1
9/24/2006 20:56:05   
Ninja Paladin
Lost, Wandering Goddess


Nice job, h dog! The only thing I have to say is to make that chart look more like a table, i.e. divide it up with lines. It's a little to uncomprehensive for easy access to information.
AQ  Post #: 2
9/24/2006 21:37:55   
h dog
Member

Hmm, legibal would be a good idea. What do you think, this or this? Find the gray slightly more aesthetically appealing but the green doesn't seem to show up as well.
AQ DF MQ  Post #: 3
9/24/2006 21:41:24   
Ninja Paladin
Lost, Wandering Goddess


The second one looks good. Do that, except do the gray bars horizontally, to make it easier to locate info on that particular item.
AQ  Post #: 4
9/24/2006 21:50:31   
h dog
Member

Sounds good, updated. Wonder if this means I'm going to have to find the spread sheets with the stats for my other comparisons so I can make them legible as well.
AQ DF MQ  Post #: 5
9/25/2006 14:57:47   
Stat Roller X3
Member

That's a very nice guide h dog, good joob!
This is the only thing, I could find:


quote:

ORIGINAL: h dog

For the defencive path.
It is difficult to use the Temp Items that sacrifice a turn offensively. Looking at an item like Everfrozen Shard, it offers an extra 1.875 random damage per hit and an extra 2 B2H when using melee attacks. Take a weapon that offers 7-27, 5 B2H with a player with 200 Str/Dex against a monster with 45 Melee Defence. In Nightmare(90) you'd be doing 96.069 Average Damage without Everfrozen Shard, 100.587 with Everfrozen Shard. That would be an extra 4.52 damage per turn after the sacrifice of one turn. The battle would have to last 22 turns for this to start offering an offensive bonus. So anyway, I won't be looking at Stat Bonus when it comes to the defensive items. Ultimately, a player will want Everfrozen Shard (Melee, Water, and Ice defense) , Head of Raydius Dragon (Ranged, Earth, and Darkness defense), Urn of Daryngard (Magic, Fire, and Energy defense), and Golden Goblet (Light defense) if you want a fully defensive Temp Item inventory. Unfortunately, there is no Temp Item that lowers Wind resistance. Earning the 6000 Z Tokens required for each of the Prime Treasures, of Everfrozen Shard and Urn of Daryngard, is a daunting task for many players. For them, I'd suggest Head of Raydius Dragon (Ranged, Earth, and Darkness defense), Mage Globe (Magic defense), Rouge's Charm (Ranged defense), Warriors Edge (Melee defense), Magma Leaf (Fire defense), Mermazon Kelp (Water defense), and Golden Goblet (Light defense). You won't have an item that protects against Wind, Ice, or Energy.



I don't see any reason to get Rouge's Charm when you have Head of Raydius Dragon. HoRD offers everything Rouge's Charm does, and quite a lot more. A minor thing, however.
Post #: 6
9/25/2006 18:45:24   
h dog
Member

Whoops! The sad thing is, I originally added Black Root and Leech Head to the list and caught it last minute... Shows how much attention I pay. Aww well, fixed.

< Message edited by h dog -- 9/25/2006 18:46:57 >
AQ DF MQ  Post #: 7
9/25/2006 19:39:10   
Aquadorian
Watcher of the Deep


It might be worth adding the point that (currently, at least) the Light Orb doesn't require the wasting of a turn, unlike others, which could swing the choice slightly.

Also it would be good to pass it all through a spell-checker. But there's the odd thing a spell-checker might miss e.g. Rouge is "red" in French and a kind of make-up - "Rogue" is what you're looking for XD
AQ DF MQ  Post #: 8
9/25/2006 20:04:18   
h dog
Member

I thought none of the Orb's take up a turn. *Buys another orb and tests this* Well, Wind and Light Orb's do not take up a turn. Which reminds me, does anyone know if the Azru Stones take up a turn to use?

Spelling is the bane of my existence... Alright, did I miss any of the spelling errors?

Edit: Also, anyone know what Azru Stones MP cost is?

< Message edited by h dog -- 9/25/2006 20:21:41 >
AQ DF MQ  Post #: 9
9/25/2006 21:31:12   
Ninja Paladin
Lost, Wandering Goddess


Blackroot doesn't take up a turn, either. It's a good and cheap alternative until you can get the tokens for Everfrozen Shard.
AQ  Post #: 10
9/25/2006 21:37:51   
sxnazn
Member

Azru Stones don't take up a turn. Their MP cost is 25.
AQ DF  Post #: 11
9/25/2006 21:45:09   
h dog
Member

Interesting, *Goes down the list* So, from the Z Token Shop, Blackroot and the 5 Orb's do not take a turn but Magma Leaf, Mermazon Kelp, 4 Leaf Clover, Golden Goblet, Treasure Box, Warriors Edge, Rogue's Charm, Mage Globe, the two Prime Treasures do? Is Blackroot the only non Orb Temp Item that does not take a turn or can anyone think of others?

Hmm, Int Scroll and Light Orb do not take a turn but Seven Leaf Clover, AoD, Epheel's Gift, Mogga Idol 1, Larsham Flower, and Leech Head do. Now I've got to run through some quests... That just leaves Yes and No Votes, and Mogga Idol 2. Any ideas on if any of these cost you a turn?

Amulet of Drakonnan: 1 Turn to Activate
Azru Stone Gen 1: No Turns to Activate
Azru Stone Gen 2: No Turns to Activate
Black Root: No Turns to Activate
Dark Orb: No Turns to Activate
Energy Orb: No Turns to Activate
Epheel's Gift: 1 Turn to Activate
Everfrozen Shard: 1 Turn to Activate
Fire Orb: No Turns to Activate
Four-Leaf Clover: 1 Turn to Activate
Golden Goblet: 1 Turn to Activate
Head of Raydius Dragon: 1 Turn to Activate
Ice Orb: No Turns to Activate
Intellect Scroll: No Turns to Activate
Larsham Flower: 1 Turn to Activate
Leech Head: 1 Turn to Activate
Light Orb: No Turns to Activate
Mage Globe: 1 Turn to Activate
Magma Leaf: 1 Turn to Activate
Mermazon Kelp: 1 Turn to Activate
Mogga Idol 1: 1 Turn to Activate
Mogga Idol 2: 1 Turn to Activate
No Vote: ?
Rogue's Charm: 1 Turn to Activate
Seven Leaf Clover: 1 Turn to Activate
Treasure Box: 1 Turn to Activate
Urn of Daryngord: 1 Turn to Activate
Warriors Edge: 1 Turn to Activate
Wind Orb: No Turns to Activate
Yes Vote: ?

Edit: Thanks Sxnazn

< Message edited by h dog -- 9/26/2006 7:43:05 >
AQ DF MQ  Post #: 12
9/26/2006 1:57:37   
Stat Roller X3
Member


quote:

ORIGINAL: sxnazn

Azru Stones don't take up a turn. Their MP cost is 25.

Post #: 13
9/26/2006 2:03:31   
Tola
Member

Confirm whether the Orbs take up a turn if they trigger. I swear I've seen the Light Orb cost a turn if it triggers.
AQ  Post #: 14
9/26/2006 5:45:54   
Remellion
Member

They don't. Light Orb does not waste a turn, triggered or untriggered. MP cost: 50. I use it all the time.
AQ  Post #: 15
9/26/2006 7:44:17   
h dog
Member

Thanks Stat Roller X3, I knew that, just got a little to trigger happy with copying and pasting "1 turn to activate"'s

Did anyone catch if someone answered the Yes Vote/No Vote question in Q&A, I went to bed before the thread was deleted.

< Message edited by h dog -- 9/26/2006 7:46:01 >
AQ DF MQ  Post #: 16
9/27/2006 1:11:50   
Chainer
Member


quote:

I'd suggest Ice Orb, Earth Orb, Light Orb, and Darkness Orb.

Um.... there is no earth orb....
AQ DF  Post #: 17
9/27/2006 22:08:45   
h dog
Member

Hmm, interesting. Think I meant Wind Orb.
AQ DF MQ  Post #: 18
9/28/2006 5:10:39   
Remellion
Member

Dum dum, nice guide. Now that storage is out, forking out 200 Z-Tokens per slot could mean greater flexibility. For the Balanced Path, it is now possible to get all the Orbs.
AQ  Post #: 19
9/28/2006 9:28:13   
Sugar
Member

The guide looks pretty good. I would however, indicate in your discussion of defensive capabilites the offense that defensive items add beyon the stat bonus. In a battle with thudertroll using head of raydius dragon you will indeed get that small boose to damage that you note, but you are forgetting that the added earth resistance and the additional blocking you will get will save you some mana which can be turned to more offense. An extra two UM in a battle that can be used because there is 1 less Heal Wounds is not a small thing to overlook. I use the defensive items all the time on quests. They really can relieve a lot of the pressure. In Addition, if used early in the quest with a pet like Daimyo or fairy godmother they can allow you to store more mana than your normally would have access to. I did this for Nightbane the fist time (in case he was tough). I used Mage Globe in my fight with the Nightraider to get the extra mana stored up from a few FGM heals and a Daimyo. Then, when I faced Nightbane I had the extra mana.

These are items that can be used to plan and prepare making not only the current battle, but the next battle a lot easier.
AQ  Post #: 20
9/28/2006 10:51:51   
h dog
Member

Remellion, granted but you can still only hold 8 Misc Items. It gives you the chance to mix and match and experiment. Not sure what else to say about it, if you want the balanced path, I'd still suggest the two Prime Treasures, Head of Raydius Dragon, and five of the six Orbs. It's what I've got right now and can't think of a collection I'd be happier with.

Well, yes Sugar, you'll take less damage meaning you won't have to use MP on HW but that's like saying a non-triggering shield is an offencive item or that Mana Morph is an offencive ability because it regenerates MP that can be used to deal more damage. The items themselves are not offencive but when coupled with the right items they can be used offensively. The same can be said for any thing else defencive in the game.
AQ DF MQ  Post #: 21
12/1/2006 4:13:59   
Lelldorin
Member

That one extra turn Black Root gives is just so awesome IMO. For only 100 Tokens its worth its price, and the bonuses the rest of the Z-Token Items are hard-pressed to make up for that one turn, which is more valuable as you level up, the exceptions being the Prime Treasures, of course.

Note that 10 End is equivalent to 56 HP.
AQ  Post #: 22
12/1/2006 7:08:40   
siu_szewang
Member

This guide is nice, I own Elemental orb, they are very useful!!

As a new misc (pixia misc) has come up, can you add it to your list?
AQ  Post #: 23
12/1/2006 11:39:28   
h dog
Member

Paxia Award Trophy has been added to the chart. It is a decent defencive item, haven't made my conclusion about it yet though.
AQ DF MQ  Post #: 24
12/1/2006 21:22:44   
Lelldorin
Member

Just a note, Endurance only increases your Max HP, but does not grant you a 'Heal', even if you equip the Item at 100% HP.
AQ  Post #: 25
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